Archive of ‘Library and information science’ category

snapchat for patrons

Using Snapchat to Reach Library Patrons Workshop

A two-part workshop running 90 minutes each session on Thursday, August 24, 2017 at 2:30pm Eastern/1:30 Central/12:30 Mountain/11:30am Pacific and Thursday, August 31, 2017 at 2:30pm Eastern/1:30 Central/12:30 Mountain/11:30am Pacific

Snapchat is one of the 10 most downloaded apps in the world and a key means of communication for individuals aged 13-34. Emerging quickly onto the social media scene, Snapchat has left many librarians wondering how to incorporate it into their outreach strategy. In this two-part workshop, social media expert Paige Alfonzo responds to this question and teaches you how to successfully leverage Snapchat as a marketing tool—one that can be used for readers’ advisory, promotion, information dissemination, and a variety of other marketing purposes.

In part one, Alfonzo covers the ins and outs of the platform—from teaching you the basics of setting up an account, adding friends, and sending snaps to demonstrating how to annotate snaps, incorporate filters, and use Snapchat Stories and Memories. In part two, Alfonzo delves into the specifics of how to make Snapchat work in libraries by discussing how librarians have successfully used Snapchat to promote their services, then she provides you with an opportunity to participate hands on with Snapchat by sending snaps to each other. The workshop will leave you with useful approaches to get creative with the app and expand your social media strategy.

http://www.alastore.ala.org/detail.aspx?ID=12115&zbrandid=4634&zidType=CH&zid=45997474&zsubscriberId=1026665847&zbdom=http://ala-publishing.informz.net

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more on social media for the library in this IMS blog
http://blog.stcloudstate.edu/ims?s=social+media+library

VR and ER tech developments

A New World: VR and AR Tech Developments

Authors: by Emory Craig and Maya Georgieva Monday, July 17, 2017

http://er.educause.edu/blogs/2017/7/a-new-world-vr-and-ar-tech-developments

device available on campus

We’re now seeing a move toward mid-range, standalone VR headsets with everything built into the device. Some include their own processors, while others, like the forthcoming Microsoft headset, will work with current desktops. Microsoft’s device claims to do both VR and a modified version of mixed reality

The low end of the VR spectrum has been dominated by Google Cardboard, with over 10 million distributed

headsets

Augmented Reality

AR burst into the public’s consciousness with the Pokemon Go craze in 2016. And Snap (formerly Snapchat) expanded the range of their social media platform with the release of Spectacles, their wearable glasses and World Lens filters that add digital objects to your environment. A second version of Spectacles may include far more extensive AR capabilities.

At Facebook’s spring F8 conference, Mark Zuckerberg made the case that our mobile cameras will be the first popular AR platform. Apple just announced ARKit for iOS at their June WWDC developers conference.

Mixed Reality

Meta Glasses has been developing its own mixed reality unit that offers a wider field of view than the 40° of HoloLens. And Intel’s Project Alloy promises a “Merged Reality” headset prototype combining both VR and AR by the end of this year.

Kickstarter Projects

Aryzon which is creating a Google Cardboard-like device for simple AR experiences. Another is the NOLO Project, which offers an HTC Vive-like experience with full freedom of movement using only a plastic headset and your phone.

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Google Glass 2.0
http://www.telegraph.co.uk/technology/2017/07/19/google-brings-back-much-maligned-google-glass-headset/

https://motherboard.vice.com/en_us/article/nevkgb/google-glass-adopters-on-glass-enterprise

https://www.wired.com/story/google-glass-2-is-here/

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Top 5 Vendors in Global AR Education Market

https://thejournal.com/articles/2017/07/14/report-top-5-vendors-in-global-ar-education-market.aspx

Market research firm Technavio has identified the top five vendors in the global augmented reality (AR) in education market. The companies are EON Reality, DAQRI, GAMOOZ, Magic Leap and QuiverVision, according to a newly published report.

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more on VR in this IMS blog
http://blog.stcloudstate.edu/ims?s=virtual+reality

free tool dictate

Quickly Dictate Notes in Multiple Languages on Dictation.io

http://www.freetech4teachers.com/2016/03/quickly-dictate-notes-in-multiple.html#.WW-stnqHqzB

Dictation.io is a good tool to add to yesterday’s list of free tools for dictating notes.

Dictation.io doesn’t require students to register in order to use it. It also supports more than two dozen languages. Those two aspects of Dictation.io make it accessible to students who don’t have Google Docs accounts and to those who don’t speak English as their first language.

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http://www.freetech4teachers.com/2016/02/three-free-tools-students-can-use-to.html

Mic Note is a free Chrome and Android app that allows you to create voice recordings, text notes, and image-based notes

Evernote users can make audio recordings on iOS and Android devices. Follow Evernote’s directions available here to learn how to dictate a note on an iOS device.

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more on voice recognition in this IMS blog
http://blog.stcloudstate.edu/ims?s=voice+recognition

analytics on demand

Free Webinar: Driving Decisions With Data

with Analytics On Demand, you can add value to your library’s existing data and unlock key insights about your community.

Monday, July 24, 2017 12 p.m. Central

Tune in to this free 60-minute webcast Joining us for this webinar are:

  • Jason Kucsma, deputy director, Toledo Lucas County (Ohio) Public Library
  • Liz Bondie, education sales consultant, Gale, a Cengage company

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

fake news and video

Computer Scientists Demonstrate The Potential For Faking Video

http://www.npr.org/sections/alltechconsidered/2017/07/14/537154304/computer-scientists-demonstrate-the-potential-for-faking-video

As a team out of the University of Washington explains in a new paper titled “Synthesizing Obama: Learning Lip Sync from Audio,” they’ve made several fake videos of Obama.

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more on fake news in this IMS blog
http://blog.stcloudstate.edu/ims?s=fake+news

Large-scale visualization

The future of collaboration: Large-scale visualization

 http://usblogs.pwc.com/emerging-technology/the-future-of-collaboration-large-scale-visualization/

More data doesn’t automatically lead to better decisions. A shortage of skilled data scientists has hindered progress towards translation of information into actionable business insights. In addition, traditionally dense spreadsheets and linear slideshows are ineffective to present discoveries when dealing with Big Data’s dynamic nature. We need to evolve how we capture, analyze and communicate data.

Large-scale visualization platforms have several advantages over traditional presentation methods. They blur the line between the presenter and audience to increase the level of interactivity and collaboration. They also offer simultaneous views of both macro and micro perspectives, multi-user collaboration and real-time data interaction, and a limitless number of visualization possibilities – critical capabilities for rapidly understanding today’s large data sets.

Visualization walls enable presenters to target people’s preferred learning methods, thus creating a more effective communication tool. The human brain has an amazing ability to quickly glean insights from patterns – and great visualizations make for more efficient storytellers.

Grant: Visualizing Digital Scholarship in Libraries and Learning Spaces
Award amount: $40,000
Funder: Andrew W. Mellon Foundation
Lead institution: North Carolina State University Libraries
Due date: 13 August 2017
Notification date: 15 September 2017
Website: https://immersivescholar.org
Contact: immersivescholar@ncsu.edu

Project Description

NC State University, funded by the Andrew W. Mellon Foundation, invites proposals from institutions interested in participating in a new project for Visualizing Digital Scholarship in Libraries and Learning Spaces. The grant aims to 1) build a community of practice of scholars and librarians who work in large-scale multimedia to help visually immersive scholarly work enter the research lifecycle; and 2) overcome technical and resource barriers that limit the number of scholars and libraries who may produce digital scholarship for visualization environments and the impact of generated knowledge. Libraries and museums have made significant strides in pioneering the use of large-scale visualization technologies for research and learning. However, the utilization, scale, and impact of visualization environments and the scholarship created within them have not reached their fullest potential. A logical next step in the provision of technology-rich, visual academic spaces is to develop best practices and collaborative frameworks that can benefit individual institutions by building economies of scale among collaborators.

The project contains four major elements:

  1. An initial meeting and priority setting workshop that brings together librarians, scholars, and technologists working in large-scale, library and museum-based visualization environments.
  2. Scholars-in-residence at NC State over a multi-year period who pursue open source creative projects, working in collaboration with our librarians and faculty, with the potential to address the articulated limitations.
  3. Funding for modest, competitive block grants to other institutions working on similar challenges for creating, disseminating, validating, and preserving digital scholarship created in and for large-scale visual environments.
  4. A culminating symposium that brings together representatives from the scholars-in-residence and block grant recipient institutions to share and assess results, organize ways of preserving and disseminating digital products produced, and build on the methods, templates, and tools developed for future projects.

Work Summary
This call solicits proposals for block grants from library or museum systems that have visualization installations. Block grant recipients can utilize funds for ideas ranging from creating open source scholarly content for visualization environments to developing tools and templates to enhance sharing of visualization work. An advisory panel will select four institutions to receive awards of up to $40,000. Block grant recipients will also participate in the initial priority setting workshop and the culminating symposium. Participating in a block grant proposal does not disqualify an individual from later applying for one of the grant-supported scholar-in-residence appointments.
Applicants will provide a statement of work that describes the contributions that their organization will make toward the goals of the grant. Applicants will also provide a budget and budget justification.
Activities that can be funded through block grants include, but are not limited to:

  • Commissioning work by a visualization expert
  • Hosting a visiting scholar, artist, or technologist residency
  • Software development or adaptation
  • Development of templates and methodologies for sharing and scaling content utilizing open source software
  • Student or staff labor for content or software development or adaptation
  • Curricula and reusable learning objects for digital scholarship and visualization courses
  • Travel (if necessary) to the initial project meeting and culminating workshop
  • User research on universal design for visualization spaces

Funding for operational expenditures, such as equipment, is not allowed for any grant participant.

Application
Send an application to immersivescholar@ncsu.edu by the end of the day on 13 August 2017 that includes the following:

  • Statement of work (no more than 1000 words) of the project idea your organization plans to develop, its relationship to the overall goals of the grant, and the challenges to be addressed.
  • List the names and contact information for each of the participants in the funded project, including a brief description of their current role, background, expertise, interests, and what they can contribute.
  • Project timeline.
  • Budget table with projected expenditures.
  • Budget narrative detailing the proposed expenditures

Selection and Notification Process
An advisory panel made up of scholars, librarians, and technologists with experience and expertise in large-scale visualization and/or visual scholarship will review and rank proposals. The project leaders are especially keen to receive proposals that develop best practices and collaborative frameworks that can benefit individual institutions by building a community of practice and economies of scale among collaborators.

Awardees will be selected based on:

  • the ability of their proposal to successfully address one or both of the identified problems;
  • the creativity of the proposed activities;
  • relevant demonstrated experience partnering with scholars or students on visualization projects;
  • whether the proposal is extensible;
  • feasibility of the work within the proposed time-frame and budget;
  • whether the project work improves or expands access to large-scale visual environments for users; and
  • the participant’s ability to expand content development and sharing among the network of institutions with large-scale visual environments.

Awardees will be required to send a representative to an initial meeting of the project cohort in Fall 2017.

Awardees will be notified by 15 September 2017.

If you have any questions, please contact immersivescholar@ncsu.edu.

–Mike Nutt Director of Visualization Services Digital Library Initiatives, NCSU Libraries
919.513.0651 http://www.lib.ncsu.edu/do/visualization

 

apps online learning

20 essential apps to include in online courses

By Meris Stansbury June 9th, 2017

Online learning apps are broken down into specific categories to maximize production and streamline online communication..

20 essential apps to include in online courses

From attending class to talking with peers and professors, and from going to the local bookstore to having everything on a laptop in a dorm room, students on campus typically have a more “organic” learning experience than an online student who may not know how to best access these features of a higher education in an entirely mobile setting.

The essentials for getting started

Computer terms (Android) (Apple): Online learning means you’ll need to know basic computer technology terms. Both apps are free and break down terms ranging from words like “cache” to “hex code,” all in layman’s language.

Mint (Android) (Apple): Online learning students are usually financially savvy, looking for less expensive alternatives to traditional four-year tuition. This app allows students to keep careful track of personal finances and spending.

Study Tracker (Android) (Apple): These paid apps help track the time spent on courses, tasks and projects to help online students better manage their time and be able to visualize unique study patterns with the aim of ultimately improving efficiency.

Wi-Fi Finder (Android) (Apple): It’s a no-brainer: If you’re learning online and on-the-go, you’ll probably need to find a connection!

To access actual courses (LMS)

Blackboard Mobile (Android) (Apple): Access all courses that are integrated with Blackboard’s LMS.

Canvas (Android) (Apple). Access all courses integrated with Canvas by Instructure.

Moodle (Android) (Apple): Access all courses integrated with this open-source learning platform.

My note: No D2L in this list, folks; choose carefully in 2018, when MnSCU renews its D2L license

For access to files and remote annotation

Documents to Go (Android) (Apple): Students can access the full Microsoft Office suite, as well as edit and create new files without requiring a cloud app for syncing.

Dropbox (Android) (Apple): This app allows students to access any-size files from their computer anytime, anywhere. My Note: Google Drive, SCSU File space as alternatives.

iAnnotate (Android) (Apple): Read, edit and share PDFs, DOCs, PPTs, and image files.

Instapaper (Android) (Apple): Recall websites for research purposes; strip away clutter for an optimized view of content; and read anywhere, since no internet connection is needed.

Marvin (Apple): A completely customizable eBook reader that includes DRM-free books, customizable formats, layouts, and reading gestures, as well as highlighting and annotations tools. Considered one of the best replacements for the Stanza app, which is now discontinued.

Pocket (Android): An app that allows students to save websites, blog posts, videos, and other online resources to access at a later time. It also saves the information to the device, meaning no internet connection is needed.

Wolfram Alpha (Android) (Apple): Considered the scholar’s version of Google, this app is a search engine that reveals precise information for natural-language searches. For example, if you ask “What is the graduation rate for Harvard?” the engine will bring up exact numbers with citations and suggestions for similar queries.

For online communication with peers and profs

Dragon Dictation (Android) (Apple): Create text messages, social media posts, blog posts and more by using your voice (speech-to-text). According to the company, Dragon Dictation is up to five times faster than typing on the keyboard.

Evernote (Android) (Apple): Whenever you look at a list of education apps, Evernote is usually listed. This app allows students to scribble notes, capture text, send notes to computers and other users, and much more for ultimate multi-media communication.

Hangouts (Android) (Apple): Google’s social network shines for its own online video chat solution, which lets teachers, students and third-party experts easily videoconference in groups—it’s even been used to broadcast presenters live to packed auditoriums. My note: desktopsharing is THE most important part. Alternatives: SCSU subscription for Adobe Connect. Skype also has desktopsharing capabilities

Quora (Android) (Apple): Ask questions to experts including astronauts, police officers, lawyers, and much more to receive industry-insider responses.

Smartsheet (Android) (Apple): An app that allows students to create task lists and assign deadlines to share with remote group/team members.

Tom’s planner (Web): A Gantt chart-based, online planning tool that uses color-coded charts to reveal work completed and many more features for project management.

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

intro text encoding

Instructor: John Russell     Dates: August 7 to September 1, 2017

Credits: 1.5 CEUs Price: $175 http://libraryjuiceacademy.com/133-text-encoding.php

This course will introduce students to text encoding according to the Text Encoding Initiative (TEI) Guidelines. Why should you care about text encoding or the TEI Guidelines? The creation of digital scholarly texts is a core part of the digital humanities and many digital humanities grants and publications require encoding texts in accordance with the TEI Guidelines. Students in this course will learn about the use-cases for text encoding and get a basic introduction to the principles of scholarly editing before moving on to learning some XML basics and creating a small-scale TEI project using the XML editor oXygen. We will not cover (beyond the very basics) processing TEI, and students interested in learning about XSLT and/or XQuery should turn to the LJA courses offered on those subjects. This course as this course is intended as a follow up to the Introduction to Digital Humanities for Librarians course, but there are no prerequisites, and the course is open to all interested.

Objectives:

– A basic understanding of digital scholarly editing as an academic activity.

– Knowledge of standard TEI elements for encoding poetry and prose.

– Some engagement with more complex encoding practices, such as working with manuscripts.

– An understanding of how librarians have participated in text encoding.

– Deeper engagement with digital humanities practices.

John Russell is the Associate Director of the Center for Humanities and Information at Pennsylvania State University. He has been actively involved in digital humanities projects, primarily related to text encoding, and has taught courses and workshops on digital humanities methods, including “Introduction to Digital Humanities for Librarians.”

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TEI: http://teibyexample.org/  Text Encoding Initiative

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more on digital humanities in this IMS blog
http://blog.stcloudstate.edu/ims?s=digital+humanities

anime brides

A group of guys married a group of anime brides in VR

https://plus.google.com/+RoyHembree/posts/99Pm9cxVpSg

Hibiki Works is working on a VR dating sim called Niizuma: Lovely x Cation in which users create relationships with anime girls. As a promotion, the company had guys submit their names and a select few were chosen to participate in non-legal wedding ceremonies. The weddings were conducted with a cast of live people, including an actual priest and someone holding a wand with puckered lips on one end.

Source of GIF: https://youtu.be/RYNdiLrvwzA

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

more on social media and online dating in this IMS blog
http://blog.stcloudstate.edu/ims/2015/08/18/sociology-and-social-media/

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