8 Matching Annotations
  1. Dec 2022
    1. here are questions that remain unanswered. For example, what will be the librarian’s role in acquiring, cataloging, and making 3D assets and other objects findable and usable for their patrons in the metaverse? Will libraries create digital twins of their physical buildings and offer ways for their patrons to access those spaces like they would their actual library? How will utility patents work inside the metaverse? If, for instance, someone creates a lamp and gets it patented, will that patent be the same inside the metaverse, or will the creator need to request another? Will society see an automated copyright enforcement system in the metaverse like YouTube and other content systems have? If so, how will it work?

      Some questions to think about.

    2. In the past, many libraries utilized Google’s Indoor Mapping service to provide detailed floor plans that automatically appeared when a user zoomed in on a building with their smartphone. So, for example, if a library visitor needs to find the science reference desk or a computer lab, the Indoor Mapping application will give them point-by-point navigation to that specific location. Google Maps now includes an AR option that overlays directional data in real time.

      Library map!

    3. There are a growing number of educational tools that are utilizing XR to help enhance learning. AnatomyX, an AR anatomy lab and learning platform, gives students learning experiences that they will not forget. Students can interact with various segments of anatomy, pull them apart, and utilize eye-tracking technology to label the parts, while gazing at them and ultimately seeing how the parts connect to other body systems. Co-location allows multiple people with different HMDs to interact with the same 3D model in their physical space. This is amazing technology that integrates into course management systems and has embedded assessments, note-taking features, narration, voice and gesture controls, and more. AR is a great fit to include in educational situations since many students are experiential learners and simply learn better by doing tasks instead of reading about them.

      Something similar but for library special collections would be amazing!

    4. It has been noted that people tend to be more focused and productive while working inside VR because they are isolated within a virtual boundary and cannot easily be tempted to check their emails and do other work, as can happen when using traditional videoconferencing software.

      Would like a source here.

    5. Going further, the “X” in XR is a variable that right now includes 360-degree imagery, 360-degree VR, true VR, AR, mixed reality (MR), spatial computing, holograms, and whatever else may be coming over our digital horizon in the future.

      Just a few of the technologies in XR

  2. Apr 2021
    1. Businesses, schools, people who were willing to pay a high price for time-shift viewing of programs, and those who wanted to see pornography comprised the first step of users and uses.

      FOR VCR USE

    2. Contrary to popular wisdom that the present new media environment differs completely from that of the past, many parallels exist in the adoption processes for the telephone and advanced mobile phones, for TV and HDTV, for VCRs and DVRs, and for dial-up and broadband Web access.

      Brings up good question. Can past media patterns analysis be used in analyzing video games? Maybe, maybe not.