Showing posts with label Tech To Go. Show all posts
Showing posts with label Tech To Go. Show all posts

Wednesday, October 30, 2019

Adapting to Mobile Technology

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

Monday, September 10, 2018

Unlocking Creativity

New opportunities to use innovative technologies

In a world full of rapidly-developing technology, it can be overwhelming trying to keep up. But the Edmon Low Creative Studios makes it easy for you to stay in the loop. In addition to utilizing and growing your creative abilities, you can gain hands-on experience with a variety of technologies that can benefit you in your respective career paths.

The Creative Studios hosts a plethora of innovative technology that you can access year-round: 3-D printers, virtual reality suites, the recording studio and more! And these resources are not only for academic use. You can use them for personal projects, too. Explore your creativity in a whole new way.

While I may not be the most tech-savvy person on campus, I have definitely learned a lot and ventured out of my comfort zone in the Creative Studios. By using equipment that I have checked out at the Tech to Go desk, I’ve been able to push myself creatively and gain skills I did not yet have.

More recently, I checked out a camera to work on a few personal projects. I am a novice photographer, but it is something I’ve always wanted to explore more. I took home the camera, snapped a few shots and uploaded them to my computer. I can assure you, they looked much better than my amateur cellphone photography.

And while I am continuing to dabble in the land of digital photography, I also hope to venture into videography. The Tech to Go desk has camcorders available that I plan to test out soon.

Another aspect of the Creative Studios that I love are the 3-D printers. Seven 3D printers are available to bring your designs to life. Whether you’re an aspiring architect, artist, interior designer or engineer, students in various fields may benefit from this technology. The possibilities to what you can create are limitless. Jewelry, furniture models, a miniature Edmon Low Library (this may or may not have been done already) and virtually anything you can dream can be printed.

For the more musically-inclined students, there is a small recording studio available. You can reserve the room and use the Yamaha CP40 Stage Piano, the Presonus Studiolive 16-channel Audio Mixer and the Audio Technica Direct-Drive Professional Turntable. Maybe you’ll create the next hit song of 2018.

If you’ve ever dreamed of starting your own podcast or TV show, reserve the Recording and Presentation Studio and get started. Or check out a microphone or a recorder and work from home.

High-powered Macs and PCs are available for use in the Creative Studios. Edit your photos, videos, podcasts or whatever masterpieces you’ve created.

If the thought of using any new technology sounds at all frightening, don’t worry. The employees in the Creative Studios are knowledgeable and friendly. They are always there to help you figure out any issues or answer questions. You can also find a few equipment and software guides on the Creative Studios website.

Whether your passions lie in music, designing, broadcasting, photography or more, when you visit the Edmon Low Creative Studios, you will walk away inspired. I know I did.

Posted by Jenny Berry, electronic communications intern

Monday, May 14, 2018

Insert Tech Here

The tech-related resources available at the Edmon Low Library are seemingly endless. Everything from virtual reality studios to flight simulators to 3D printing is offered by the Edmon Low Creative Studios. All of these great technologies, as well as many others, were showcased at Insert Tech Here. Insert Tech Here was an open-house style library event where students, faculty and staff could learn more about all of the technological resources the Edmon Low Creative Studios has to offer.

As the Event Communications Intern, I had the opportunity to host the livestream portion of this event. I kept the livestream audience up-to-date on what was happening at the event and interviewed a handful of the event presenters to get more information about the studio where they were stationed. The presenters shared information on how students can obtain access to the various studios, what they can use them for and interesting projects they had seen completed using that specific technology.

Not having much livestream experience beforehand, I was incredibly nervous for this event. I spent the few weeks leading up to the event preparing by drafting a script and writing interview questions to ask the presenters. When the day of the event came, I was even more nervous, especially when the livestream began. The first step was to give the introduction. I welcomed the audience and gave a rundown of what all would happen during the event. After this, I felt a little more confident but was still anxious about how the rest of the event would go. The next step was the interviews. My first interview was with Shannon Garde, and we talked about the Tech To Go resource offered by the Edmon Low Creative Studios. After this interview I felt even more confident. This pattern continued through the rest of the event, so by the end of it I was more comfortable and confident than I could have thought. After the event was over, I realized that I never had anything to worry about.

The event was livestreamed through the Edmon Low Library Facebook page. This allowed the online audience to interact with and learn more about the studios, even if they were not able to attend the event. Viewers were also encouraged to leave comments on the livestream to have their questions answered by tech experts at the event. Several door prizes were also given away to attendees throughout the event.

At the event, the winners of the Library Creativity Award were announced. The winners spoke about their creative process and how they came to create their final product. Most of the LCA winners had utilized resources in the Creative Studios to create their winning project. I thought this was interesting because each winner created something so different from the others, so it was neat to actually be able to see what is possible when utilizing the Edmon Low Creative Studios. As a student, I found this incredibly relevant because I am always looking for ways to make my projects stand out and be the best that they can be.

During the process of preparing for the event and hosting the livestream, I was able to take away a lot of valuable lessons. There were times when I was stressed and wasn’t sure if I would be able to do it or I doubted my ability to do well. I learned to be confident in myself and that stepping out of my comfort zone can be incredibly rewarding. Looking back now, the biggest lesson I learned was no matter how much you prepare for something, sometimes things happen that you can’t prepare for and you have to be OK with going with the flow. Going into the event we had planned to do two interviews, but as the event went on we had some extra space to fill, so by the end of it I interviewed six people. This wasn’t what we had initially planned, but we went with it, and it ended up turning out well and added a lot to the event.

The purpose of Insert Tech Here was to showcase all of the technology the Edmon Low Creative Studios has to offer. The Creative Studios is home to Tech To Go, a resource that allows students to check out the latest technology free of charge, but there is also so much more. The 3D Printing Creative Studio, the Jim & Liz Wise Virtual Reality Creative Studios, the Virtual Simulation Creative Studio (which holds the new flight simulator!), the McCasland Foundation Data Visualization Studio, the Windows and Adobe Studios (which hold the Jim & Liz Wise Digital Music Upgrade software) and the Recording and Presentation Studio are all part of the Edmon Low Creative Studios.

These rooms are all available to students, faculty and staff and can be reserved on the Edmon Low Creative Studios website. The Edmon Low Creative Studios are located on the east side of the first floor of the Edmon Low Library.

Be sure to utilize these resources to take your projects to the next level!

Post by Teryn Moorman, Event Communications Intern.

Monday, December 11, 2017

DSLR Cameras: The Newest Edition to Edmon Low Creative Studios

Yes, you read that correctly.

Edmon Low Creative Studios has added three DSLR cameras to its collection of Tech to Go. The cameras are available for three-day checkout and come with a battery charger, a USB cable and an SD card. There is also additional tech gear that can be checked out on an "as needed" basis.

DSLR cameras are the perfect way to step up your photography game. But how?

Teryn Moorman, a junior at Oklahoma State University majoring in strategic communications, has a DSLR camera of her own. She received her Canon Rebel T6 in December 2016 and has gotten good use out of it since then.

"I definitely use it a lot in the summer when traveling. I took it to Barcelona this past summer and got to capture some wonderful memories," said Moorman. "I use my camera for things like trips, fundraisers and sorority events such as Bid Day."


DSLR cameras are ideal for capturing memories and milestones in a high-quality snapshot. The advanced technology of DSLR cameras makes an iPhone camera pale in comparison. DSLR cameras are not only great at capturing cherished moments, but also for taking class projects to the next level. Many major programs, such as strategic communications and multimedia journalism, consist of project-based classes. DSLR cameras are the perfect resource to guarantee the best results for assignments and even portfolio work.

"I had to create a brochure about OSU for my graphic design class, and the professor strongly encouraged us to take our own pictures," said Moorman. "My camera was perfect to use for that assignment."

If you're considering purchasing a DSLR camera, or if you're interested in learning more, be sure to head to the Edmon Low Creative Studios in Room 105 to use them for yourself.


Posted by Tatum Wallace, Electronic Communications Intern for OSU Library Communications



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

Monday, November 7, 2016

E-Comm Intern Reviews GoPro

I, the Electronic Communications intern for Edmon Low Library Communication Services, recently took it upon myself to follow our own advice and rent something from the Tech to Go desk. I rented a GoPro Hero4, which came in a protective case that also held a remote, a tripod, several cases, two batteries, a charger and numerous screws to attach the camera to a selfie stick. I was surprised by the amount of items I got and astonished they trusted me with it all. After all, I walked away with an armful of technology in exchange for my student ID information.

I chose the GoPro because I wasn’t aware the Edmon Low Library offered them until I became a member of the faculty; similarly, any student I asked also had no idea they were available. The GoPro has gained widespread popularity in recent years for its ability to capture images that larger digital cameras and smartphones simply cannot capture as well. GoPros have also become known for their versatility and adaptability in filming action shots.

The GoPro can film narrow, medium or wide shots, giving you the option of exactly how much you want to capture in a photo. You can see in this photo inside Edmon Low Library that the bookshelves look warped; that photo was taken on the medium setting. By switching the view, you can alter how the images look to fit what you are wanting.

The famous GoPro look is a fish-eye shot, which shows a wide landscape in a panoramic view. This product isn’t ideal for family pictures, but it gives images a neat, angular aspect that would normally require a special lens for an average digital camera.

On our journey through Edmon Low Library, we primarily used a selfie stick attachment to capture footage. Unfortunately, the remote control was inactive, but that was but a minor setback. GoPro has its own smartphone application that acts as a remote, library and settings hub. When the camera is on, you are able to see exactly what the camera is capturing on your phone, which is incredibly useful if you don’t have a GoPro screen. You can use the app to take your photos then view and edit them once they are in the library. It is also an alternative to using the buttons on the actual camera.

The GoPro camera itself has three main buttons. The top button is the shutter used to capture pictures and begin regular or time lapse videos; it also works to activate wifi. The button on the front is the on/off feature, and a smaller button on the side is for changing settings, such as wifi connectivity and view preference. One thing I had an issue with was the default shot setting, which placed the camera in video mode when turned on, so I often started videos when I meant to take one shot.

The only other problem I had during my three day ownership was the quality of the photos. It may have been due to the protective casing, but the majority of my photos came out a little blurry. I look forward to renting a GoPro again soon to determine whether it was user error or equipment malfunction.

Overall, I was thoroughly impressed with the easy operation and unique photos. I would highly recommend a GoPro to anyone who wants to document any type of outing or event without hauling around a bulky (and potentially vulnerable) DSLR camera. With its various cases and attachments, GoPros go beyond normal cameras and provide unbeatable footage, whether that be strolling around a library or hiking through a rainforest.

It may take some practice to get your best shot with a GoPro, but it is much easier to master than a typical DSLR. After the initial process of discovering its uses, I found the GoPro to be a simple and useful gadget, and I hope you will too. When you are planning your next adventure, put the GoPro Hero4 at the top of your packing list, and don’t forget to check it out from the Tech to Go desk in Edmon Low Creative Studios. Watch this step-by-step tutorial for more detailed instructions on how to operate a GoPro.

Do you have any neat GoPro ideas or stories you’d like to share? Comment below!


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

Tuesday, October 18, 2016

Virtual Reality in the Library

In our last post, we discussed augmented reality and its possible uses in OSU Libraries. We briefly mentioned its distinction from virtual reality, which is now our main focus of discussion.

Virtual reality is, by definition, a realistic and immersive simulation of a three-dimensional environment, created using interactive software and hardware, and experienced or controlled by movement of the body. Essentially, it places you directly in a virtual world; think think Star Trek holodeck but without all the walking. The extent of this experience can be simply watching on a screen or becoming fully immersed in a 360 degree virtual space.

Georgia State University offers art history students the ability to travel to places they could not otherwise visit. It is hopeful that such classes will soon be equipped with enough VR equipment to immerse each student in VR to allow visualization of the architectural styles and historical structures they are learning about. Additionally, a team of researchers at University of Maryland have created a program that could revolutionize the study of medicine by allowing students to view surgeries virtually to learn techniques.

This virtual spin on education could be in the not-so-distant future for Oklahoma State. If you haven’t noticed, the Edmon Low Library has recently added new equipment to the Joe and Jeanne Craig and John C. & Kathryn A. Williams study rooms. They contain monitors and tables for regular study sessions but also have less obvious components in the ceiling corners that act as sensors for VR. When a user is in a virtual environment, the sensors are able to pinpoint where the user is located to allow him or her to move throughout the space without bumping into unseen items.

To take a journey in one of the VR rooms, you will need the proper equipment. The VR goggles are attached to a headset with adjustable straps to fit your noggin nice and snug. This is how you view the environment and its virtual elements. The controllers come in the form of cylindrical joysticks that are held in either hand. These allow the sensors to find you within the room and give you the ability to walk around the VR world.

While price varies on VR equipment, it can be cost-prohibitive for many students, which is why the free access in Edmon Low is such a helpful resource.

The VR rooms can be reserved on the library website, and the necessary VR equipment for the room is available at the Tech to Go desk. If you don’t have time for the full VR experience, you can check out a pair of the VR goggles from Tech To Go. All that’s needed is a free download of the VR app on your cellphone, which is plugged into the goggles as a screen. Once the app is operating, you can put on the goggles and immerse yourself in a variety of locations including a roller coaster and the moon’s surface. Check out the new equipment and experience the fun of virtual reality today!


What environment or place would you like to experience virtually? Share your comments below.

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

Monday, October 3, 2016

Augmented Reality in Higher Education

Augmented reality is a view of the physical world where certain elements are enhanced or “augmented.” Virtual reality creates a completely simulated world; whereas, AR only adds distinct virtual elements to the real world. AR is what you see on the Pokemon Go app when virtual images, such as Pokemon, appear in the natural world. A grid in the cellphone camera allows the images to be placed seemingly next to real objects.


Now that the term sounds a little less foreign, let’s talk about augmented reality in higher education. In modern libraries across America, AR is being used for many purposes.

The University of Wisconsin-Madison created an entire documentary of the Dow Day Vietnam War protests that can only be seen using AR. It allowed students to use their mobile devices to find locations of historical protests and see exactly what was happening in that spot on that specific day.

Simpson College in Iowa uses an AR cellphone application to make its promotional banners come to life through visual graphics, giving the impression that the banner is actually communicating to viewers. Additionally, the University of Washington is currently conducting research on a bionic contact lens that would allow users to view entire virtual displays through their own eyes.

A notable pioneer in AR, The University of Canterbury in New Zealand, has recently developed an interactive AR display where virtual planets on playing cards can be moved to create the solar system and further knowledge of astronomy. The university's researchers were also able to develop an AR program that displayed virtual versions of cities. By using a mobile app, users can view the past constructions of buildings and review facts and photos.

Each use of AR has proved useful to the furtherance of education at other universities, so how can this technology be applied to real life situations here at Oklahoma State?

Using AR, OSU Libraries could offer a virtually interactive tour of study spaces. The tour could lead visitors to a selected location, maybe a specific bookshelf, by creating virtual arrows or signs leading to the destination.

Another useful development of AR for mobile devices is spatial immersion and interaction, which allows the digitization of actual humans. Basically, it creates holograms of humans who are able to interact with the viewer and perform certain tasks. By accessing this spatial immersion technology, staff could create holograms of faculty showing visitors how to use the library equipment, such as book check-out and data visualization software. The possibilities are nearly limitless.


Finally, Radio-frequency identification is a separate technology that could be linked to AR. RFID uses electromagnetic fields to track items by reading the tags connected to them. The tags can be attached to a number of things from vehicles to student IDs. RFID can be used for many purposes, notably inventory management and item tracking. Similar to the augmented tour that would assist people in finding a location, RFID could allow this idea to expand to leads users to the exact location of the book they are searching by tracking its RFID tag. It could also be used as a security device for loss prevention.

Currently, the only augmented experience that OSU Library offers is through the Google Glass demos. These devices offer the advantage of operating a computer through the lenses, which could provide the perfect outlet for all the suggested applications of augmented reality. With a few advancements to its current equipment, the OSU Library could give other libraries something to model their programs after in the years to come.

What are your ideas for applying AR and other modern technologies in the OSU Libraries?

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