Monday, November 25, 2019

Software Carpentry

Have you ever wanted to get hands-on experience with programming languages and practices? Have you tried to start learning a programming language and eventually gave up because you didn’t have anyone to help you? The OSU Library hosts Software Carpentry classes each semester to help undergraduates, graduate students and researchers. These classes introduce participants to basic programming practices and techniques.

The first thing many people may think is “I can’t take this class because I have no previous experience with programming.” This is the perfect situation to be in for these classes. They are designed for people with little to no experience with the tools that are being used. Participants who do not have laptops can use the laptops provided in the workshop room. These Software Carpentry classes are an easy way to learn baseline knowledge of computer programming.


Software Carpentry classes are taught by multiple organizations around the world in many different languages. The topics and resources covered in these classes are all provided by a single foundation for volunteers to teach. This ensures that all of the classes have regulated and helpful content. The OSU Library routinely offers these workshops, which are conducted by Library personnel.


After attending these workshops, you will have the knowledge essential to move forward educating yourself or making use of the knowledge you gained in the class for your research or projects.


These workshops are aimed at a more general audience than the intense programming crowd. With that being said, it can still be beneficial to experienced programmers. As a senior in computer science, I attended a workshop and was received valuable information. I can call this valuable information because it gives me more knowledge in my field of study, but what about individuals who have no aspirations of developing applications, software or anything for their career? Despite what most people would probably believe, these people have the most to gain from this type of workshop.


The topics addressed in these carpentries are aimed to help people solve common problems and inconveniences for researchers or students. For example, a part of the workshop I attended covered convenient ways to organize data using Python. We learned how to graph large amounts of data, reorganize it and explore it efficiently.


The participants are also learning basic programming skills during the class. Currently, the two languages covered are R and Python. These skills are the basic building blocks that allow you to continue to gain knowledge in programming if you decide to learn more about it.


In addition to pure programming instruction, the workshop also introduces participants to topics like version control and Unix Shell. Version control using Git helps to keep everybody in a project on the same page by allowing them to update a repository from anywhere. The Unix Shell is a powerful command-line tool that allows users to automate their tasks and reduce repetitive actions.

The topics covered in these carpentries are constantly being updated and improved to keep up with changes in technology. As the world continues to become more invested in mobile applications and software, the need to understand basic programming principles will continue to increase.

How would you use basic programming skills in your field of study or workplace?

Posted by Jacob Hinchey, Emerging Technology Intern

Monday, November 11, 2019

Library Spaces

As we all know, the library is no longer just books. University libraries have become an invaluable resource for students. They provide technology, databases and so much more. One of the most useful resources that often goes unappreciated are the study spaces.

Every day, thousands of students walk into the Library to use its resources. Many of them are coming just to study or do homework and make use of the numerous study spaces available in Edmon Low Library to accommodate any student. Different floors have assigned zones for silent, whisper or “group” noise levels. All of these areas also have different types of desks and seating for students that allow them to work alone or in large groups.

Other places in the Library give students the tools they need to get their work done. The Library has computers, laptops, chargers, smartboards and so many other things to help provide students with everything they need to succeed.

All of these study spaces allow students to maximize their productivity while they’re working at the Library and make it the ideal place to go for students to study or work on their projects. These study spaces have also changed the way libraries look at universities.

The most blatant difference you would notice between a modern university library and one 20 years ago is how they use their space. Books used to be the major way we used space in the past, but today the books, while still having their place, are rarely what a student comes to the library to find. The books a library owns do not simply disappear, and libraries continue to accumulate books over time. However, finding a way to balance workspaces for students with easy access to books is a common issue.

The most common way university libraries make space is by moving their books to a different location. The Fine Arts Library at The University of Texas faced a dilemma recently when they planned to relocate many of their books in 2018. After announcing the relocation of over 75,000 books from the library, many students began to protest the idea. These books were going to be relocated to create a maker space for design and art students. After deliberating, the university decided to follow through with the relocation of the books to create extra space.

This is a dilemma that nearly every university library is experiencing. As area for study become more essential for students, libraries have to rethink space use.

The OSU Library addresses this issue by relocating certain books to the Library Annex and Library Auxiliary Building. Books that are sent to this facility are rarely or never checked out, fragile, duplicated, or older. While the Annex and Library Auxiliary Building are not open to the public, these resources remain easy to access. Students can request these items and pick them up from Edmon Low Library within 24 hours on weekdays.

This relocation of the books has helped the Library create a number of new study rooms and spaces for students that are frequently used. Undoubtedly, the OSU Library will continue to relocate and condense books as more study spaces are needed. How would you like the see the library use this reclaimed space? What types of resources would you like to see in them?

Posted by Jacob Hinchey, Emerging Technology Intern

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, 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