Usage of mobile technologies has skyrocketed over the last decade. Since 2013, their internet usage rates have increased from 16.2% to 52.2%. Mobile traffic has increased by 222% in that time. This change can be attributed to the surge in smartphone ownership for the general population. 81% of US citizens age 18+ have smartphones.
Mobile technology statistics are not restricted purely to smartphones. Tablets such as the Apple iPad and Google Pixel Slate have increased dramatically in sales and ownership. The iPad has been so successful in recent years that Apple is beginning to focus more on them as a product than MacBook.
While items like MacBooks and laptops will obviously continue to be essential for many functions (for the foreseeable future), we can expect to see mobile devices take dominating control over the major market.
The way we use these technologies is continually changing. Traditional laptops and PCs are being used primarily for large projects and resource-intensive applications. Once again we can look to Apple for information on these trends. Apple has discontinued many of its smaller, less powerful MacBooks while continuing to increase their overall power. This makes MacBooks less accessible to the public, but Apple has answered this by improving their iPad and keeping it relatively affordable.
This trend will continue for the next few years until it inevitably levels out (laptops and PCs will not become completely obsolete). University libraries are adapting quickly to these changes.
The OSU Library has made its resources and websites mobile-friendly in recent years. Previously, the mobile and desktop sites were two different pages, and many pages were not mobile friendly at all. The site is now easier to navigate and more cohesive regardless of the platform. The navigation bar has been moved into a drawer for mobile sites and the pages display identically respective to their dimensions on any screen.
The technology students are able to check out at the Edmon Low Library has also adapted to this rise in mobile popularity. Students are able to check out Microsoft Surface tablets from the circulation desk, which can be easily converted to laptop-like devices by attaching the provided keyboard.
Many of the items available for checkout from the Edmon Low Creative Studios and the circulation desk have a mobile-friendly approach. They provide chargers for most phones, clamps that allow smartphones to be mounted on tripods and gimbals to give phones smooth video on the move.
The OSU Library is also currently developing a mobile app for both Android and iOS devices. When the app initially launches, it will allow students to reserve a study room or a spot in the Edmon Low Creative Studio. The app will also let students see the status of any books they have checked out or any fines they owe.
In the future, the app will also display the number of computers, express printers and scanners that are open to use. There are also plans to have the number of each item available at the Tech to Go and laptop checkout desks viewable on the app. These features will allow students to better plan their trips to the Library to make their visit more effective.
As resources inevitably continue to become more accessible on mobile devices, libraries will continue to provide tools to make them more accessible to students. Do you think mobile technologies will continue to increase in usage and dominate the market? Let me know how mobile technology is influencing you!
Posted by Jacob Hinchey, Emerging Technology Intern
Wednesday, October 30, 2019
Monday, October 7, 2019
Digital Overlap
Technology
is continuing to blur the line between the virtual and real world. New
technologies are being worked on daily that insert themselves directly into the
user’s life. These technologies take the form of virtual reality, augmented
reality, 3D scanning, and many other things.
Virtual
reality (VR) is a technology that is just beginning to scratch the surface of
its full potential. It’s currently being used primarily for gaming. The HTC
Vive and Oculus Rift are leaders in VR gaming. They both provide a headset with
additional controllers for each hand so they can move naturally in a virtual
space. These controllers are highly accurate allowing the user to bend
individual fingers, rotate their hands, and move their hands in a 3D space in a
way that matches these movements in the real world.
Virtual
reality is also being tested for many other practical uses. The United States
military is using VR to give their new solders combat practice before they are
deployed. These simulations are realistic and give the solder legitimate
experience in combat. Another area VR is being tested in is therapy. Therapists
and scientists are experimenting with VR to help people with PTSD and paranoia
overcome their fears. VR allows these patients to face their fears without
being put directly into real-life situations. These experiments have been
had positive results for the patients that are trying it.
Augmented
reality is another technology that is adjusting the way we interact with our
real world. Augmented reality is different from virtual reality because it
incorporates elements of the real world using cameras instead of creating a fully
virtual world. Also, unlike virtual reality, augmented reality does not require
a full headset. The most popular device for augmented reality is smartphones.
This makes augmented reality much more accessible than virtual reality for most
people.
Augmented
reality (AR) is being used in multiple types of marketing strategies. Ikea is
using AR to give customers the ability to visualize furniture in their home in correct color and scale. Other companies like
Amazon and Lowe’s are using this technology for furniture and appliances.
Giving customers this level of assurance before buying a product greatly
increases the likelihood a customer will buy that piece.
Another
industry that is taking full advantage of AR is construction. Construction
companies are using AR to look are 3D representations of buildings, measure
distances, and view notes on certain areas of the project. Using AR in these
places streamlines projects and improves collaboration between construction
teams. This is a trend construction companies expect to see progress as AR technology is further
developed.
3D
scanning is an emerging technology that has a large amount of untapped
potential. Scanning objects creates a virtual representation of these items
that can be altered or 3D printed. 3D scanning companies are beginning to make
this technology accessible to the public. Scanning devices are becoming
compatible with technologies that are common in many households. Scanners like
the Structure Sensor are compatible with iPhones, iPads, Surfaces, and most
other machines.
Many
individuals are beginning to take advantage of 3D scanning technology. Artists are
scanning real-world items and modifying them to create pieces of art. Another
use is with hobbyist who used these 3D scanners to replicate objects are a
smaller scale with 3D printing. Clothing providers are scanning bodies to
better understand the sizing for the clothes they make. These are just the
first steps to making 3D scanning an essential technology in the future.
University
libraries are keeping up with these technologies in many different ways. The
University of Miami Richter Library provides students with VR in a different
way than most university libraries. Instead of having the student come to a
designated space to use the VR headset, they allow the student to check out
Oculus VR headsets and take them home to use with their own devices. These
headsets can be used with smartphones or computers depending on the one checked
out.
The University of Arizona Library provides students with the ability to 3D scan
items or rooms. They allow students to check out a structure sensor, iPad, and
MacBook Pro in a package to get their scans. Allowing students to check out
this technology gives them the ability to go to the item they want to scan if
it is too large to bring to the library.
Oklahoma
State University is also providing students with the opportunity to get their
hands on these technologies. The Edmon Low Creative Studios provides two
virtual reality suites with Alienware Gaming PCs and HTC Vive headsets with
controllers. Students can log in to their Steam account in these rooms so they
can access any games they have purchased.
Students
also can check out Google Glass to get a better understanding of augmented
reality and its potential uses. Google Glass is considered a good indicator of
wearable technology in the future. The 3D Printing Studio has a stationary
David SLS-3 3D Scanner to scan portable objects that can be brought into the
library. The student can replicate this scan using the 3D printers, or save it
to a flash drive for other uses.
These
technologies will continue to advance and become more prevalent in everyday
life. Exposing students to these technologies prepares them to contribute ideas
to their development. How would you like to see libraries incorporate these
technologies to better prepare students for their influence?
Posted by Jacob Hinchey, Emerging Technology Intern
Labels:
3D,
3D printing,
3D Scanning,
AR,
augmented reality,
Creative Studios,
virtual reality,
VR
Subscribe to:
Posts (Atom)