Archive of ‘information technology’ category

in house made library counters

LITA listserv exchange on “Raspberry PI Counter for Library Users”

On 7/10/20, 10:05 AM, “lita-l-request@lists.ala.org on behalf of Hammer, Erich F” <lita-l-request@lists.ala.org on behalf of erich@albany.edu> wrote:

Jason,

I think that is a very interesting project.  If I understand how it works (comparing reference images to live images), it should still work if a “fuzzy” or translucent filter were placed on the lens as a privacy measure, correct? You could even make the fuzzy video publicly accessible to prove to folks that privacy is protected.

If that’s the case, IMHO, it really is a commercially viable idea and it would have a market far beyond libraries.  Open source code and hardware designs and sales of pre-packaged hardware and support.  Time for some crowdsource funding!  🙂

Erich

On Friday, July 10, 2020 at 10:14, Jason Griffey eloquently inscribed:
I ran a multi-year project to do counting (as well as attention measurement)
called Measure the Future (http://.measurethefuture.net). That project is i
desperate need of updating….there has been some work done on it at the
> University of OK libraries, but we haven’t seen their code push et. As the
> code stands on GitHub, it isn’t usable….the installation is broken based on
> some underlying dependencies.  The Univ of OK code fixes the issue, but it
> hasn’t been pushed yet. But if you want to see the general code and way we
> approached it, that is all available.  > Jason
> On Jul 8, 2020, 1:37 PM -0500, Mitchell, James Ray
> <jmitchell20@una.edu>, wrote:
>         Hi Kun,
>         I don’t know if this will be useful to you or not, but Code4Lib journal
> had an article a couple years ago that might be helpful. It’s called
> “Testing Three Type of Raspberry Pi People Counters.” The link to the
> article is https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fjournal.code4lib.org%2Farticles%2F12947&amp;data=02%7C01%7Cpmiltenoff%40stcloudstate.edu%7C8d2342df6f3d4d83766508d824e29f23%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C1%7C637299903041974052&amp;sdata=f9qeftEvktqHakDqWY%2BxHTj3kei7idOFAJnROp%2FiOCU%3D&amp;reserved=0
>         Regards    >         James

My note:
In 2018, following the university president’s call for ANY possible savings, the library administrator was send a proposal requesting information regarding the license for the current library counters and proposing the save the money for the license by creating an in-house Arduino counter. The blueprints for such counter were share (as per another LITA listserv exchange). SCSU Physics professor agreement to lead the project was secured as well as the opportunity for SCSU Physics students to develop the project as part of their individual study plan. The proposal was never addressed neither by the middle nor the upper management.

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

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

decline of the Roman Empire

The climate changed again and began to warm, inspiring the rise of the Roman Empire. The warming trend allowed Julius Caesar (100-44 BC) to conquer and civilize Europe.
The climate change resulted in a sharp trend to a colder climate, which inspired the barbarian invasions (migration) into the Roman Empire where they moved south as the north grew severely colder.
 
the geologists discovered “a gradual drying between about 100 and 700 A.D. , with sharp drops in rainfall at 100 A.D. and 400 A.D.
 
6 ways climate change and disease helped topple the Roman Empire

The volcano that caused famines in ancient Rome? It was in Alaska
https://arstechnica.com/science/2020/06/an-alaskan-volcano-may-have-hastened-the-fall-of-the-roman-republic/

Encrypted Data Act

New anti-encryption bill worse than EARN IT. Act now to stop both. from r/technology

https://tutanota.com/blog/posts/lawful-access-encrypted-data-act-backdoor/

Once surveillance laws such as an encryption backdoor for the “good guys” is available, it’s just a matter of time until the “good guys” turn bad or abuse their power.

By stressing the fact that tech companies must decrypt sensitive information only after a court issues a warrant, the three Senators believe they can swing the public opinion in favor of this encryption backdoor law.

China AI and math

https://nationalinterest.org/feature/why-chinas-race-ai-dominance-depends-math-163809Why China’s Race For AI Dominance Depends On Math | Forget about “AI” itself: it’s all about the math, and America is failing to train enough citizens in the right kinds of mathematics to remain dominant. from r/technology

https://nationalinterest.org/feature/why-chinas-race-ai-dominance-depends-math-163809

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

Immersive Journalism and Storytelling

My note: Consider these SCSU courses:

LIB 490/590 Digital Storytelling and Virtual Reality: https://web.stcloudstate.edu/pmiltenoff/lib490/

and

IM 690 Virtual and Augmented Reality for Instructional Designers

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

and storytelling
https://blog.stcloudstate.edu/ims?s=storytelling

iLearn2020

YouTube Live stream: https://www.youtube.com/watch?v=DSXLJGhI2D8&feature=youtu.be
and the Discord directions: https://docs.google.com/document/d/1GgI4dfq-iD85yJiyoyPApB33tIkRJRns1cJ8OpHAYno/editiLearn2020

Modest3D Guided Virtual Adventure – iLRN Conference 2020 – Session 1: currently, live session: https://youtu.be/GjxTPOFSGEM

https://mediaspace.minnstate.edu/media/Modest+3D/1_28ejh60g

CALL FOR PROPOSALS: GUIDED VIRTUAL ADVENTURE TOURS
at iLRN 2020: 6th International Conference of the Immersive Learning Research Network
Organized in conjunction with Educators in VR
Technically co-sponsored by the IEEE Education Society
June 21-25, 2020, Online
Conference theme: “Vision 20/20: Hindsight, Insight, and Foresight in XR and Immersive Learning”
Conference website: https://nam02.safelinks.protection.outlook.com/?url=http%3A%2F%2Fimmersivelrn.org%2Filrn2020&amp;data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C7a9997a1d6724744f7d708d7f52d9387%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637247448406614239&amp;sdata=Jt%2BFUtP3Vs%2FQi1z9HCk9x8m%2B%2BRjkZ63qrcoZnFiUdaQ%3D&amp;reserved=0
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Wednesday, June 24 • 12:00pm – 1:00pm

 Instruction and Instructional Design

Presentation 1: Inspiring Faculty (+ Students) with Tales of Immersive Tech (Practitioner Presentation #106)

Authors: Nicholas Smerker

Immersive technologies – 360º video, virtual and augmented realities – are being discussed in many corners of higher education. For an instructor who is familiar with the terms, at least in passing, learning more about why they and their students should care can be challenging, at best. In order to create a font of inspiration, the IMEX Lab team within Teaching and Learning with Technology at Penn State devised its Get Inspired web resource. Building on a similar repository for making technology stories at the sister Maker Commons website, the IMEX Lab Get Inspired landing page invites faculty to discover real world examples of how cutting edge XR tools are being used every day. In addition to very approachable video content and a short summary calling out why our team chose the story, there are also instructional designer-developed Assignment Ideas that allow for quick deployment of exercises related to – though not always relying upon – the technologies highlighted in a given Get Inspired story.

Presentation 2: Lessons Learned from Over A Decade of Designing and Teaching Immersive VR in Higher Education Online Courses (Practitioner Presentation #101)

Authors: Eileen Oconnor

This presentation overviews the design and instruction in immersive virtual reality environments created by the author beginning with Second Life and progressing to open source venues. It will highlight the diversity of VR environment developed, the challenges that were overcome, and the accomplishment of students who created their own VR environments for K12, college and corporate settings. The instruction and design materials created to enable this 100% online master’s program accomplishment will be shared; an institute launched in 2018 for emerging technology study will be noted.

Presentation 3: Virtual Reality Student Teaching Experience: A Live, Remote Option for Learning Teaching Skills During Campus Closure and Social Distancing (Practitioner Presentation #110)

Authors: Becky Lane, Christine Havens-Hafer, Catherine Fiore, Brianna Mutsindashyaka and Lauren Suna

Summary: During the Coronavirus pandemic, Ithaca College teacher education majors needed a classroom of students in order to practice teaching and receive feedback, but the campus was closed, and gatherings forbidden. Students were unable to participate in live practice teaching required for their program. We developed a virtual reality pilot project to allow students to experiment in two third-party social VR programs, AltSpaceVR and Rumii. Social VR platforms allow a live, embodied experience that mimics in-person events to give students a more realistic, robust and synchronous teaching practice opportunity. We documented the process and lessons learned to inform, develop and scale next generation efforts.

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Tuesday, June 23 • 5:00pm – 6:00pm
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Sunday, June 21 • 8:00am – 9:00am
Escape the (Class)room games in OpenSim or Second Life FULLhttps://ilrn2020.sched.com/event/ceKP/escape-the-classroom-games-in-opensim-or-second-lifePre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.The Guided Virtual Adventure tour will take you to EduNation in Second Life to experience an Escape room game. For one hour, a group of participants engage in voice communication and try to solve puzzles, riddles or conundrums and follow clues to eventually escape the space. These scenarios are designed for problem solving and negotiating language and are ideal for language education. They are fun and exciting and the clock ticking adds to game play.Tour guide(s)/leader(s): Philp Heike, let’s talk online sprl, Belgium

Target audience sector: Informal and/or lifelong learning

Supported devices: Desktop/laptop – Windows, Desktop/laptop – Mac

Platform/environment access: Download from a website and install on a desktop/laptop computer
Official website: http://www.secondlife.com

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Thursday, June 25 • 9:00am – 10:00am

Games and Gamification II

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Presentation 1: Evaluating the impact of multimodal Collaborative Virtual Environments on user’s spatial knowledge and experience of gamified educational tasks (Full Paper #91)

Authors: Ioannis Doumanis and Daphne Economou

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Several research projects in spatial cognition have suggested Virtual Environments (VEs) as an effective way of facilitating mental map development of a physical space. In the study reported in this paper, we evaluated the effectiveness of multimodal real-time interaction in distilling understanding of the VE after completing gamified educational tasks. We also measure the impact of these design elements on the user’s experience of educational tasks. The VE used reassembles an art gallery and it was built using REVERIE (Real and Virtual Engagement In Realistic Immersive Environment) a framework designed to enable multimodal communication on the Web. We compared the impact of REVERIE VG with an educational platform called Edu-Simulation for the same gamified educational tasks. We found that the multimodal VE had no impact on the ability of students to retain a mental model of the virtual space. However, we also found that students thought that it was easier to build a mental map of the virtual space in REVERIE VG. This means that using a multimodal CVE in a gamified educational experience does not benefit spatial performance, but also it does not cause distraction. The paper ends with future work and conclusions and suggestions for improving mental map construction and user experience in multimodal CVEs.

Presentation 2: A case study on student’s perception of the virtual game supported collaborative learning (Full Paper #42)

Authors: Xiuli Huang, Juhou He and Hongyan Wang

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The English education course in China aims to help students establish the English skills to enhance their international competitiveness. However, in traditional English classes, students often lack the linguistic environment to apply the English skills they learned in their textbook. Virtual reality (VR) technology can set up an immersive English language environment and then promote the learners to use English by presenting different collaborative communication tasks. In this paper, spherical video-based virtual reality technology was applied to build a linguistic environment and a collaborative learning strategy was adopted to promote their communication. Additionally, a mixed-methods research approach was used to analyze students’ achievement between a traditional classroom and a virtual reality supported collaborative classroom and their perception towards the two approaches. The experimental results revealed that the virtual reality supported collaborative classroom was able to enhance the students’ achievement. Moreover, by analyzing the interview, students’ attitudes towards the virtual reality supported collaborative class were reported and the use of language learning strategies in virtual reality supported collaborative class was represented. These findings could be valuable references for those who intend to create opportunities for students to collaborate and communicate in the target language in their classroom and then improve their language skills

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Thursday, June 25 • 11:00am – 12:00pm

 Games and Gamification III

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Presentation 1: Reducing Cognitive Load through the Worked Example Effect within a Serious Game Environment (Full Paper #19)

Authors: Bernadette Spieler, Naomi Pfaff and Wolfgang Slany

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Novices often struggle to represent problems mentally; the unfamiliar process can exhaust their cognitive resources, creating frustration that deters them from learning. By improving novices’ mental representation of problems, worked examples improve both problem-solving skills and transfer performance. Programming requires both skills. In programming, it is not sufficient to simply understand how Stackoverflow examples work; programmers have to be able to adapt the principles and apply them to their own programs. This paper shows evidence in support of the theory that worked examples are the most efficient mode of instruction for novices. In the present study, 42 students were asked to solve the tutorial The Magic Word, a game especially for girls created with the Catrobat programming environment. While the experimental group was presented with a series of worked examples of code, the control groups were instructed through theoretical text examples. The final task was a transfer question. While the average score was not significantly better in the worked example condition, the fact that participants in this experimental group finished significantly faster than the control group suggests that their overall performance was better than that of their counterparts.

Presentation 2: A literature review of e-government services with gamification elements (Full Paper #56)

Authors: Ruth S. Contreras-Espinosa and Alejandro Blanco-M

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Nowadays several democracies are facing the growing problem of a breach in communication between its citizens and their political representatives, resulting in low citizen’s engagement in the participation of political decision making and on public consultations. Therefore, it is fundamental to generate a constructive relationship between both public administration and the citizens by solving its needs. This document contains a useful literature review of the gamification topic and e-government services. The documents contain a background of those concepts and conduct a selection and analysis of the different applications found. A set of three lines of research gaps are found with a potential impact on future studies.

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Thursday, June 25 • 12:00pm – 1:00pm

 Museums and Libraries

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Presentation 1: Connecting User Experience to Learning in an Evaluation of an Immersive, Interactive, Multimodal Augmented Reality Virtual Diorama in a Natural History Museum & the Importance of Story (Full Paper #51)

Authors: Maria Harrington

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Reported are the findings of user experience and learning outcomes from a July 2019 study of an immersive, interactive, multimodal augmented reality (AR) application, used in the context of a museum. The AR Perpetual Garden App is unique in creating an immersive multisensory experience of data. It allowed scientifically naïve visitors to walk into a virtual diorama constructed as a data visualization of a springtime woodland understory, and interact with multimodal information directly through their senses. The user interface comprised of two different AR data visualization scenarios reinforced with data based ambient bioacoustics, an audio story of the curator’s narrative, and interactive access to plant facts. While actual learning and dwell times were the same between the AR app and the control condition, the AR experience received higher ratings on perceived learning. The AR interface design features of “Story” and “Plant Info” showed significant correlations with actual learning outcomes, while “Ease of Use” and “3D Plants” showed significant correlations with perceived learning. As such, designers and developers of AR apps can generalize these findings to inform future designs.

Presentation 2: The Naturalist’s Workshop: Virtual Reality Interaction with a Natural Science Educational Collection (Short Paper #11)

Authors: Colin Patrick Keenan, Cynthia Lincoln, Adam Rogers, Victoria Gerson, Jack Wingo, Mikhael Vasquez-Kool and Richard L. Blanton

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For experiential educators who utilize or maintain physical collections, The Naturalist’s Workshop is an exemplar virtual reality platform to interact with digitized collections in an intuitive and playful way. The Naturalist’s Workshop is a purpose-developed application for the Oculus Quest standalone virtual reality headset for use by museum visitors on the floor of the North Carolina Museum of Natural Sciences under the supervision of a volunteer attendant. Within the application, museum visitors are seated at a virtual desk. Using their hand controllers and head-mounted display, they explore drawers containing botanical specimens and tools-of-the-trade of a naturalist. While exploring, the participant can receive new information about any specimen by dropping it into a virtual examination tray. 360-degree photography and three-dimensionally scanned specimens are used to allow user-motivated, immersive experience of botanical meta-data such as specimen collection coordinates.

Presentation 3: 360˚ Videos: Entry level Immersive Media for Libraries and Education (Practitioner Presentation #132)

Authors: Diane Michaud

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Within the continuum of XR Technologies, 360˚ videos are relatively easy to produce and need only an inexpensive mobile VR viewer to provide a sense of immersion. 360˚ videos present an opportunity to reveal “behind the scenes” spaces that are normally inaccessible to users of academic libraries. This can promote engagement with unique special collections and specific library services. In December 2019, with little previous experience, I led the production of a short 360˚video tour, a walk-through of our institution’s archives. This was a first attempt; there are plans to transform it into a more interactive, user-driven exploration. The beta version successfully generated interest, but the enhanced version will also help prepare uninitiated users for the process of examining unique archival documents and artefacts. This presentation will cover the lessons learned, and what we would do differently for our next immersive video production. Additionally, I will propose that the medium of 360˚ video is ideal for many institutions’ current or recent predicament with campuses shutdown due to the COVID-19 pandemic. Online or immersive 360˚ video can be used for virtual tours of libraries and/or other campus spaces. Virtual tours would retain their value beyond current campus shutdowns as there will always be prospective students and families who cannot easily make a trip to campus. These virtual tours would provide a welcome alternative as they eliminate the financial burden of travel and can be taken at any time.

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Internet speed

my note: what does Ajit Pai and his war against #netneutrality have to say about it: https://www.nytimes.com/2017/12/14/technology/net-neutrality-repeal-vote.html

US Falls Out of Top 10 Average Internet Speeds Globally in 2020 While Global Speeds Faster Than Ever from r/technology

ANALYSIS: US Falls Out of Top 10 Average Internet Speeds Globally in 2020, but Global Speeds Faster Than Ever

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more on Internet speed in this IMS blog
https://blog.stcloudstate.edu/ims?s=internet+speed

Learning analytics adoption in Higher Education

SoLAR Webinar “Learning analytics adoption in Higher Education: Reviewing six years of experience at Open University UK”

presented by Prof. Bart Rienties from the Open University, The United Kingdom.

To register, go to https://www.eventbrite.com.au/e/learning-analytics-adoption-in-higher-education-reviewing-six-years-of-experience-at-open-registration-105611406560

Time and date: Thursday, Jun 11, 2020, 5:00 PM – 6:00 PM Central European time

(11:00 AM–12:00 PM Eastern US time, 8:00 AM–9:00 AM Pacific US time, 4:00 PM–5:00 PM London, UK Time)

Location: Zoom (meeting URL provided in the registration email)

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

mixed reality

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😨 Mixed reality (MR) is the merging of real and virtual worlds to produce new environments and visualizations, where physical and digital objects co-exist and interact in real time.⁣⁣ ⁣⁣ 🔮 @sezer.yunus_ shows us how we might be experiencing reality in 2030. ⁣ ⁣ We must adapt and agree that Tony Stark really was ahead of his time 😅⁣ ⁣ #mixedreality #vr #virtualreality #augmentedreality #2030vision #mr #futuretrends

A post shared by Creative Nerds ⚡️ (@creativenerdsuk) on

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

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