The document discusses online research skills and empowerment technology. It lists pros and cons of empowerment technology such as it being accessible and allowing for immediate updates but also risks of leakage, incorrect information, and viruses. It defines research as systematically increasing knowledge through establishing and confirming facts. Skill is defined as the ability to complete a task with a predetermined result within a given time or energy constraint. Online research requires familiarizing yourself with a topic, knowing your limits, having a strategy, and being aware of alternative sources of information including books, journals, and magazines to understand past reviews and basis of knowledge.
This document discusses empowerment technology and outlines pros and cons, defines research and skills, and provides tips for online research skills. The pros of empowerment technology include accessibility, immediate updates, flexibility and convenience, while the cons are leakage of information, incorrect information, laziness, and potential viruses. Research is defined as creative and systematic work aimed at increasing knowledge and establishing or confirming facts, while skills refer to the ability to complete a task with a predetermined result in a given time or with given resources. Effective online research requires familiarizing yourself with a topic, knowing your limits, having a strategy, being aware of alternative sources, and searching other materials for background information.
A makerspace is a community space where people can gather to work on projects using tools and expertise available. The document discusses what a makerspace is and provides examples of the types of tools, technologies, and projects typically seen in makerspaces. It outlines considerations for starting a makerspace, including determining user needs and available space, tools, and resources. The main technologies discussed include 3D printing, electronics, robotics, and wearable technology. Prototyping, electronics hobbyist projects, and teaching STEM concepts are highlighted as common activities supported by makerspaces.
This document discusses various virtual worlds and 3D online social networks. It provides descriptions and summaries of several virtual worlds including Second Life, Active Worlds, Kaneva, ScienceSim, and the Arts Metaverse. It also discusses why virtual worlds are used, particularly for simulations, training, and education when recreating real-world situations and environments is difficult or costly. The document reflects on the author's initial experiences exploring and learning in Second Life.
The document proposes creating a "Holographic Cafe" that would allow visitors to view and interact with holograms depicting key events and species in human evolution. Users could select a time period and experience interactive scenes of related activities and social interactions. The project aims to illustrate human ethnology and evolution in an educational but engaging virtual world. It would consult data from media like Avatar and World of Warcraft to create realistic experiences.
The document discusses the need for a shared space called Stitched Wearables Lab that allows people interested in wearable computing and materials to experiment, learn, and collaborate. Such a space would provide tools, materials, workshops, and documentation to support creativity and innovation in the emerging field. By creating an open, laid-back environment, the space could help advance wearable computing without restrictions of traditional academic settings.
Innovation through an open social platform: The case of the Taipei HackerspaceGergely Imreh
Slides from a talk given at the National Taiwan University of Science and Technology to a class of Masters and PhD students studying industrial management. I was showcasing the projects created at the Taipei Hackerspace, and telling the stories behind the projects, highlighting lessons learned.
Talk recording: http://youtu.be/aCARC5JouGU
The document proposes creating a "Holographic Cafe" that would allow visitors to view and interact with holograms depicting key events and time periods in human evolution from millions of years ago to the present. The holograms would be generated using technology from Surreality Innovations, which has developed voice-activated 3D avatars. The goal is to educate visitors through an immersive virtual experience that transports them to different eras and allows them to observe early human ancestors and modern humans interacting in recreated environments.
The document discusses online research skills and empowerment technology. It lists pros and cons of empowerment technology such as it being accessible and allowing for immediate updates but also risks of leakage, incorrect information, and viruses. It defines research as systematically increasing knowledge through establishing and confirming facts. Skill is defined as the ability to complete a task with a predetermined result within a given time or energy constraint. Online research requires familiarizing yourself with a topic, knowing your limits, having a strategy, and being aware of alternative sources of information including books, journals, and magazines to understand past reviews and basis of knowledge.
This document discusses empowerment technology and outlines pros and cons, defines research and skills, and provides tips for online research skills. The pros of empowerment technology include accessibility, immediate updates, flexibility and convenience, while the cons are leakage of information, incorrect information, laziness, and potential viruses. Research is defined as creative and systematic work aimed at increasing knowledge and establishing or confirming facts, while skills refer to the ability to complete a task with a predetermined result in a given time or with given resources. Effective online research requires familiarizing yourself with a topic, knowing your limits, having a strategy, being aware of alternative sources, and searching other materials for background information.
A makerspace is a community space where people can gather to work on projects using tools and expertise available. The document discusses what a makerspace is and provides examples of the types of tools, technologies, and projects typically seen in makerspaces. It outlines considerations for starting a makerspace, including determining user needs and available space, tools, and resources. The main technologies discussed include 3D printing, electronics, robotics, and wearable technology. Prototyping, electronics hobbyist projects, and teaching STEM concepts are highlighted as common activities supported by makerspaces.
This document discusses various virtual worlds and 3D online social networks. It provides descriptions and summaries of several virtual worlds including Second Life, Active Worlds, Kaneva, ScienceSim, and the Arts Metaverse. It also discusses why virtual worlds are used, particularly for simulations, training, and education when recreating real-world situations and environments is difficult or costly. The document reflects on the author's initial experiences exploring and learning in Second Life.
The document proposes creating a "Holographic Cafe" that would allow visitors to view and interact with holograms depicting key events and species in human evolution. Users could select a time period and experience interactive scenes of related activities and social interactions. The project aims to illustrate human ethnology and evolution in an educational but engaging virtual world. It would consult data from media like Avatar and World of Warcraft to create realistic experiences.
The document discusses the need for a shared space called Stitched Wearables Lab that allows people interested in wearable computing and materials to experiment, learn, and collaborate. Such a space would provide tools, materials, workshops, and documentation to support creativity and innovation in the emerging field. By creating an open, laid-back environment, the space could help advance wearable computing without restrictions of traditional academic settings.
Innovation through an open social platform: The case of the Taipei HackerspaceGergely Imreh
Slides from a talk given at the National Taiwan University of Science and Technology to a class of Masters and PhD students studying industrial management. I was showcasing the projects created at the Taipei Hackerspace, and telling the stories behind the projects, highlighting lessons learned.
Talk recording: http://youtu.be/aCARC5JouGU
The document proposes creating a "Holographic Cafe" that would allow visitors to view and interact with holograms depicting key events and time periods in human evolution from millions of years ago to the present. The holograms would be generated using technology from Surreality Innovations, which has developed voice-activated 3D avatars. The goal is to educate visitors through an immersive virtual experience that transports them to different eras and allows them to observe early human ancestors and modern humans interacting in recreated environments.
This document discusses using iPads and iPods in science classrooms and provides examples of mobile apps that can be used for various purposes. It describes apps that allow students to connect with content, communicate and collaborate, including apps for exploring biology, chemistry, physics and space. Students can use apps to analyze data, create concept maps and digital stories, record audio notes, and evaluate their understanding. The document also recommends apps for teachers to use for classroom tasks, curricula support, and organization.
Girl Guides: Digital Scotland Challenge BadgeGeorgeMilliken2
This document outlines activities for earning a Digital Scotland challenge badge through Girlguiding Scotland. It includes 4 topics - research and exploration, creativity and design, problem solving/computational thinking, and digital technology careers. Each topic has multiple age-appropriate activities that can be completed either digitally or without devices. Activities include exploring how computers are used, designing algorithms, learning about careers, and more. Completing a certain number of activities per topic earns participants their Digital Scotland challenge badge.
A lot of talk about the future of the internet sounds almost hippie-spiritual or faux-philosophical. The Internet is not the same as the world-wide-web. But the Internet-of-Things and the Semantic Web - all parts of Web 3.0, are beginning to be very important to our learning environments. Here is a summary of key features, ranging from access, creativity, and information architecture.
The document discusses how to design internet of things (IoT) technologies for mainstream users beyond early adopters and "alpha geeks". It explores examples like Ninjablocks and Twine that offer sensor kits, but notes a gap between these makers and average users who don't want to hack devices. The document suggests IoT design needs to focus on providing useful, easy to understand information about oneself, others, and one's surroundings to gain widespread adoption.
Using Artificial intelligence,Machine learning and Internet of things in aca...Raghavaiah Parvathaneni
The new mezzanine technologies are going to change the library work in the future . This ppt is aimed to focus some light on future changes that may take place
LIS Game Changer Trends and Profession Motivation by Muhammad Shafiq RanaAta Rehman
Makerspaces, digital scholarship centers, and flexible design are trends transforming libraries. Makerspaces allow patrons to create with tools like 3D printers. Digital scholarship centers provide resources for research using technologies like data visualization. Libraries are adopting flexible, modular furniture and bright colors to create welcoming community spaces. Collection assessment also focuses more on continuous review in response to curricular needs rather than one-time projects.
This document provides instructions for building a robot with characteristics similar to those depicted in science fiction. It describes including an artificial neural network to allow the robot to learn on its own from its environment and experiences. The robot would use a camera and laser scanner to recognize objects, comparing images to a vast database. An artificial neural network that rewires itself as the robot learns tasks is proposed to provide intelligent decision making. The goal is not to create a robot more powerful than humans, but one that can function autonomously using intelligent recognition and learning abilities.
The success of libraries in the future will be determined by its ability to create stories rather than provide them. One way to accomplish this is by putting technology and people together so patrons become creators in makerspaces or other learning environments. Discover great new learning technologies and techniques for patrons, and how to build your new fablab or hackerspace. Arm yourself with facts for having interactive spaces to get buy-in from everyone from staff to public to the IT teams. Lastly, we will discuss ways to continually train and engage the staff so that your environment will constantly evolve.
The document discusses the concept of a makerspace and proposes establishing one at the Central Connecticut State University Library. A makerspace is a community space where people can gather to work on projects using tools and expertise. The library sees a makerspace as aligning with its strategic direction of facilitating knowledge creation and inspiring learning by providing a space for students and faculty to create and collaborate on projects.
Amazing Breakthrough Technologies That Can Potentially Change the WorldMarie Weaver
A breakthrough is not actually breaking through something and coming out with something never seen or imagined. A breakthrough is the byproduct of multiple innovations combined into one big evolution. Evolution in any medium of our lives takes place when multiple small innovations, experiments, and discoveries combined together to create a new, never before seen feature or a product that leverages our existing lives.
Martin Malthe Borch presented on hacker culture and do-it-yourself biology. He discussed the rise of internet and hacker culture from early computer research. This led to open source software and hardware like Arduino. Hacker spaces like Labitat in Copenhagen provide resources for makers and hackers. DIY biology communities like Biologigaragen do open access science experiments. They build low-cost lab equipment and share knowledge. Borch promotes open innovation to change industries like pharma and banking through citizen science and new business models.
A Family That Hacks Together, Interacts Together!Daniel Davis
This document outlines ways for families to hack and interact through hands-on STEM activities. It defines hacking broadly as any skillful solution or modification to increase productivity. Suggested activities include building with LEGOs, participating in robotics competitions, fixing electronics, and coding online games. The document provides examples of affordable hardware like Raspberry Pi and lists safety tips for working with tools. It aims to show families that they have been "life hacking" all along through everyday problem solving.
The document discusses the increasing availability of information and knowledge online due to declining costs of bandwidth, storage, and processing. It focuses on Google's ambitious project to scan millions of books from partners like universities and make their contents searchable online. While this could make vast amounts of knowledge accessible, some raise concerns about a single company controlling so much information and issues with quality of scans. Alternative projects aim to expand access to knowledge through open resources and digital textbooks.
NCompass Live - 2/13/19
http://nlc.nebraska.gov/NCompassLive/
We all know that technology trends are moving at light speed. The truth is that many of these trends are here one day and gone the next. Most of this technology also isn’t particularly relevant to the library world. This presentation will dive into how to identify emerging technology that might make an impact on libraries, now or in the future. Tune in if you want to learn more about the following topics:
•What is Emerging Technology?
•What are some examples of emerging tech?
•How is this tech applicable to libraries?
•What might library patrons want to know about emerging tech?
•What can we tell interested patrons about these tech trends?
We will dive deeper into this topic on March 13 during a presentation about the Ethics Behind Emerging Technology.
Presenter: Amanda Sweet, Technology Innovation Librarian, Nebraska Library Commission.
What is code? Why code? When should I start
coding? How can I get started? Where do I go? If you're asking yourself any of these questions, this infographic is for you!
Loanable equipment supporting creation and dissemination for the campus commu...Shawna Sadler
The document discusses tech lending services at NCSU Libraries. It describes two service models - commodity and specialized. The commodity model aims to meet general demand through a first-come, first-served approach, while the specialized model involves determining specific needs through questions and potentially wait lists or orientations. Examples are given of interactions determining borrowers' intended uses of devices. The document also discusses a beta service model involving conversations about innovative uses and potential workshops/training.
This document proposes the design of a portable DIY labstudio to provide playful and meaningful learning experiences about science, art, and technology for children and adults. It discusses exploring existing science kits that were found to be difficult to use, cumbersome, not child-friendly, or expensive. The proposed mobile lab would enable users to experience different environments by extending their senses using technological tools like sensors to create interactive visuals and sounds. The goal is to spark curiosity about the world and support open-ended, self-directed learning through exploration and discovery. Initial prototypes include circuits built from components to detect light and sound and transform sensory inputs.
This document proposes a digital art project called "Popularity as Natural Selection" that would visualize meme competition and evolution over the internet. It would use Google Trends data to represent abstract search terms as procedurally generated creatures that compete for dominance, with the most popular terms thriving over time in a simulation of natural selection. The interactive installation would educate viewers about Darwinian evolution and showcase how popularity works online, while making a statement about the democratic nature of the internet.
This document discusses using iPads and iPods in science classrooms and provides examples of mobile apps that can be used for various purposes. It describes apps that allow students to connect with content, communicate and collaborate, including apps for exploring biology, chemistry, physics and space. Students can use apps to analyze data, create concept maps and digital stories, record audio notes, and evaluate their understanding. The document also recommends apps for teachers to use for classroom tasks, curricula support, and organization.
Girl Guides: Digital Scotland Challenge BadgeGeorgeMilliken2
This document outlines activities for earning a Digital Scotland challenge badge through Girlguiding Scotland. It includes 4 topics - research and exploration, creativity and design, problem solving/computational thinking, and digital technology careers. Each topic has multiple age-appropriate activities that can be completed either digitally or without devices. Activities include exploring how computers are used, designing algorithms, learning about careers, and more. Completing a certain number of activities per topic earns participants their Digital Scotland challenge badge.
A lot of talk about the future of the internet sounds almost hippie-spiritual or faux-philosophical. The Internet is not the same as the world-wide-web. But the Internet-of-Things and the Semantic Web - all parts of Web 3.0, are beginning to be very important to our learning environments. Here is a summary of key features, ranging from access, creativity, and information architecture.
The document discusses how to design internet of things (IoT) technologies for mainstream users beyond early adopters and "alpha geeks". It explores examples like Ninjablocks and Twine that offer sensor kits, but notes a gap between these makers and average users who don't want to hack devices. The document suggests IoT design needs to focus on providing useful, easy to understand information about oneself, others, and one's surroundings to gain widespread adoption.
Using Artificial intelligence,Machine learning and Internet of things in aca...Raghavaiah Parvathaneni
The new mezzanine technologies are going to change the library work in the future . This ppt is aimed to focus some light on future changes that may take place
LIS Game Changer Trends and Profession Motivation by Muhammad Shafiq RanaAta Rehman
Makerspaces, digital scholarship centers, and flexible design are trends transforming libraries. Makerspaces allow patrons to create with tools like 3D printers. Digital scholarship centers provide resources for research using technologies like data visualization. Libraries are adopting flexible, modular furniture and bright colors to create welcoming community spaces. Collection assessment also focuses more on continuous review in response to curricular needs rather than one-time projects.
This document provides instructions for building a robot with characteristics similar to those depicted in science fiction. It describes including an artificial neural network to allow the robot to learn on its own from its environment and experiences. The robot would use a camera and laser scanner to recognize objects, comparing images to a vast database. An artificial neural network that rewires itself as the robot learns tasks is proposed to provide intelligent decision making. The goal is not to create a robot more powerful than humans, but one that can function autonomously using intelligent recognition and learning abilities.
The success of libraries in the future will be determined by its ability to create stories rather than provide them. One way to accomplish this is by putting technology and people together so patrons become creators in makerspaces or other learning environments. Discover great new learning technologies and techniques for patrons, and how to build your new fablab or hackerspace. Arm yourself with facts for having interactive spaces to get buy-in from everyone from staff to public to the IT teams. Lastly, we will discuss ways to continually train and engage the staff so that your environment will constantly evolve.
The document discusses the concept of a makerspace and proposes establishing one at the Central Connecticut State University Library. A makerspace is a community space where people can gather to work on projects using tools and expertise. The library sees a makerspace as aligning with its strategic direction of facilitating knowledge creation and inspiring learning by providing a space for students and faculty to create and collaborate on projects.
Amazing Breakthrough Technologies That Can Potentially Change the WorldMarie Weaver
A breakthrough is not actually breaking through something and coming out with something never seen or imagined. A breakthrough is the byproduct of multiple innovations combined into one big evolution. Evolution in any medium of our lives takes place when multiple small innovations, experiments, and discoveries combined together to create a new, never before seen feature or a product that leverages our existing lives.
Martin Malthe Borch presented on hacker culture and do-it-yourself biology. He discussed the rise of internet and hacker culture from early computer research. This led to open source software and hardware like Arduino. Hacker spaces like Labitat in Copenhagen provide resources for makers and hackers. DIY biology communities like Biologigaragen do open access science experiments. They build low-cost lab equipment and share knowledge. Borch promotes open innovation to change industries like pharma and banking through citizen science and new business models.
A Family That Hacks Together, Interacts Together!Daniel Davis
This document outlines ways for families to hack and interact through hands-on STEM activities. It defines hacking broadly as any skillful solution or modification to increase productivity. Suggested activities include building with LEGOs, participating in robotics competitions, fixing electronics, and coding online games. The document provides examples of affordable hardware like Raspberry Pi and lists safety tips for working with tools. It aims to show families that they have been "life hacking" all along through everyday problem solving.
The document discusses the increasing availability of information and knowledge online due to declining costs of bandwidth, storage, and processing. It focuses on Google's ambitious project to scan millions of books from partners like universities and make their contents searchable online. While this could make vast amounts of knowledge accessible, some raise concerns about a single company controlling so much information and issues with quality of scans. Alternative projects aim to expand access to knowledge through open resources and digital textbooks.
NCompass Live - 2/13/19
http://nlc.nebraska.gov/NCompassLive/
We all know that technology trends are moving at light speed. The truth is that many of these trends are here one day and gone the next. Most of this technology also isn’t particularly relevant to the library world. This presentation will dive into how to identify emerging technology that might make an impact on libraries, now or in the future. Tune in if you want to learn more about the following topics:
•What is Emerging Technology?
•What are some examples of emerging tech?
•How is this tech applicable to libraries?
•What might library patrons want to know about emerging tech?
•What can we tell interested patrons about these tech trends?
We will dive deeper into this topic on March 13 during a presentation about the Ethics Behind Emerging Technology.
Presenter: Amanda Sweet, Technology Innovation Librarian, Nebraska Library Commission.
What is code? Why code? When should I start
coding? How can I get started? Where do I go? If you're asking yourself any of these questions, this infographic is for you!
Loanable equipment supporting creation and dissemination for the campus commu...Shawna Sadler
The document discusses tech lending services at NCSU Libraries. It describes two service models - commodity and specialized. The commodity model aims to meet general demand through a first-come, first-served approach, while the specialized model involves determining specific needs through questions and potentially wait lists or orientations. Examples are given of interactions determining borrowers' intended uses of devices. The document also discusses a beta service model involving conversations about innovative uses and potential workshops/training.
This document proposes the design of a portable DIY labstudio to provide playful and meaningful learning experiences about science, art, and technology for children and adults. It discusses exploring existing science kits that were found to be difficult to use, cumbersome, not child-friendly, or expensive. The proposed mobile lab would enable users to experience different environments by extending their senses using technological tools like sensors to create interactive visuals and sounds. The goal is to spark curiosity about the world and support open-ended, self-directed learning through exploration and discovery. Initial prototypes include circuits built from components to detect light and sound and transform sensory inputs.
This document proposes a digital art project called "Popularity as Natural Selection" that would visualize meme competition and evolution over the internet. It would use Google Trends data to represent abstract search terms as procedurally generated creatures that compete for dominance, with the most popular terms thriving over time in a simulation of natural selection. The interactive installation would educate viewers about Darwinian evolution and showcase how popularity works online, while making a statement about the democratic nature of the internet.
1. Gadget Lab
The gift-giving season brings both joy and frustration to those
determined to find just the right present for their loved ones. Those
of us who love tech heads, gadget gurus and geeks know that the
right electronic doohickey can go a long way to getting that picture-perfect
moment when it's time to open gifts. But sorting through all
the options is an exhausting and overwhelming prospect.
Tech open houses are held to help library patrons on any device they
own. These events are typically held 1-2 times each month, and usually bring in 5-20 people to be
helped by 2-3 staff. Patrons most commonly bring in questions related to e-readers, and ask for
assistance downloading e-media from library databases such as Overdrive and Freading. The library
has created handouts with screenshots to assist people with the most commonly used devices. It is
also common to get questions about unfamiliar devices during the tech open house events, and staff
respond by researching the new device on the spot. Learning About New Devices
CADL began offering tech petting zoo events several years ago. 54 yrs old Painter (Graphic Arts ) Sal
from Val-Belair, usually spends time with hobbies and interests for instance creating model cars,
Technology,Gadget and sleeping. Enjoys travel and had been motivated after planing a trip to
Temple of Preah Vihear.
These learning events provide an opportunity for people to try out gadgets, or to get assistance on
gadgets which they own. Many of the questions they receive are about downloading books to e-readers.
At tech petting zoo events they also make appointments for people to get more
individualized assistance on their devices at a later date. Serving Seniors Richtel has spent the past
several months researching the toll technology and "information juggling" are taking on our lives
— and our brains. His series " Your Brain On Computers " describes how multitasking on
computers and digital gadgets affects the way people process information — and how quickly
they can then become distracted.
As if roaches, beetles and other creepy-crawlies weren't already unwelcome in your home, you'll be
even warier of them as they gain disturbing spy capabilities thanks to the latest in cyborg tech. In
2006, Tokyo University researchers created an army of zombie cockroaches that can be directed by
remote control; scientists are now taking their work one step further by using the cockroaches'
bodily functions to power the CPUs and radio components of spy devices. Researchers have also
been able to create remote-controlled cyborg beetles by attaching computer chips to the brains of
the insects, equipping them with cameras and other devices. Face-Scanning Sunglasses