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Library Technology Conference 2018

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The NMC New Horizon Report 2017 predicts rapid application of Video360 in K12. Millennials are leaving college, Gen Z students are our next patrons. We need to meet our new students on “their playground.” A collaboration by a librarian and VR specialist is testing the opportunities to apply 360 degree movies and VR in academic library orientation. The team seeks to bank on the inheriting interest of young patrons toward these technologies and their inextricable part of a rapidly becoming traditional gaming environment.

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Library Technology Conference 2018

  1. 1. The Next Generation of Library Orientation. Hands-on Virtual and Immersive Reality, 360 Degree Movies LIBTECH session; ed.co/E8l3 Dr. Plamen Miltenoff & Dr. Mark Gill The 11th annual LibTech Conference March 14015, 2018 Macalester College, St. Paul, MN #LTC2018 #VRlib FFacebook Live Session: http://bit.ly/LTC2018vr
  2. 2. Contact info and take outs from todays session  Plamen Miltenoff, Ph.D. , Professor, pmiltenoff@stcloudstate.edu  Mark Gill, Ph.D., Director Visualization Lab, mcgill@stcloudstate.edi  Learn about virtual reality, augmented reality, mixed reality and 360 media  Learn to operate the various forms these technologies  Brainstorm and plan the application of these technologies in library and academic settings
  3. 3. Plan  Intro to the idea of VR/AR/MR and 360 media in academia  Discussion on the details of preparation and implementation  Discussion on the details of 360 media  Discussion on the educational methods for implementation of 360 media and gamification
  4. 4. VR, MR and 360 media in academia  NMC New Horizon Report 2017 for Higher education https://www.nmc.org/publication/nmc-horizon-report-2017-higher- education-edition/ Adaptive Learning Technologies, Mobile Learning, IoT, Next-Gen LMS, Artificial Intelligence  Similar recommendations in the K12 version: https://www.nmc.org/publication/nmccosn-horizon-report-2017-k-12- edition/  And the library edition: https://www.nmc.org/publication/nmc-horizon- report-2017-library-edition/ Big Data, Digital Scholarship Technologies, Library Services Platforms, Online Identity, Artificial Intelligence, IoT
  5. 5. What are VR/AR/MR (https://commons.wikimedia.org/wiki/Category:Mixed_reality#/media/File:Mixed_Reality_Scale.png).
  6. 6. 360° video  As a supplement, if not replacement of the existing lecture-type or instructor-guided face-to-face library orientations. Based on current learning constructivist theories, it is believed that a self-paced, individual option for students to acquire information on their own and build knowledge, either on their own or through interaction with peers, will result in better learning, whereas the instructor acts as a facilitator, rather than as a lecturer. (Daniels & Cole, 2007)  Daniels, H., Cole, M., & Wertsch, J. V. (Eds.). (2007). The Cambridge companion to Vygotsky. Cambridge ; New York: Cambridge University Press.
  7. 7. Cameras  There is a wide range of cameras capable of capturing 360° media, and, respectively, a wide range of prices. Consumer level cameras, many of which require a smart phone, for either control or processing, start at 100 dollars or less. "Prosumer' level cameras run about 900 dollars, and professional cameras start at 10,000 dollars, whereas some of them can be priced much higher. 
  8. 8. Cameras (continue)  The Vuze, by Humaneyes (pictured right) is the top end of consumer cameras. It runs around 900 dollars and is capable of capturing 360° media in 3D stereo as well. 
  9. 9. Implementation of VR/AR/MR and 360 media  Approaching this promising technology in a scalable manner is preferable as with other educational technologies. Dare financial times are only one of the reasons to seek gradual expansion of VR and AR. Factors such as inclination of project’s organizers and audience to accept a fairly radical change in their relationship to technology as well as acceptance of new methodology for learning and teaching are only few to begin with. 
  10. 10. More info: Book chapters under review: Video 360: The new type of visualization to help patrons enter the era of VR, AR and Mixed Reality. And Laying the Foundation to Gamification in Academic Library and Campus: Why Gamification Precedes Gaming in Libraries and Education Contact pmiltenoff@stcloudstate.edu for more info
  11. 11. Discussion
  12. 12. Contact Info:  Plamen Miltenoff, Ph.D., Professor Email: pmiltenoff@stcloudstate.edu Twitter: @SCSUtechinstruct Blog: http://blog.stcloudstate.edu/ims Facebook: https://www.facebook.com/InforMediaServices/  Mark Gill, Ph.D., Director Visualization Lab Email: mcgill@stcloudstate.edu Facebook: https://www.facebook.com/SCSUVizlab

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