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Back to the Future Part III: Libraries and the New Technology Frontier


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Webinar given for the South Central Regional Library Council on Aug. 10, 2015. #BTC3

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Back to the Future Part III: Libraries and the New Technology Frontier

  1. 1. Back to the Future Part III : Libraries and the New Technology Frontier Bohyun Kim Blog: Twitter: @bohyunkim Associate Director for Library Applications and Knowledge Systems, Health Sciences and Human Services Library University of Maryland, Baltimore #BTF3 - South Central Regional Library Council Webinar Series -
  2. 2. New Technology Frontiers 1. Maker Programs 2. Programmable Biology 3. Robots 4. Drones 5. Bitcoin (Virtual currency) 6. Gamification (or Digital engagement)
  3. 3. Three Questions A. What is this new technology & how does it work? B. Why is it significant? C. How can it influence library patrons and libraries?
  4. 4. 1. Maker Programs
  5. 5. For STEAM Education Palo Alto, CA.
  6. 6. More Learning / Maker Labs at Schools & Libraries “ In 2012 and 2013, IMLS funded 24 Learning Labs across the country. Learning Labs cater to middle- and high-school youth and provide media-rich learning environment with supportive mentorship. … By incorporating Learning Lab or Maker programs into curricula and activities to meet learning standards, teachers can broaden their students’ STEM (Science Technology Engineering and Mathematics) knowledge and experiences and use advanced technology that would likely not be available to them otherwise.” Source: Hickey, Katherine, and Kyungwon Koh. “Creating a Meteorology Maker Space.” HackLibSchool, January 8, 2015. maker-space/.
  7. 7. 3D Printers at Retail Shops
  8. 8. Online 3D Printing Services i.materialise, Ponoko, Shapeway, Sculpteo
  9. 9. Application of 3D Printing Experiential learning / Hobbyist projects Instructional tools Custom parts (for a lab equipment or a household item) Prosthetics Surgery preparation Physical therapy Prototype for a start-up business
  10. 10. About the process of a makerspace planning and implementation, see Bohyun Kim and Everly Brown, “Making a Makerspace Happen,” 2015 ALA Annual Conference, June 2015, San Frnacisco, CA. makerspace-happen
  11. 11. Example Maker Curriculum / Activities “MakerJawn Curriculum,” Philadelphia Free Library MakerJawn, “Ideas and Inspiration,” Bourne Idea Lab at Castilleja School, “Annotated Bibliography of online STEM resources for educators and librarians working with youth,” Information- Creating Behavior in Learning Labs and Makerspaces, DN2fl3BRfQNAs3d95U20LnvJYM/edit?pli=1#gid=0
  12. 12. 2. Programmable Biology “All living organisms contain an instruction set that determines what they look like and what they do.These instructions are encoded in the organisms's DNA. ... As biotechnologists have learned more about how to read and manipulate this code, they have begun to take genetic information associated with useful features from one organism, and add it into another one.” “More recent advances however, have enabled scientists to make new sequences of DNA from scratch. By combining these advances with the principles of modern engineering, scientists can now use computers and laboratory chemicals to design organisms that do new things--like produce biofuels or excrete the precursors of medical drugs.” Source: “What is Synthetic Biology?”
  13. 13. Synthetic Biology "Synthetic biology is the engineering of biology: the synthesis of complex, biologically based (or inspired) systems which display functions that do not exist in nature.This engineering perspective may be applied at all levels of the hierarchy of biological structures – from individual molecules to whole cells, tissues and organisms. In essence, synthetic biology will enable the design of ‘biological systems’ in a rational and systematic way.” Source: High-level Expert Group European Commission,
  14. 14. Bioprinting Additive manufacturing of organic living material. 3D printing functional tissue and organs through the layering of living cells. “Basically, once a tissue design is selected, the company (Organovo) makes "bio-ink" from the cells. Using a NovoGen MMX bioprinter, the cells are layered between water-based layers until the tissue is built.That hydrogel in between layers is sometimes used to fill spaces in the tissue or as supports to the 3D printed tissue. Collagen is another material used to fuse the cells together.This layer-by-layer approach is very similar to the normal 3D printing process, where products are built from the ground up.” Source: Gilpin, Lyndsey. “3D ‘Bioprinting’: 10ThingsYou Should Know about How ItWorks.” TechRepublic,April 23, 2014. know-about-how-it-works/.
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  17. 17. Slide from Joi Ito, “Bio Is the New Digital” – 2015 Solid Conference Keynote, Genome Editing
  18. 18. Electronics and Biology are Now Fungible. Slide from Joi Ito, “Bio Is the New Digital” – 2015 Solid Conference Keynote,
  19. 19. Biotechnology Outpacing Moore’s Law DNA SequencingCosts, ,
  20. 20. A Gene Sequencer Billions of dollars in 2003 vs. $1,000 now.
  21. 21. DIYbio
  22. 22.
  23. 23. Biohackerspace “A biohackerspace is a community laboratory that is open to the public where people are encouraged to learn about and experiment with biotechnology. Like a makerspace, a biohackerspace provides people with tools that are usually not available at home. A makerspace offers making and machining tools such as a 3D printer, a CNC (computer numerically controlled) milling machine, a vinyl cutter, and a laser cutter.” “A biohackerspace, however, contains tools such as microscopes, Petri dishes, freezers, and PCR (Polymerase Chain Reaction) machines, which are often found in a wet lab setting.” Source: Bohyun Kim, “Biohackerspace, DIYbio, and Libraries”:
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  25. 25.
  26. 26. Slide from Joi Ito, “Bio Is the New Digital” – 2015 Solid Conference Keynote,
  27. 27. Stretch Your Imagination!
  28. 28. 3. Robots
  29. 29. /2015/06/22/tech/pe pper-robot-sold- out/
  30. 30. Pepper, the Humanoid Robot “Pepper the humanoid robot is so hot that he sold out within a minute, according to his Japanese creator, SoftBank Robotics Corp. Only 1,000 models were available for the consumer launch.” ¥198,000 ($1,600) with an additional ¥24,600 ($200) monthly data and insurance fees. 4 feet tall, 61 pounds, speaks 17 languages “With his array of cameras, touch sensors, accelerometer and other sensors in his "endocrine-type multi-layer neural network," Pepper has the ability to read your emotions as well as develop his own. He isn't a work robot, but more of an emotional companion for people.” Source: Singh, Angad. “‘Pepper’ the Emotional Robot, Sells out within a Minute.”, June 23, 2015.
  31. 31. http://westportlibrary. org/events/robot- training-classes- schedule
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  33. 33. Modular Robots for Education
  34. 34. Advanced Robots fw4nOGp8TyDk7RcQ
  35. 35. What Would You Do If You Get a Robot or Two for Your Libraries? What Would You Do If You Get a Robot for Your Home?
  36. 36. 4. Drones
  37. 37. story.html
  38. 38. tion- technology/2014/09/google- testing-drones-that-could- provide-internet-access-to- remote-lands/ tion- technology/2013/06/google- flies-internet-balloons-in- stratosphere-for-a-network-in- the-sky/
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  40. 40. may-not-be-illegal-law-enforcement-say/
  41. 41.
  42. 42. students/index.html
  43. 43. How Can Drones Affect Library Patrons or Libraries?
  44. 44. 5. Bitcoin
  45. 45. What Is Bitcoin? Bitcoin is virtual currency. (A decentralized cryptocurrency) “Bitcoin is an Internet-wide distributed ledger.You buy into the ledger by purchasing one of a fixed number of slots, either with cash or by selling a product and service for Bitcoin.You sell out of the ledger by trading your Bitcoin to someone else who wants to buy into the ledger. Anyone in the world can buy into or sell out of the ledger any time they want – with no approval needed, and with no or very low fees.The Bitcoin “coins” themselves are simply slots in the ledger, analogous in some ways to seats on a stock exchange, except much more broadly applicable to real world transactions.” Source: Andreessen, Marc. “Why Bitcoin Matters.” NewYorkTimes, January 21, 2014.
  46. 46. How Does Bitcoin Work? “To send bitcoins, you need two things: a bitcoin address and a private key.” “Think of your bitcoin address as a safe deposit box with a glass front.” “When Alice wants to send bitcoins to Bob, she uses her private key to sign a message with the input (the source transaction(s) of the coins), amount, and output (Bob’s address).” “She then sends them from her bitcoin wallet out to the wider bitcoin network. From there, bitcoin miners verify the transaction, putting it into a transaction block and eventually solving it.” Source: “How Do BitcoinTransactions Work?” CoinDesk, March 20, 2015.
  47. 47. Advantages of Bitcoin Acts like cash; No chargeback; No trust required for transaction [Flip side of this is that it is preferred for illegal activities just like cash is.] Purely digital and no central authorities No or small transaction fees (for now) Micropayment below transaction fees possible. (Bitcoin transactions are divisible.A satoshi is one hundred millionth of a bitcoin, and it is possible to send a transaction as small as 5430 satoshis on the bitcoin network.) A potential way to deter spam? Source: Andreessen, Marc. “Why Bitcoin Matters.” NewYorkTimes, January 21, 2014.
  48. 48. Disadvantages Problem with scalability Not really anonymous;Addresses are traceable. Loss of private keys means loss of your funds. Can be hacked and stolen. Large fluctuations in value Experimental Accepted at not many places. See Consumer Protection Financial Bureau, “Risks to consumers posed by virtual currencies,” currencies.pdf. See Wagner, Christian. “A Bitcoin FAQ.”, September 30, 2013.
  49. 49. 6. Gamification Nick Summers, “Nike+ Now Has Over 18 Million Members,” The NextWeb Blog, August 21, 2013, now-has-18m-members-logging-their-daily-exercise- with-a- fuelband-sportwatch-or-fitness-app.
  50. 50. Digital Engagement We now live in the era of abundant information & scarce human attention. We are ever more distracted by the constant influx of new stream of information. Human attention is the most coveted item nowadays, not the information. Digital engagement becomes paramount in this new environment for the success of any endeavor that requires the audience. Gamification is a potent tool for engagement.
  51. 51. Games are Super Engaging. According to a game researcher, Jane McGonigal, there are currently more than half a billion people worldwide playing computer and video games at least an hour a day, 183 million in the United States alone. Five million gamers in the United States are spending more than forty hours a week playing games, which is the equivalent of a full time job. Source: Jane McGonigal, “We Spend 3 Billion Hours a Week as a Planet Playing Videogames. Is ItWorth It? How Could It Be MORE Worth It?”TED Conversations Archives, February 2011,
  52. 52. Game vs. Gamification GAME: An imaginary world that is separate from reality vs. GAMIFICATION: A game layer on top of the real world  Not the same as creating a game but transferring some of the positive characteristics of a game to something that is not a game, thus, gami-“fy”-ing.  Those positive characteristics of a game are often loosely described as “fun,” and they have the effect of engaging game players in the activity.
  53. 53. Gamification Is Not New. If you have to hit 2,500 tennis balls a day, how would you handle that kind of intense training? Andrew Agassi at the age of seven imagined a ball machine as a black dragon spitting balls to smite him. Source: Aaron Dignan, Game Frame: Using Games as a Strategy for Success. Simon and Schuster, 2011., p.80.
  54. 54. Gamification ≠ Technology
  55. 55. What Is New in Gamification Not the idea of applying gaming elements to a real- world activity, but how seamlessly, ubiquitously, and socially those gaming elements are now applied. We now carry our address book, e-mails, notes, calendar, map, social media accounts, and even spending history and patterns in one small smartphone. Being placed in the same device where all this information resides and which we carry everywhere we go, games can easily slip into our real-world activities. Where and how we play games Source: Bohyun Kim, UnderstandingGamification.Vol. 51. Library Technology Report. ALATechSource, 2015, p. 7-8.
  56. 56. The Backdrop of the Popularity of Gamification 1) The rapid adoption of the smartphone 2) The tremendous growth of the mobile web 3) The increased use of social media Source: Bohyun Kim, UnderstandingGamification.Vol. 51. LibraryTechnology Report. ALATechSource, 2015, p. 7-8.
  57. 57. Real & Online Life Gamification rewards our behavior on the web, often on the mobile web, with social connections and statuses. As we spend more and more time online, the boundary between our online and real life will only become increasingly blurry, and more things will start crossing over between these two domains. Gamification is an early harbinger of this broader trend. Gamification is part of a bigger trend, digital engagement. Source: Bohyun Kim, Understanding Gamification. Vol. 51. LibraryTechnology Report. ALA TechSource, 2015, p. 7-8.
  58. 58. Also see Bohyun Kim, “Transforming the Library throughGamification,” ALATechSourceWorkshop, Online. May 6, 2015. & “Learning with Games in Medicine and Healthcare and the Potential Role of Libraries,” in Games in Libraries: Essays on Using Play to Connect and Instruct., ed. Breanne Kirsch, McFarland, 2014. pp. 152-170. For more information, see : Understanding Gamification, American Library Association TechSource, 2015. Download: e/view/502
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  60. 60. We Discuss the Future for the Present.
  61. 61. Ask Yourself What kind of impact will we have made to our community when we adopt the Z technology? What kind of problem in our community are we solving by using the Z technology?
  62. 62. Thank you! Questions? #BTF3 Stay in Touch! Twitter: @bohyunkim