Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts

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

Wednesday, March 27, 2019

Fostering Creativity at the Library

Every day, students across campus let their creativity shine through various personal or class projects. The OSU Library wants to provide students of all majors with a platform to showcase their talents and celebrate creativity in all of its many forms.
The Library Creativity Award is an annual challenge hosted by the OSU Library in which students are encouraged to submit their creative works for the opportunity to win up to $1,000. Students may enter their projects in four categories: 2D, 3D, Motion and Wild Card. The winner of each category is awarded $300, and one entry is selected to receive the title of Best in Show along with a $1,000 grand prize.

The possibilities to what students can submit are limited only by how big they can dream. Past winners have submitted 3D models, videos and even apps!

William Davis, a previous LCA winner, understands the importance of this award for fostering creativity across campus.

“The Library Creativity Award encourages students to think outside of the box and apply their skills in new and innovative ways,” William said. “This competition challenged not only my ability to come up with ideas, but also my ability to refine and execute them.”

The entries are judged based on originality, creativity and the use of library resources. Now, “use of library resources” can mean a lot of things. Of course, the more obvious interpretations could mean using the 3D printers in the Edmon Low Creative Studios or using software on library computers. It could also mean looking through books for inspiration or checking out a study room to work on your project.

This award is just one of the many ways the OSU Library encourages students to foster their creativity. The Edmon Low Creative Studios, for example, allows students year-round access to an audio studio, 3D printers and tons of equipment that’s available for check out through the Tech to Go desk.

On more than one occasion, I have checked out a camera from the Tech to Go desk. After taking a photography class, I fell in love with the art. Yet once the class ended, so did my access to a DSLR – or so I thought. By checking out a camera at the library, I was able to pursue one of my creative passions without the financial burden of purchasing my own.

Another personal favorite way to find inspiration is in the quartos section of the library. The books here range in subject from fashion to photography, geography to history. I could spend hours browsing through these massive books, finding inspirations in the photos and stories.

The Library Creativity Award is unique in that it does not limit students based on their major or interests. Everyone is encouraged to enter, whether you’re an engineer, biologist or education major. The OSU Library wants students to explore new and unique ways of thinking and creating while providing them with the resources to do this.

The award is open to all students at Oklahoma State University. Submissions for LCA are due Monday, April 8. You can find more comprehensive guidelines or previous LCA winners on the library’s website.

The OSU Library wants students to succeed in all areas of their lives and provide them with the resources to support and encourage them in every aspect of their educational journey at OSU.

There are millions of things to be inspired by in the library. What inspires you? 


Posted by Jenny Berry, electronic communications intern

Monday, April 3, 2017

Library Creativity Award


This month, the OSU Library will be selecting
five individuals as winners of the 2017 Library Creativity Awards. This is the second year the library has offered the competition, so the process is still relatively new to all. In short, students submit creative projects they have completed within the last school year to be judged by a panel. The projects are sorted into designated categories, and winners are chosen.


The five creative categories are Two Dimensional, Three Dimensional, Motion Animation, Wild Card and Best in Show. The grand prize winner, Best in Show, receives $1000 for their creative efforts; the category winners each take home $300.


Fortunately, the OSU Library’s technologies have made many forms of creativity possible for students who may not have access to certain programs on their own. For example, the OSU Library computers are loaded with popular Adobe programs that allow students creative freedom without having to pay for a subscription.


The Edmon Low Creative Studios are a hub for these services. Inside Room 105, there is a 3D studio with modelling software and printers; Mac and Windows suites with design programs and recording devices; and a presentation studio with a green screen. The Tech to Go desk offers several types of digital cameras, microphones and corresponding audio/video editing programs as well as subscriptions to Lynda.com, where students can find tutorials on all things inventive.


Last year’s “Best in Show” winner Christian Coletti, aerospace and mechanical engineering major, wanted to learn more about minimal surfaces, so he found relevant research materials in the basement. He then created designs using Blender software and built prototypes of his designs using the library’s 3D printers.


As in Christian’s case, this competition gives students the opportunity to show off their abilities and be recognized for their work. It also allows the OSU Library to indirectly promote helpful library services; however, applicants are not required to use library resources in their works. Submissions can be projects the students completed for a class or simply for their own entertainment.

By offering prizes to students who produce innovative and fascinating work, the Library Creativity Award acts as an incentive for students to use the products and services made available by the OSU Library. The winners show other students what is possible with the library. The OSU Library's technologies make it possible for students like Coletti to put their creativity to work. This brings new ideas to life and maximizes potential in students throughout their time at Oklahoma State.

Post by Jennifer Barnett, E-Communications intern for OSU Library Communications