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19 March 2018 1 19 March 2018 1

In the Palm of your Hand: the Future for the Hand-Held Librarian Jon Fletcher, In the Palm of your Hand: the Future for the Hand-Held Librarian Jon Fletcher, Liaison Librarian (Science & Technology) Nottingham Trent University jon. fletcher@ntu. ac. uk 19 March 2018 2

Outline • Mobile devices (smartphones and tablets) • E-book readers • Games and mobile Outline • Mobile devices (smartphones and tablets) • E-book readers • Games and mobile applications • QR codes • Augmented Reality • Developing library services • . . . and some groupwork! 19 March 2018 3

Phones 4 U (and everyone else) • An estimated 89% of UK adults own Phones 4 U (and everyone else) • An estimated 89% of UK adults own a mobile phone (Ofcom survey in Mintel, 2012 a, p. 4). Of those who do: - 48% of owners have smartphones (Mintel, 2012 a, p. 5) - 70% of 18 -24 year olds (Mintel, 2012 b) have smartphones - 80% have accessed the mobile web in the last 3 months (Mintel, 2012 c] - 46% of owners have pay monthly contracts (Mintel, 2012 a, p. 4), indicating some type of data plan 19 March 2018 4

Keep taking the tablets • Constant evolution since the i. Pad’s launch – c. Keep taking the tablets • Constant evolution since the i. Pad’s launch – c. 10% of households had access to a tablet PC in August 2011 (Mintel, 2011)… …but the feeling is that tablets will/have killed the netbook surge (with a market for hybrid devices? ) • Tablet heavyweights = Io. S vs. Android. . . but watch out for the Kindle Fire! • Future share hard to predict – different surveys suggest different consumer purchasing intentions (Mintel, 2011 = 30% interest; Mintel, 2012 d = 13% interest) 19 March 2018 5

Keep taking the tablets: HE/FE trends • Perhaps most marked in the HE sector Keep taking the tablets: HE/FE trends • Perhaps most marked in the HE sector = predictions from higher education (cf. Kelly, 2012) are that tablets will drastically increase in higher education usage • Various institutions are giving away i. Pads and Kindles, as well as loaning i. Phones and e-book readers 19 March 2018 6

So what does it all mean for libraries? • A user with a device So what does it all mean for libraries? • A user with a device + a user who likes a particular services = a user who wants to use this device to access the services they use • Retrograde service assessment – services can fall behind by not keeping up…extra technology brings extra challenges! (Patrizia. Soliani, Flickr) 19 March 2018 7

Ebooks: A tale of two sectors Ebooks in public libraries • Overdrive services in Ebooks: A tale of two sectors Ebooks in public libraries • Overdrive services in local libraries • The challenge of Kindles and independent e-book lenders Ebooks in academic/special libraries • Dominated by collections • Limited download availability; divergence between service expectations and what is possible? 19 March 2018 8

And now… 19 March 2018 9 And now… 19 March 2018 9

Your turn! How are you catering for your portable users? 19 March 2018 10 Your turn! How are you catering for your portable users? 19 March 2018 10

Mobile technology hits the mainstream • Better devices + greater mainstream appeal = greater Mobile technology hits the mainstream • Better devices + greater mainstream appeal = greater ownership and usage • Big developments in mobile/portable functionality…and takeup: - QR/barcode readers - GPS-enabled location services (and indoor GPS? ) • Popularity of apps and web-based games • Predictions for ‘the single device’? 19 March 2018 11

‘Mature’ technology - QR codes and locationbased services QR codes – examples • Quite ‘Mature’ technology - QR codes and locationbased services QR codes – examples • Quite established now – University of Bath and trials in institutions such as the University of Huddersfield (cf. Walsh, 2009 onwards) have seen them used in many places, for various tasks. Location-Based Services (e. g. Foursquare) • Minimal take-up by universities (Fletcher, 2011) and less by libraries – not a trend which has caught on, though possible uses remain 19 March 2018 12

Gamification for the nation • Gamification = “the infusion of game design techniques, game Gamification for the nation • Gamification = “the infusion of game design techniques, game mechanics, and/or game style into anything” (Gamification, 2012) • Greater popular impact due to smartphones • Mintel estimate that 567, 000 mobile game apps will be downloaded in the UK during 2012 (Mintel, 2012 e) • The app market in general was worth $3. 7 billion worldwide in September 2011, with a worth of $7. 7 billion predicted for 2016 – and this does not include free apps (Mintel, 2012 e) • Impact of tablets can only increase popularity 19 March 2018 13

Augmented Reality – serious fun 19 March 2018 14 Augmented Reality – serious fun 19 March 2018 14

Augmented Reality in the mainstream • Augmented Reality is now being used in Marketing… Augmented Reality in the mainstream • Augmented Reality is now being used in Marketing… - Asos Magazines (March 2012) – uses Blip. AR to view clothes from all angles - Shreddies: used Blip. AR to scan cereal boxes and interact with the ‘Knitting Nanas’ and their pearls of wisdom - Michel Thomas language courses – logo be scanned with Aurasma to access audio samples of each course • And Universities (to a more limited extent; cf. University of Exeter, 2011): 19 March 2018 15

(Miss) Scarlet, in the library, with the smartphone… • University of Manchester: Special Collections (Miss) Scarlet, in the library, with the smartphone… • University of Manchester: Special Collections using Augmented Reality to Enhance Learning and Teaching (SCARLET; see JISC, 2011) – started June 2011, ends May 2012 - Looking to develop AR for rare books and a toolkit for others to use - Project video at http: //www. youtube. com/watch? v=Vf 0 Ko. H 0 SAcw • The first of many such developments? 19 March 2018 16

Time to consider Augmenting our services? • Excellent use of AR to showcase interactive Time to consider Augmenting our services? • Excellent use of AR to showcase interactive displays - Kwantlen Polytechnic Institute (Vancouver, Canada) [Junaio] • Click on a poster, take a tour of a venue: the JCDecaux Australia: Museum of Contemporary Art Augmented Reality Experience [Aurasma] • Making paper into a completely interactive portal for Sports Magazine [Blip. AR] • There are many ways to create your own! See sites such as Aurasma for more details. 19 March 2018 17

Developing your service • My own HE experience (2010/11): - Serious Games module (final Developing your service • My own HE experience (2010/11): - Serious Games module (final year computing undergraduates) - Embedded into curriculum with design brief supplied – students had 10 weeks to design prototypes - Results included a QR code ‘library quest’ app, with rewards for finding and scanning relevant QR codes - Great idea…but build-in development work afterwards! 19 March 2018 18

Developing your service • In-house expertise, funding applications, beyond… • Anyone for Mashed Libraries? Developing your service • In-house expertise, funding applications, beyond… • Anyone for Mashed Libraries? 19 March 2018 19

Over to you! 19 March 2018 20 Over to you! 19 March 2018 20

Ideas… 19 March 2018 21 Ideas… 19 March 2018 21

Conclusion • The minority is becoming the mainstream – with mobile devices becoming largely Conclusion • The minority is becoming the mainstream – with mobile devices becoming largely commonplace, libraries need to be adapting more to serve users with this technology • Ever-changing pace and evolution, but will 2012 finally be the year of the ebook reader and tablet? • What place in the world for AR technology? • Overall, these technologies are still not at the stage where they can be central tenants of a library’s core service…but there are many value-added benefits to be had from them 19 March 2018 22

References • Fletcher, J. , 2011. Libraries and location-based software: Where are we now? References • Fletcher, J. , 2011. Libraries and location-based software: Where are we now? Multimedia Information and Technology, 37(3), pp. 12 -14. • Gamification, 2012. Gamification – definition [online]. Available via: http: //gamification. org/wiki/Gamification_Definition [Accessed 7 April 2011]. • JISC, 2011. Special Collections using Augmented Reality to Enhance Learning and Teaching (SCARLET) [online]. Available via: http: //www. jisc. ac. uk/whatwedo/programmes/elearning/ltig/scarlet. aspx [Accessed 7 April 2012]. • Kelly, B. , 2011. My predictions for 2012 [online]. Available at: http: //ukwebfocus. wordpress. com/2011/12/29/my-predictions-for-2012/ [Accessed 7 April 2012]. 19 March 2018 23

References • Mintel, 2011. Desktop, Laptop and Tablet Computers - UK - August 2011. References • Mintel, 2011. Desktop, Laptop and Tablet Computers - UK - August 2011. Mintel [online]. Available at: http: //oxygen. mintel. com/sinatra/oxygen/display/id=591378 [Accessed 6 April 2012]. • Mintel, 2012 a. Mobile Phones Executive Summary – UK – February 2012. Mintel [online]. Available at: http: //oxygen. mintel. com/sinatra/oxygen/display/id=612231 [Accessed 6 April 2012]. • Mintel, 2012 b. Mobile Phones - UK - February 2012; market segment and key performance. Mintel [online]. Available at: http: //oxygen. mintel. com/sinatra/oxygen/display/id=612231 [Accessed 6 April 2012]. 19 March 2018 24

References • Mintel, 2012 c. Mobile phones and network providers - UK - March References • Mintel, 2012 c. Mobile phones and network providers - UK - March 2012 – executive summary. Mintel [online]. Available at: http: //oxygen. mintel. com/sinatra/oxygen/new_reports/&list=latest_items/di splay/id=606100/list/id=606100&type=RCItem&display=abridged [Accessed 6 April 2012]. • Mintel, 2012 d. Researching and Buying Technology Executive Summary – UK – January 2012. Mintel [online]. Available at: http: //oxygen. mintel. com/sinatra/oxygen/display/id=609213 [Accessed 6 April 2012]. • Mintel, 2012 e. Mobile Application Gaming - UK - February 2012. Mintel [online]. Available at: [Accessed 6 April 2012]. 19 March 2018 25

References • University of Exeter, 2011. Augmented Reality: A different view of learning [online]. References • University of Exeter, 2011. Augmented Reality: A different view of learning [online]. Available at: http: //blogs. exeter. ac. uk/augmentedreality/ [Accessed 7 April]. • Walsh, A. , (2009). Quick response codes and libraries. Library Hi Tech News, 26 (5/6). pp. 7 -9. Available via: http: //eprints. hud. ac. uk/5209/ [Accessed 7 April]. 19 March 2018 26