NASIG 2013 keynote


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Slides for my NASIG 2013 keynote speech (June 2013).
I focus on mobile computing and its impact on academia.

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  • The National Institute for Technology in Liberal Education (NITLE) works with a diverse community of liberal arts colleges and universities. This national network is focused on developing a deep understanding of the undergraduate student experience, the impact of the broader technological environment on teaching and learning, and the future of liberal education.
  • NASIG 2013 keynote

    1. 1. Libraries, Mobile Devices, andthe Visible College
    2. 2.
    3. 3. Communitiesof practiceResearchJoint projectsOutreach
    4. 4. • Network platform:events f2f/online• Partnerships• Translation
    5. 5. Trendline analysis
    6. 6. Not a librarian, but a fanboy
    7. 7. I. Ecosystemand devicesII. Places forthe newlibraryIII. Where things might end up
    8. 8. Beyond the PC"When we were an agrariannation, all cars were trucksbecause thats what you neededon the farms." Cars became morepopular as cities rose, and thingslike power steering and automatictransmission became popular…
    9. 9. "PCs are going to be like trucks," Jobs said. "Theyare still going to be around." However, he said,only "one out of x people will need them." ; image via Wikipedia
    10. 10. SmartphonesUses out ofclass:1. Contentdelivery2. Socialinteract.3. Contentcapture
    11. 11. “The mobile phone is the primary connectiontool for most people in the world. In 2020,while "one laptop per child" and otherinitiatives to bring networked digitalcommunications to everyone are successfulon many levels, the mobile phone—now withsignificant computing power—is the primaryInternet connection and the only one for amajority of the people across the world,providing information in a portable, well-connected form at a relatively low price.”
    12. 12. Tablets 2.0Wikipedia
    13. 13. e-book readers
    14. 14. Netbooks continue
    15. 15. Clickers, for example• Er, Personal ResponseUnits• The unsung campussuccess• Classroom pilot• Faculty/admin meetingdemo• Owning units: students orinstitution?• Combine with ppt
    16. 16. Smartpens• Text scanning(OCR)• Audio recording• Web serviceMichael Wesch
    17. 17. Marker-based AR• Living antecedent: bar codes• QR• Microsoft Tag
    18. 18. Sensor world
    19. 19. Interface changes•Gartner: end of themouse•Touch screen (iOS)•Handhelds (Wii)•Nothing (Kinect)
    20. 20. EcosystemsEcosystems
    21. 21. Ecosystems and decisionsCombining devices, format,services, and businessmodel• Kindle: Amazon store• iPad: iTunes book section• Android: Play
    22. 22. e-books
    23. 23. • History: back to the 1970s• Campus history: e-reserves
    24. 24. File formats• txt, html, pdf• Epub• Kindle (.azw)• Fictionbook,Mobipocket• Microsoft Reader (.lit)
    25. 25. ePub example (EPUBReader Firefox plugin)
    26. 26. File formatsGreater interactivity:• Wikis• Multimedia (Nook, Vook)
    27. 27. Fee for pdf• Using the open Web: content, service
    28. 28. Major e-book projects• Humanities E-Book 2,200• Internet Archive “over 30,000 free ebooks”• Project Gutenberg “1,893,588 texts”• Connexions depends on definition
    29. 29. Project Gutenberg
    30. 30. Internet Archive texts
    31. 31. Connexions
    32. 32. Humanities E-Book (HEB)
    33. 33. …and Google Books, depending
    34. 34. Commercial providers
    35. 35. E-reader applications• Examples:• Stanza(pictured)• Calibre• EPUBReader(Firefox plugin)• MicrosoftReader• Dbelement(pictured)
    36. 36. Ebook advantages• Greener• Interactivity, multimedia affordances• Faster publication cycle• Lower cost• Flexible, “flowable” presentation (font,etc)• Updates and errata• Remixing (sometimes)
    37. 37. Ebook disadvantages• Users uncomfortable withdigital• Publishers’ nerves withcopyright• Multimedia costs• Wiki problems
    38. 38. The world of gaming
    39. 39. Gaming as part of mainstream culture• Median age of gamers shoots past 35• Industry size comparable to music• Impacts on hardware, software,interfaces, other industries• Large and growing diversity ofplatforms, topics, genres, niches,players
    40. 40. Gaming as part of mainstream cultureAnecdata: numberof FacebookCityVille players:(as of July 2012, )23,900,000
    41. 41. Gamesserious,public, andpolitical• Oiligarchy, Molle Industries• Jetset, Persuasive Games• The Great Shakeout, California• DimensionM, Tabula Digita
    42. 42. Gamification
    43. 43. Imperial gamification
    44. 44. Use games to impactsociety
    45. 45. Gaming boom on mobile devices
    46. 46. Gaming extends throughout everyday life…]
    47. 47. …literally…practically…conceptually
    48. 48. Storytellingthroughgames onmobiledevicesInterstitialstorygaming
    49. 49. Concepts: practices• Microcontentincreases• Laminating theworld digitally• Mediaconsumption• Mediacapture• Socialconnection• Interface
    50. 50. Concepts: teaching in classIn class: assessmentvs constructivistapproachesPedagogical themes• Anonymity yetuniversality• Aimed at large sizeclass, often
    51. 51. Information on demand“Students who have superb search skills haveintroduced useful material or questions intodiscussion. In a few cases, I’ve had studentsfind pertinent archival video in response tothe drift of the conversation which I’ve thenput up on the classroom projector.”-professor Tim Burke, Swarthmore College
    52. 52. Realtime searchVolokh Conspiracy, April 2007
    53. 53. Mobile study journalingJohn Schott, Carleton College, 2006
    54. 54. Multitasking• threats: distraction, wanderingindex/stimulus• generational issue• practice: shells down, machines open• Multitasking or Continuous PartialAttention
    55. 55. Apps for .edu• iPhone in the lead• Campus life apps• Development kits and forks
    56. 56. Campus AR game“The ARIS engine allows game designers toplace virtual items, characters and pages inphysical space using the iPhone’s GPS or alittle barcode that can be placed on a wall ornear an object. By giving the players a storyand a number of quests, games can be builtthat involve a mix of physical and virtualactivities.”(U Wisconsin,
    57. 57. Emergent trends and possibles“…Another approach to AR gaming allowsplayers or game masters to create virtualpeople and objects, tying them to a specificlocation in the real world.Players interact withthese constructs, whichappear when the playerapproaches a linkedlocation in the realworld.” (HR 2010)(Mad City Mystery,
    58. 58. Systems: ubiquitous computingMark Weiser, 1988ff• Example: "The Computer forthe Twenty-First Century"(1991)“The most profound technologies arethose that disappear. They weavethemselves into the fabric of everydaylife until they are indistinguishable fromit.”
    59. 59. AR: a new layer on the Earth• Not VR• HUDs• J. Spohrer, WorldBoard“Information in places”(IBM Systems Journal,1999)Language grapples:• Magic window• Mixed reality• Reading theenvironment• Annotate the world• Laminating the physicalworld• a “looking glass” into aninvisible world
    60. 60. ComponentsHardware• Mobile device (e.g.,phone)• Camera• Display screen (glasses,phone)• Network infrastructure• Location awareness(GPS)• Attitude awareness(accelerometer)• CompassSoftware• Local apps• Web services• Content server
    61. 61. First, the light stuff• Museum tours• GPS navigators(Garmin)• Location services
    62. 62. WikitudeUser geotagging“World Browser”
    63. 63.“World Browser”
    64. 64. Marker-based AR• Another antecedent: CueCat• Google Googles
    65. 65. Integration with social media
    66. 66. Deeper AR• Superimpose digital data onto local imagery• Glasses or phone
    67. 67. Mondrian; arts
    68. 68. Multimedia lives here
    69. 69. AR .edu examples: iTacitus• European Commission research project Diana,Florence
    70. 70. Stresses:-criticism-abuse-perceptionBackchannel(dana boyd, )
    71. 71. Increasedamount andvariety ofdiscussion(for better andfor worse)• Chat, TwitterBackchannel(dotguy_az)
    72. 72. Four possible futures1.Phantom Learning2.Open World3.Silo World4.Alt. Residential
    73. 73. I: Phantom learningPost-tsunami• Schools are rareand distant• Information isplentiful andnearby
    74. 74. The bubble burst
    75. 75. Learning•Information on demand•Instructors, peers “ “•Grading outsourced•Multimedia: social,personalized
    76. 76. Institutions•Function: contentsupplements•Faculty: adjunct rōnin•Accreditation: online,multiple, display-based
    77. 77. Institutions•Library: media productioncamp•Professional development:via social media
    78. 78. MOOCs?
    79. 79. No, MOOCsNo good categorical name:…which sometimes indicatesthe future
    80. 80. • Students spent more time in K-12with online classes than face-to-face ones• K-12 as social center, workingparent support spaces• Libraries are software• Buildings without AR look naked
    81. 81. II: Open world•Open content,open access,open source• Very Web-centric
    82. 82. Good things• Global conversations increase,filter bubble pops• More access, moreinformation• Lots of creativity
    83. 83. Good things on campus• Information prices drop• Faculty creativity, flexibilitygrow• IT “ “ “• Academic content unleashedon the world
    84. 84. Not so good things• Industries collapse• Authorship mysterious• Some low quality tech(videoconf.)• Some higher costs• More malware + less privacy
    85. 85. How does this impact campuses?• Tech challenges• Outsourcing and offshoring• PLE beats LMS• Crowdsourcing faculty work• Information literacy central
    86. 86. •Internet has always beenopen•Web <> money•Online identity has alwaysbeen fictional, playful
    87. 87. III: Silo world• Most informationexperienced invertical stacks• The Web is over
    88. 88. We love our stacks, and they us• Phone, laptop, tablet• Email• Software, file formats• Social media• Multimedia: books,music, video, gaming• Web hosting• videoconferencing• StyleAppleGoogleAmazonMicrosoftFacebookSNP (Some NewPlayer)
    89. 89. How does this impact campuses?• Information support• IP intensifies• Professionaldevelopment• Faculty work• Collaboration shaping• LMS world
    90. 90. • Identified w/brand and IA sinceelementary school• Conceives of career aspects withinsilos• “open” = historical, or radical, or aflaw
    91. 91. IV: Alt.residential
    92. 92. •Online/blended learning ishigher education’s newnormal•Unbundled, reaggregatedclass structures
    93. 93. •Residential education: aspecialized niche•Tenured faculty =community guides•Rising positions: mentor(WGU), data manager
    94. 94. Liberal arts campuses?• Blendedlearning iscampus norm• Some classesoutsourced toDL• Classrooms instudio mode
    95. 95. Unique physicalenvironments are central tocampus definitionAll campus is blended learningenvironment (“place aslibrary”)
    96. 96. Out from the digital• Hands-on learning(maker culture,tinkering):production +studies• 3d printing acrossthe curriculum
    97. 97. Augmented reality layers
    98. 98. Higher education landscape:• Accreditation drives project-based,studio-style pedagogy• Libraries: rare and/or smaller• Professional development: distance, DiY• Second wave of campus development
    99. 99. • Most learning content has alwaysbeen online• Have taken 1-6 DL courses by age 18• Blended learning is normative• Blended life “ “• Collaboration’s norm is distant
    100. 100. NITLEhttp://nitle.orgBryan bloghttp://bryanalexander.orgBryan on Twitter