Posts Tagged ‘history’

Hololens in academic library

Blurred Lines—between virtual reality games, research, and education

http://library.ifla.org/2133/

p. 5 a LibGuide was created that provided a better description of the available software for both the Microsoft Hololens and the HTC Vive and also discussed potential applications for the technology.

Both the HTC Vive and the Hololens were made bookable through the library’s LibCalendar booking system, streamlining the booking process and creating a better user experience.

When the decision was made to bring virtual and augmented reality into the McGill University Library, an important aspect of this project was to develop a collection of related software to be used alongside the technology. In building this software collection a priority was placed on acquiring software that could be demonstrated as having educational value, or that could potentially be used in relation to, or in support of, university courses.

For the Microsoft Hololens, all software was acquired through Microsoft’s Online Store. The store has a number of educationally relevant HoloLens apps available for purchase. The app ARchitect, for example, gives a basic sense of how augmented reality could be used for viewing new building designs. The app Robotics BIW allows user to simulate robotic functions. A select number of apps, such as Land of the Dinosaurs and Boulevard, provide applications for natural history and art. There were a select number of apps related to science, mathematics and medicine, and others with artistic applications. All of the HoloLens applications were free but, compared to what is available for virtual reality, the experiences were much smaller in size and scope.

For the HoloLens, a generic user account was created and shared with person who booked the HoloLens at the time of their booking. After logging into this account – which could sometimes prove to be a challenge because typing is done using the headset’s gesture controls – the user could select a floating tile which would reveal a list of available software. An unresolved problem was that users would then need to refer to the HoloLens LibGuide for a detailed description of the software, or else choose software based on name alone, and the names were not always helpful.

For the Microsoft HoloLens, the three most popular software programs were Land of the Dinosaurs, Palmyra and Insight Heart. Insight Heart allow users to view and manipulate a 3D rendering of a high-resolution human heart, Land of the Dinosaurs provided an augment reality experience featuring 3D renderings of dinosaurs, and Palmyra gave an augmented reality tour of the ancient city of Palmyra.

p. 7 Though many students had ideas for research projects that could make use of the technology, there was no available software that would have allowed them to use augmented reality in the way they wanted. There were no students interested in developing their own software to be used with the technology either.

p. 8 we found that the Microsoft HoloLens received significant use from our patrons, we would recommend the purchase of one only for libraries serving researchers and developers.

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Getting Real in the Library: A Case Study at the University of Florida

Samuel R. Putnam and Sara Russell GonzalezIssue 39, 2018-02-05

Getting Real in the Library: A Case Study at the University of Florida

As an alternative, Microsoft offers a Hololens with enterprise options geared toward multiple users for $5000.

The transition from mobile app development to VR/AR technology also reflected the increased investment in VR/AR by some of the largest technology companies in the world. In the past four years, Facebook purchased the virtual reality company Oculus, Apple released the ARKit for developing augmented reality applications on iOS devices, Google developed Google Cardboard as an affordable VR option, and Sony released Playstation VR to accompany their gaming platform, just to name a few notable examples. This increase of VR/AR development was mirrored by a rise in student interest and faculty research in using and creating new VR/AR content at UF.

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Arnhem, J.-P. van, Elliott, C., & Rose, M. (2018). Augmented and Virtual Reality in Libraries. Rowman & Littlefield.
https://books.google.com/books?id=PslaDwAAQBAJ&lpg=PA205&ots=HT7qTY-16o&dq=hololens%20academic%20library&lr&pg=PA214#v=onepage&q=hololens%20academic%20library&f=false
360 degree video in library instruction
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Hammady, R., & Ma, M. (2018). Designing Spatial UI as a Solution of the Narrow FOV of Microsoft HoloLens: Prototype of Virtual Museum Guide. In Proceedings of the 4th International AR & VR Conference 2018. Springer. Retrieved from https://eprints.staffs.ac.uk/4799/
‘HoloMuse’ that engage users with archaeological artefacts through gesture-based interactions (Pollalis, Fahnbulleh, Tynes, & Shaer, 2017). Another research utilised HoloLens to provide in-situ assistant for users (Blattgerste, Strenge, Renner, Pfeiffer, & Essig, 2017). HoloLens also used to provide magnification for low vision users by complementary finger-worn camera alongside with the HMD (Stearns, DeSouza, Yin, Findlater, & Froehlich, 2017). Even in the medical applications, HoloLens contributed in 3D visualisation purposes using AR techniques (Syed, Zakaria, & Lozanoff, 2017) and provide optimised measurements in medical surgeries(Pratt et al., 2018) (Adabi et al., 2017). Application of HoloLens extended to visualise prototype designs (DeLaOsa, 2017) and showed its potential in gaming industry (Volpe, 2015) (Alvarez, 2015) and engaging cultural visitors with gaming activities (Raptis, Fidas, & Avouris, 2017).
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van Arnhem, J.-P., & Spiller, J. M. (2014). Augmented Reality for Discovery and Instruction. Journal of Web Librarianship, 8(2), 214–230. https://doi.org/10.1080/19322909.2014.904208

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Evaluating the Microsoft HoloLens through an augmented reality assembly application
Proceedings Volume 10197, Degraded Environments: Sensing, Processing, and Display 2017; 101970V (2017) https://doi.org/10.1117/12.2262626
Event: SPIE Defense + Security, 2017, Anaheim, California, United States
To assess the HoloLens’ potential for delivering AR assembly instructions, the cross-platform Unity 3D game engine was used to build a proof of concept application. Features focused upon when building the prototype were: user interfaces, dynamic 3D assembly instructions, and spatially registered content placement. The research showed that while the HoloLens is a promising system, there are still areas that require improvement, such as tracking accuracy, before the device is ready for deployment in a factory assembly setting.
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Pollalis, C., Fahnbulleh, W., Tynes, J., & Shaer, O. (2017). HoloMuse: Enhancing Engagement with Archaeological Artifacts Through Gesture-Based Interaction with Holograms. In Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction (pp. 565–570). New York, NY, USA: ACM. https://doi.org/10.1145/3024969.3025094
https://www.researchgate.net/publication/315472858_HoloMuse_Enhancing_Engagement_with_Archaeological_Artifacts_through_Gesture-Based_Interaction_with_Holograms
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Gračanin, D., Ciambrone, A., Tasooji, R., & Handosa, M. (2017). Mixed Library — Bridging Real and Virtual Libraries. In S. Lackey & J. Chen (Eds.), Virtual, Augmented and Mixed Reality (pp. 227–238). Springer International Publishing.
We use Microsoft HoloLens device to augment the user’s experience in the real library and to provide a rich set of affordances for embodied and social interactions.We describe a mixed reality based system, a prototype mixed library, that provides a variety of affordances to support embodied interactions and improve the user experience.

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Dourish, P. (n.d.). Where the Action Is. Retrieved November 23, 2018, from https://mitpress.mit.edu/books/where-action
embodied interactions
Computer science as an engineering discipline has been spectacularly successful. Yet it is also a philosophical enterprise in the way it represents the world and creates and manipulates models of reality, people, and action. In this book, Paul Dourish addresses the philosophical bases of human-computer interaction. He looks at how what he calls “embodied interaction”—an approach to interacting with software systems that emphasizes skilled, engaged practice rather than disembodied rationality—reflects the phenomenological approaches of Martin Heidegger, Ludwig Wittgenstein, and other twentieth-century philosophers. The phenomenological tradition emphasizes the primacy of natural practice over abstract cognition in everyday activity. Dourish shows how this perspective can shed light on the foundational underpinnings of current research on embodied interaction. He looks in particular at how tangible and social approaches to interaction are related, how they can be used to analyze and understand embodied interaction, and how they could affect the design of future interactive systems.

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Pollalis, C., Fahnbulleh, W., Tynes, J., & Shaer, O. (2017). HoloMuse: Enhancing Engagement with Archaeological Artifacts Through Gesture-Based Interaction with Holograms. In Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction (pp. 565–570). New York, NY, USA: ACM. https://doi.org/10.1145/3024969.3025094
HoloMuse, an AR application for the HoloLens wearable device, which allows users to actively engage with archaeological artifacts from a museum collection
pick up, rotate, scale, and alter a hologram of an original archeological artifact using in-air gestures. Users can also curate their own exhibit or customize an existing one by selecting artifacts from a virtual gallery and placing them within the physical world so that they are viewable only using the device. We intend to study the impact of HoloMuse on learning and engagement with college-level art history and archeology students.
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Dugas, Z., & Kerne Andruld. (2007). Location-Aware Augmented Reality Gaming for Emergency Response Education: Concepts and Development. ResearchGate. Retrieved from https://www.researchgate.net/publication/242295040_Location-Aware_Augmented_Reality_Gaming_for_Emergency_Response_Education_Concepts_and_Development

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Library Spaces II: The IDEA Lab at the Grainger Engineering Library Information Center

https://prism.ucalgary.ca/bitstream/handle/1880/52190/DL5_mischo_IDEA_Lab2.pdf

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more on Hololens in this IMS blog
http://blog.stcloudstate.edu/ims?s=hololens

Gettysburg Address at LC

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We’re marking the 155th anniversary of the #GettysburgAddress with a special one-day display of the Nicolay copy of the speech handwritten by Abraham Lincoln, and the #LettersToLincoln crowdsourcing transcribe-a-thon with local students and online friends! See the display in the Great Hall until 4:30 today, or find out how to get involved in the transcription project at crowd.loc.gov. #LibraryOfCongress #collections #crowdsourcing

A post shared by Library of Congress (@librarycongress) on

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more on history at this IMS blog
http://blog.stcloudstate.edu/ims?s=history

Teaching history with technology

Teaching history with technology

http://www.edteck.com/dbq/more/analyzing.htm

http://teachingprimarysources.illinoisstate.edu/MCTPS/PD_Guide/Section_4.pdf

https://www.archives.gov/education/lessons/worksheets

https://www.loc.gov/teachers/usingprimarysources/

Analysis worksheets, evidence, and primary documents

https://conference.iste.org/uploads/ISTE2017/HANDOUTS/KEY_108132637/29732_flyer_CP_DocAnaly.pdf

https://www.iste.org/explore/articleDetail?articleid=15&category=Set-the-standard&article=
(see rubric)

https://www.iste.org/docs/excerpts/MEDLIT-excerpt.pdf
(see rubric)

  • Using technology to help students analyze historical/ primary source documents.
  • Making artifacts interactive.
  • Hosting online history discussions
  • The importance of structure and expectations.
  • Using audio in history lessons
  • Recording history with students
  • Hearing history
  • Creating multimedia timelines with students.
  • Simple to complex options for every grade level.
  • Creating multimedia maps
  • Search Strategies for History Students
  • Saving and sharing search results.
  • Google Maps and Earth are not your only options.
  • Creating videos and teaching with video.
  • Making and using virtual tours.
  • Virtual Reality tours.
  • Augmented Reality tours.

Thinglink, Google Expeditions, Poly, 3D printing

China Censorship In Western Democracies

How The Chinese Government Works To Censor Debate In Western Democracies

October 3, 20184:24 PM ET https://www.npr.org/2018/10/03/636299830/how-the-chinese-government-works-to-censor-debate-in-western-democracies

Last year, the Durham University students’ union organized a debate on whether China was a threat to the West. Tom Harwood, then president of the union, said the school’s Chinese Students and Scholars Association complained about the topic and pressed him to drop one of the speakers, Anastasia Lin, a former Miss World Canada. Lin is also a human rights activist and a practitioner of Falun Gong, a spiritual meditation group banned by the Chinese government.

In March, the United Kingdom is scheduled to leave the European Union, a giant market of more than 500 million consumers. British officials are desperate to ink new free trade deals with major economies, including China. Harwood was stunned that a Chinese diplomat would suggest that the United Kingdom might pay a financial price for something as small as a college debate.

lash-forward to 2012 when then-British Prime Minister David Cameron met with the Dalai Lama in public in London. China’s economy was now more than three times the size of the United Kingdom’s. Beijing responded by canceling meetings and freezing out British officials. In 2015, Cameron refused to meet the Dalai Lama, who told The Spectator, a conservative political magazine, “Money, money, money. That’s what this is about. Where is morality?”

The Chinese government no longer just tries to punish the West for straying from the Communist Party line. In the past year, Chinese President Xi Jinping has gone further, arguing that China’s authoritarian system can serve as a model for others, an alternative to liberal democracy.

Clumsy attempts to censor people — as in the case of the Durham University debate — have backfired, but China has had success pressuring businesses, as the apologies by Marriott and Mercedes-Benz show.
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more on China in this IMS blog
http://blog.stcloudstate.edu/ims?s=china

sock from ancient Egypt

Imaging tool unravels secrets of child’s sock from ancient Egypt

Non-invasive technique devised by British Museum sheds light on dyeing and weaving process

 Thu 4 Oct 2018 

https://www.theguardian.com/culture/2018/oct/04/imaging-tool-unravels-secrets-of-childs-sock-from-ancient-egypt

Scientists at the British Museum have developed pioneering imaging to discover how enterprising Egyptians used dyes on a child’s sock, recovered from a rubbish dump in ancient Antinoupolis in Roman Egypt, and dating from 300AD.

One Hundred Years of Solitude

Why should you read "One Hundred Years of Solitude"?

Gabriel García Márquez's novel "One Hundred Years of Solitude" earned him the 1982 Nobel Prize for Literature. What makes the novel so remarkable?

Posted by TED-Ed on Thursday, October 4, 2018

Iron Age Sword

8-Year-Old Girl Discovers Iron Age Sword In Swedish Lake

October 4, 20187:16 PM ET   https://www.npr.org/2018/10/04/654524234/8-year-old-girl-discovers-iron-age-sword-in-swedish-lake

According to the museum, the sword is about 33 inches long and “exceptionally well-preserved.” It even has a sheath made of wood and leather.

Further searching in the lake yielded a piece of metal jewelry from A.D. 300-400.

Saga Vanecek

An iron age sword was discovered by an 8-year-old girl who was wading in a lake this summer in southern Sweden, in what local authorities called

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more on history in this IMS blog
https://blog.stcloudstate.edu/ims?s=history

Iberian peninsula 4500 years ago

The invasion that wiped out every man from Spain 4,500 years ago

New research indicates all local males on the Iberian peninsula were killed by hostile invaders with superior technology

MANUEL ANSEDE 4 OCT 2018 – 02:36 EDT

https://elpais.com/elpais/2018/10/03/inenglish/1538568010_930565.html

More than 5,000 years ago a nomadic group of shepherds rode out of the steppes of eastern Europe to conquer the rest of the continent. The group, today known as the Yamna or Pit Grave culture, brought with them an innovative new technology, wheeled carts, which enabled them to quickly occupy new lands. More than 4,500 years ago, the descendants of these people reached the Iberian peninsula and wiped out the local men, according to new research by a team of international scientists.

colonized by the first Neolithic migration wave 8,000 or 9,000 years ago but also by a later one 4,500 years ago, which brought with it a very different culture

War axes and carts with four wheels can be found in the layers of earth that date back 4,500 years. “From then on, almost all men’s tombs were filled with weaponry, adornments, displays of wealth. The archaeology reveals marked signs of a hierarchical society that broke with the old egalitarianism of the early Neolithic period.

This research team announced they had discovered a “discontinuity” in the Y chromosome during the Bronze Age in the Iberian Peninsula, after studying the DNA of the remains of 14 people found in archaeological sites in Portugal.

“In terms of why the Y chromosome was replaced, we could speculate that the populations from the steppes had superior technology, better weapons and also domesticated horses that could have given them an advantage in war

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more on history in this IMS blog
https://blog.stcloudstate.edu/ims?s=history

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