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

Monday, September 23, 2019

Production in the Library

Have you been to the theater lately? Maybe to see a live-action movie like John Wick: Chapter 3? An animated movie like Toy Story 4? Or maybe something that dabbles heavily in both like Spider-Man: Far From Home? No doubt, the production quality was able to completely enthrall you. Compare modern films to ones of the past, and the change in technical quality is obvious. Even movies from just a few years ago are completely outdone by the movies of today.

This jump in quality is due to multiple factors. The software used to create these movies is progressing rapidly. They are becoming more powerful, easier to use and provide more useful features. In many cases, the software used by production companies is open source. This means they are free to use. Using open-source software gives studios the ability to invest more of the budget into work hours.

One software leading the way in the open-source animation community is Blender. Blender has released new versions that allow users to make full-length films with cutting-edge tools. Blender has also taken steps to make their software more accessible to individuals that are new to animation. These changes include things like shortcuts, functionality and light physics.

The live-action community has also been trending upwards in terms of quality and production speed. This is mainly due to new techniques in recording and improvements in the postproduction and editing strategies. Using newer techniques has allowed franchisees to put out movies at an impressive rate.

One example of a franchise taking full advantage of these strategies is Marvel. Since 2008, 23 Marvel movies have been released. The most astounding part is that 11 of these have been released since 2016! This means Marvel has released nearly three movies a year during this span.

University libraries are not new to providing production spaces to students. Gerardin New Media Center at Georgetown University Library hosts a variety of different resources for students to produce films. The main recording space is a large room equipped with a green screen and projector. They also have separate rooms for editing with high-powered machines and software. They also provide an individual space for audio production that can be used to create or modify audio.

The Media Commons at University of Illinois Library is also leading the way in film production spaces. The main recording space is has a full green wall with studio lighting and multiple microphones surrounding the stage. The room also has a switcher available to increase the number of modifications that can be made during the recording process. This reduces the amount of time the student needs to spend on post-production. Media Commons hosts all of their equipment in a single room and requires all post-production to be completed on the same session as recording unless the person is capable of doing the post-production on their machine.

The Edmon Low Creative Studios allow students to record their production in the Recording and Presentation Studio. This studio features a wall-mounted camera, green screen, smartboard and adjustable lighting. The students have the ability to record using the wall-mounted camera, their personal camera or a camera from the Tech to Go desk. The student can then take their footage and edit it on the desktop computers throughout the Edmon Low Library, or on the more powerful computers available in the Edmon Low Creative Studios such as the iMacs, which feature the video editing software Final Cut. This allows the room to be used specifically for recording ensuring it will be available for students as often as it can be.

As the movie and film industry continues to progress, so too will university libraries keep up with the constant changes. These resources allow students to prepare themselves for the fast-paced environment present in movie production today. They also give students another medium to express their creativity.

What resources would you like to see your library add to better prepare students to work in film?

Post by Jacob Hinchey, Emerging Technology Intern


Monday, September 16, 2019

Open Education Resources

Edmon Low was dedicated to library sciences. Upon arriving to Oklahoma A&M in 1940, he was knowledgeable on library systems, helped under-skilled workers, and offered a lot of creativity.

Low was not afraid to try different methods in order to provide a better system for the library. He advocated for an open stacks library, allowing students easy access to books rather than having to place call requests like many undergraduate libraries.

Open access is in the DNA of OSU’s library. Today, the OSU Library aims to provide the best experience for students by offering open access, now it’s in a digital form. Open Education Resources are instructional materials intentionally created to be free to students. These materials are licensed by author/creators to permit and encourage distribution, modification and retention.

Five OSU instructors adopted reviewed OER texts for fall 2018 course use, potentially saving OSU students over $36,000 in one semester. One instructor, Britney Mann, used an OER book for her first year seminar class last year and chose it knowing she could save her students money.

“We never had a book before in that class so that students didn’t have to spend the money,” Mann said. “The book makes it feel like a real class, and there are more opportunities to integrate technology in the classroom.”

This fall, a new group of staff and faculty have the opportunity to learn about OER through the OSU Libraries Open Textbook Incentive Program. The “Hack Your Syllabus” mini-grant will provide financial incentive and support. Participants will learn how to design a course around existing open textbooks, create interactive coursework and modify any syllabi or other materials for the transition to open textbooks. Each of the participants in the program will receive $750.

The open education movement can also help raise the quality of education for all students because instructors are better able to share and build on one another’s pedagogical innovations.

Craig Freeman, department head for the School of Media and Strategic Communications, found the resources helpful in the classroom.

“OER allows students to focus on the materials, rather than the price,” Freeman said. “Instead, I can help students learn through numerous resources and platforms, all while being able to edit the materials based on the class’ needs.”

Open Access saves time and money by allowing students to easily access curriculum anytime from a device for free. This is an advantage to today’s students, as it is common to access coursework from numerous devices.

“Gone are the days students have to carry their homework with them everywhere,” Freeman said. “Now, students can access it from their laptop, desktop, tablet or phone. This is a timesaver for our students.”

Mann also likes the accessibility of the materials.

“Students being able to easily access course materials really helps the learning process,” Mann said. “It’s also helpful for the instructor. Being able to edit content allows me to personalize it making it more relatable to the students.”

Kathy Essmiller, Open Educational Resources Librarian, is excited to share these resources with campus.

“This is a great opportunity for students to save money and for faculty and staff to customize their learning material,” Essmiller said. “In just the first decade of this century, 2.4 million American students either did not attend, or could not complete college because of the cost barrier. This resource can change that.”

OSU Librarians are available to assist applicants in locating OER or library-licensed content to replace current educational resources. Interested applicants can stop by or schedule an appointment.

“We want to help students see the value in materials beyond the price tag,” Essmiller said. “With open resources, we can do that. Through OER, the whole campus can benefit.”

To learn more and apply for the “Hack your Syllabus” mini-grant, visit info.library.okstate.edu/open/hackyoursyllabus.

Post by Lonna Freshley, communications and recruitment specialist for the College of Arts and Sciences.

Tuesday, September 3, 2019

Finding New Perspectives with Drones

Drones have transcended the label of hobbyist toy since their initial commercial availability in the mid-2000s. They are now a powerful tool for professionals in fields ranging from firefighting to biology.

A change of perspective can help solve problems and increase performance. This is what drones are made for. Drone technology over the years has improved to have more battery life, carry more weight and travel further distances. These improvements have pushed drones from recreational gadgets to necessary tools for many tasks.

Rescue professionals, in cases of missing people and natural disasters, are also using drones which allow them to search large areas of forest and mountain land looking for heat signatures from an aerial view. They also allow rescue agents to survey for the best route to access an area that may be inaccessible through normal means. These methods have reduced the time spent on these rescue missions while ensuring the rescuers’ safety.

While this information can make drones seem like they are no longer made as tools for entertainment or recreational flying, this sentiment could not be further from the truth. These advancements have also ushered in an era of drone racing and performances.

Improvements in the speed and agility of drones have led to the rise of drone racing, a new form of entertainment that allows pilots to test their skills by zooming through intricate courses. These drones can reach over 160 MPH (!!!) during these races.

Drones can also be used elegantly during complex visual performances, usually involving hundreds of drones equipped with LED lights. One of the most stunning performances was during the 2018 Winter Olympics, where over 1,200 drones were used to create a magical spectacle in the night sky.

All of these uses have led to universities taking an interest in the future of drones. From research to recreation, universities are trying to get this technology in the hands of students. While on a study abroad trip to Namibia, North Carolina State students used drones to observe ecosystems and animals up-close without disturbing their natural progressions.

Universities are also beginning to offer drones for checkout at their libraries. Campbell University and the University of South Florida allow students to borrow a drone. Both these universities are taking slightly different approaches to regulate drone usage. While both restrict the usage of drones on campus to educational purposes, Campbell is allowing students to check out the drones for 3 weeks at a time and encouraging them to fly off-campus. USF requires students to have a qualified reason to check out a drone.

The Edmon Low Creative Studios provides students with the ability to hone their flying skills through DJI’s simulation software in the virtual reality suite. The simulator uses a real drone controller and an advanced physics engine to provide legitimate practice controlling a drone. By piloting drones in a virtual space, students avoid the possibility of damaging expensive equipment, while still preparing them to pilot drones in the real world.

Drones will likely become more accessible on college campuses as new uses are developed. The future holds promises of instant package and pizza delivery by using drones. These ideas only scrape the surface of what can be accomplished using drones and some creativity. Let us know how you would like to see drones used at your work or college!
Post by Jacob Hinchey

Wednesday, April 24, 2019

Sustainably Serving Students

The transition from paper to digital is one the library knows well. The Digital Collections, laptop checkout and document delivery service, in which students may request digital copies of individual book chapters, are all examples of the library’s efforts to ensure more sustainable digital resources for students.

But digital resources aren’t the only thing the library offers. Recycling bins for cans, plastic bottles and paper are located on every floor of the library. Staff computers are turned off each night to conserve energy.

Yet none of these sustainability efforts would be possible without the staff who implement and organize them.

In 2018, John DeGeorge, security and facilities manager at the library, was awarded for his contribution to OSU’s Energy Management Program. His efforts to save energy contributed to the over $50 million saved campuswide since 2007.

“Working with the Energy Management Program on campus is probably one of the key ways we save here at the library,” John said. “We try to turn off lights, close the blinds, recycle cardboard and fluorescent lights, and keep the temperature at a certain level in the summer and winter.”

Suzanne Reinman and Janet Hines of the Government Documents department at the library have also had an impact on library sustainability nationwide. Each day, they receive book and document deliveries from the Federal Depository. Suzanne said each shipment used to include heaps of non-recyclable bubble wrap that was piling up in their office. So this spring, they asked for change and initiated the switch from plastic bubble wrap to recyclable paper on the shipments.

“We were collecting all this plastic, but what were we going to do with it?” Suzanne said. “I emailed them and asked them to please consider switching to paper. So they did, just by asking them!”

Suzanne and Janet are the perfect example of the power of using your voice. They simply asked for change. Now, their request is impacting hundreds of libraries – Suzanne estimated between 300 to 400 – and reducing plastic use nationwide.

The OSU Library and other areas of the OSU campus began implementing changes to be more sustainable in the mid-2000s as part of the Energy Management Program. The program provides an incredible opportunity for departments across campus to participate in creating a greener university.

“You just want to improve people’s lives now and in the future,” John said.

So next time you finish off that bottle of Dr. Pepper, take a brief moment to throw it in the recycling bin. Turn off your lights when you leave the room, pick up trash, unplug your appliances and remember that you are helping to create a cleaner university and greener planet

Posted by Jenny Berry, electronic communications intern

Monday, April 1, 2019

Converting to a Digital Age

We live in an age where technology abounds and new innovations are sprouting up daily. The OSU Library has evolved alongside this rapid growth in tech and made strides in the digitization of resources and the adoption of new technology.

But while much of the physical technology is only accessible if you’re on campus, the library’s digital resources are available anywhere. One of the most interesting and unique digital resources is the library’s Digital Collections.

The Digital Collections house a cornucopia of historical information that one may not be able to find elsewhere. The information in these collections range from political buttons to stories of Oklahoma’s farming history.

These collections are incredibly important because they shed light on artifacts that otherwise may only be seen by a few eyes. For example, had the Dr. Bill F. & Jean Kelso Collection of Ancient Coins not been photographed and archived in the Digital Collections, the ancient coins could have remained tucked away in a case in the library, rarely seen except for those who could travel to view them in person.

Another benefit to digitizing these archival materials is that it prevents further wear and tear on the original materials. Preserving them digitally allows more people to explore the documents, photos or objects without the risk of harm that comes from handling the physical item.

“One of our primary goals is to retain the original as long as possible,” OSU archivist David Peters said. “The less use you have, the longer it will last. Digital copies make it easier for the patron to use and require less wear and tear on the original."

I recently had the opportunity to explore the Secrets of the Century collection with David and multimedia producer Nina Thornton. This collection contains letters written in 1941 during the Oklahoma A&M 50th anniversary celebration. The letters, written by students, faculty and staff, were placed in a time capsule that was buried in the south wall of the Edmon Low Library. After the capsule was opened in 1991, the handwritten letters were scanned and transcribed. Now anyone can get online and check out this slice of history in the Digital Collections!

While the letters themselves are interesting, what I found more compelling were the feelings behind the letters. They were written as the United States was on the cusp of World War II, just days after the bombing of Pearl Harbor, and many of the letters convey messages of hope for the future. These letters taught me something I could never learn in a history textbook. They provide readers with a window into the thoughts and feelings of people who lived through one of the most notable events of history.

Yet these letters are just one of the dozens of unique collections through which readers may browse. A wealth of knowledge awaits anyone who sits down for even 30 minutes with this resource.

If you ever have questions about the material found in a particular collection or just want to dig a little deeper into a topic, the knowledgeable staff in the Oklahoma State University Archives are available to answer your questions.

There is so much history to explore in the Digital Collections. I encourage anyone and everyone to check them out. See what you can discover today!

Posted by Jenny Berry, electronic communications 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