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Libraries, Mobile Devices, and
the Visible College
nitle.org
Communities
of practice
Research
Joint projects
Outreach
• Network platform:
events f2f/online
• Partnerships
• Translation
Trendline analysis
Not a librarian, but a fanboy
https://plus.google.com/photos/at/107844162817188153504?hl=en
I. Ecosystem
and devices
II. Places for
the new
library
III. Where things might end up
Beyond the PC
"When we were an agrarian
nation, all cars were trucks
because that's what you needed
on the farms." Cars became more
popular as cities rose, and things
like power steering and automatic
transmission became popular…
"PCs are going to be like trucks," Jobs said. "They
are still going to be around." However, he said,
only "one out of x people will need them."
http://news.cnet.com/8301-13860_3-20006526-56.html ; image via Wikipedia
Smartphones
Uses out of
class:
1. Content
delivery
2. Social
interact.
3. Content
capture
“The mobile phone is the primary connection
tool for most people in the world. In 2020,
while "one laptop per child" and other
initiatives to bring networked digital
communications to everyone are successful
on many levels, the mobile phone—now with
significant computing power—is the primary
Internet connection and the only one for a
majority of the people across the world,
providing information in a portable, well-
connected form at a relatively low price.”
Tablets 2.0
Wikipedia
e-book readers
Netbooks continue
Clickers, for example
• Er, Personal Response
Units
• The unsung campus
success
• Classroom pilot
• Faculty/admin meeting
demo
• Owning units: students or
institution?
• Combine with ppt
Smartpens
• Text scanning
(OCR)
• Audio recording
• Web service
Michael Wesch
http://mediatedcultures.net/ksudigg/?p=206
Marker-based AR
• Living antecedent: bar codes
• QR
• Microsoft Tag
Sensor world
Interface changes
•Gartner: end of the
mouse
•Touch screen (iOS)
•Handhelds (Wii)
•Nothing (Kinect)
Ecosystems
Ecosystems
Ecosystems and decisions
Combining devices, format,
services, and business
model
• Kindle: Amazon store
• iPad: iTunes book section
• Android: Play
e-books
• History: back to the 1970s
• Campus history: e-reserves
File formats
• txt, html, pdf
• Epub
• Kindle (.azw)
• Fictionbook,
Mobipocket
• Microsoft Reader (.lit)
ePub example (EPUBReader Firefox plugin)
File formats
Greater interactivity:
• Wikis
• Multimedia (Nook, Vook)
http://www.engadget.com/2010/03/04/penguins-ipad-formatted-books-shown-off-making-
waves/
Fee for pdf
• Using the open Web: content, service
http://www.kunstler.com/BigSlide/
Major e-book projects
• Humanities E-Book 2,200
• Internet Archive “over 30,000 free ebooks”
• Project Gutenberg “1,893,588 texts”
• Connexions depends on definition
Project Gutenberg
Internet Archive texts
Connexions
Humanities E-Book (HEB)
…and Google Books, depending
Commercial providers
http://www.ebrary.com/
E-reader applications
• Examples:
• Stanza
(pictured)
• Calibre
• EPUBReader
(Firefox plugin)
• Microsoft
Reader
• Dbelement
(pictured)
Ebook advantages
• Greener
• Interactivity, multimedia affordances
• Faster publication cycle
• Lower cost
• Flexible, “flowable” presentation (font,
etc)
• Updates and errata
• Remixing (sometimes)
Ebook disadvantages
• Users uncomfortable with
digital
• Publishers’ nerves with
copyright
• Multimedia costs
• Wiki problems
The world of gaming
Gaming as part of mainstream culture
• Median age of gamers shoots past 35
• Industry size comparable to music
• Impacts on hardware, software,
interfaces, other industries
• Large and growing diversity of
platforms, topics, genres, niches,
players
Gaming as part of mainstream culture
Anecdata: number
of Facebook
CityVille players:
(as of July 2012, http://www.appdata.com/?AFB_redir=1 )
23,900,000
Games
serious,
public, and
political
• Oiligarchy, Molle Industries
• Jetset, Persuasive Games
• The Great Shakeout, California
• DimensionM, Tabula Digita
Gamification
Imperial gamification
Use games to impact
society
Gaming boom on mobile devices
Gaming extends throughout everyday life…
https://www.zombiesrungame.com/]
…literally
…practically
…conceptually
https://www.zombiesrungame.com/
Storytelling
through
games on
mobile
devices
Interstitial
storygaming
http://hitchery.com/
Concepts: practices
• Microcontent
increases
• Laminating the
world digitally
• Media
consumption
• Media
capture
• Social
connection
• Interface
Concepts: teaching in class
In class: assessment
vs constructivist
approaches
Pedagogical themes
• Anonymity yet
universality
• Aimed at large size
class, often
Information on demand
“Students who have superb search skills have
introduced useful material or questions into
discussion. In a few cases, I’ve had students
find pertinent archival video in response to
the drift of the conversation which I’ve then
put up on the classroom projector.”
-professor Tim Burke, Swarthmore College
http://weblogs.swarthmore.edu/burke/2009/05
/06/the-laptop-in-the-classroom/
Realtime search
Volokh Conspiracy, April 2007
Mobile study journaling
John Schott, Carleton College, 2006
Multitasking
• threats: distraction, wandering
index/stimulus
• generational issue
• practice: shells down, machines open
• Multitasking or Continuous Partial
Attention
Apps for .edu
• iPhone in the lead
• Campus life apps
• Development kits and forks
Campus AR game
“The ARIS engine allows game designers to
place virtual items, characters and pages in
physical space using the iPhone’s GPS or a
little barcode that can be placed on a wall or
near an object. By giving the players a story
and a number of quests, games can be built
that involve a mix of physical and virtual
activities.”
(U Wisconsin, http://arisgames.org/)
Emergent trends and possibles
“…Another approach to AR gaming allows
players or game masters to create virtual
people and objects, tying them to a specific
location in the real world.
Players interact with
these constructs, which
appear when the player
approaches a linked
location in the real
world.” (HR 2010)
(Mad City Mystery,
http://tinyurl.com/ybdsfzp)
Systems: ubiquitous computing
Mark Weiser, 1988ff
• Example: "The Computer for
the Twenty-First Century"
(1991)
“The most profound technologies are
those that disappear. They weave
themselves into the fabric of everyday
life until they are indistinguishable from
it.”
AR: a new layer on the Earth
• Not VR
• HUDs
• J. Spohrer, WorldBoard
“Information in places”
(IBM Systems Journal,
1999)
Language grapples:
• Magic window
• Mixed reality
• Reading the
environment
• Annotate the world
• Laminating the physical
world
• a “looking glass” into an
invisible world
Components
Hardware
• Mobile device (e.g.,
phone)
• Camera
• Display screen (glasses,
phone)
• Network infrastructure
• Location awareness
(GPS)
• Attitude awareness
(accelerometer)
• Compass
Software
• Local apps
• Web services
• Content server
First, the light stuff
• Museum tours
• GPS navigators
(Garmin)
• Location services
Wikitude
User geotagging
http://wikitude.me/
“World Browser”
http://wikitude.me/“World Browser”
Marker-based AR
• Another antecedent: CueCat
• Google Googles
Integration with social media
http://www.twitter-360.com/
Deeper AR
• Superimpose digital data onto local imagery
• Glasses or phone
Mondrian;
http://layar.com/layar-30-launched-
5-cases-to-show-the-power-
of-the-platform/
Creative arts
Multimedia lives here
AR .edu examples: iTacitus
• European Commission research project
http://www.itacitus.org/
http://www.sciencedaily.com/releases/2009/0
8/090812104219.htm
Palazzo Diana,
Florence
Stresses:
-criticism
-abuse
-perception
Backchannel
(dana boyd,
http://www.zephoria.o
rg/thoughts/archives/2
009/11/24/spectacle_a
t_we.html )
Increased
amount and
variety of
discussion
(for better and
for worse)
• Chat, Twitter
Backchannel
(dotguy_az)
Four possible futures
1.Phantom Learning
2.Open World
3.Silo World
4.Alt. Residential
I: Phantom learning
Post-tsunami
• Schools are rare
and distant
• Information is
plentiful and
nearby
The bubble burst
http://research.studentclearinghouse.org/files/TermEnrollmentReport-Spring2013.pdf
Learning
•Information on demand
•Instructors, peers “ “
•Grading outsourced
•Multimedia: social,
personalized
Institutions
•Function: content
supplements
•Faculty: adjunct rōnin
•Accreditation: online,
multiple, display-based
Institutions
•Library: media production
camp
•Professional development:
via social media
MOOCs?
No, MOOCs
No good categorical name:
…which sometimes indicates
the future
• Students spent more time in K-12
with online classes than face-to-
face ones
• K-12 as social center, working
parent support spaces
• Libraries are software
• Buildings without AR look naked
II: Open world
•Open content,
open access,
open source
• Very Web-centric
Good things
• Global conversations increase,
filter bubble pops
• More access, more
information
• Lots of creativity
Good things on campus
• Information prices drop
• Faculty creativity, flexibility
grow
• IT “ “ “
• Academic content unleashed
on the world
Not so good things
• Industries collapse
• Authorship mysterious
• Some low quality tech
(videoconf.)
• Some higher costs
• More malware + less privacy
How does this impact campuses?
• Tech challenges
• Outsourcing and offshoring
• PLE beats LMS
• Crowdsourcing faculty work
• Information literacy central
•Internet has always been
open
•Web <> money
•Online identity has always
been fictional, playful
III: Silo world
• Most information
experienced in
vertical stacks
• The Web is over
We love our stacks, and they us
• Phone, laptop, tablet
• Email
• Software, file formats
• Social media
• Multimedia: books,
music, video, gaming
• Web hosting
• videoconferencing
• Style
Apple
Google
Amazon
Microsoft
Facebook
SNP (Some New
Player)
How does this impact campuses?
• Information support
• IP intensifies
• Professional
development
• Faculty work
• Collaboration shaping
• LMS world
• Identified w/brand and IA since
elementary school
• Conceives of career aspects within
silos
• “open” = historical, or radical, or a
flaw
IV: Alt.residential
•Online/blended learning is
higher education’s new
normal
•Unbundled, reaggregated
class structures
•Residential education: a
specialized niche
•Tenured faculty =
community guides
•Rising positions: mentor
(WGU), data manager
Liberal arts campuses?
• Blended
learning is
campus norm
• Some classes
outsourced to
DL
• Classrooms in
studio mode
Unique physical
environments are central to
campus definition
All campus is blended learning
environment (“place as
library”)
Out from the digital
• Hands-on learning
(maker culture,
tinkering):
production +
studies
• 3d printing across
the curriculum
Augmented reality layers
Higher education landscape:
• Accreditation drives project-based,
studio-style pedagogy
• Libraries: rare and/or smaller
• Professional development: distance, DiY
• Second wave of campus development
• Most learning content has always
been online
• Have taken 1-6 DL courses by age 18
• Blended learning is normative
• Blended life “ “
• Collaboration’s norm is distant
NITLE
http://nitle.org
Bryan blog
http://bryanalexander.org
Bryan on Twitter
http://twitter.com/BryanAlexander

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Hinweis der Redaktion

  1. The National Institute for Technology in Liberal Education (NITLE) works with a diverse community of liberal arts colleges and universities. This national network is focused on developing a deep understanding of the undergraduate student experience, the impact of the broader technological environment on teaching and learning, and the future of liberal education.