Bonnie and I were part of an afternoon panel and discussion with Brian Herzog, the Swiss Army Librarian, and Christine Drew. Our presentation was “Talking Walls, Augmented Realities and Children’s Services”, which covered how libraries can use QR codes to extend library services and programs, engage communities, and construct mobile knowledge networks. We also touched a bit on augmented reality and some cool ways on how it can be implemented into library services. Check it out below:
Google Wallet is “an Android app that makes your phone your wallet. It stores virtual versions of your existing plastic cards on your phone. Simply tap your phone to pay and redeem offers using near field communication, or NFC.” And this is more than just another way for people to buy stuff. Google Wallet “will be able to do more than a regular wallet ever could, like storing thousands of payment cards and Google Offers but without the bulk. Eventually your loyalty cards, gift cards, receipts, boarding passes, tickets, even your keys will be seamlessly synced to your Google Wallet. And every offer and loyalty point will be redeemed automatically with a single tap via NFC.” With partners like Citi, Sprint, and MasterCard, and merchants like Subway, Macy’s, and Walgreens signed on to participate, it does look like Google Wallet (and/or future competitor apps) is destined to replace our old physical wallet. “Whoa, not so fast Ryan! Are you crazy!? What about security? This NFC replacing your wallet is crazy talk!” Maybe not. A four digit PIN is required to use Google Wallet, and if a user’s phone is stolen, a PIN is needed to access a user’s financial data on a separate, secure chip…if that chip is physically tampered with, it self-destructs. Compare that to a credit card…if my wallet is stolen, there is no PIN or self-destruct to protect my money! And, as Google points out, ten years ago, 70% of all individuals were afraid to buy stuff online, and now, over 70% of all individuals access their credit card information online.
Libraries should definitely be paying attention to apps like Google Wallet that utilize NFC technology. Before long, many of our patrons may begin to abandon their wallets for their NFC enabled smartphones and expect to be able to use them at libraries like they can at the Walgreens or Subway across the street. Hopefully, their libraries will be “yes” libraries that allow their users to store their library card in their smartphone wallet. Libraries already have some experience with apps like Key Ring that allow smartphone users to store a virtual library card on their smartphone. The good news about apps like Google Wallet (that use NFC) is that patron’s information will be much more secure and there is less of a chance of someone fraudulently using a patron’s library card compared to an app like Key Ring. And there are some potentially cool uses for NFC in libraries beyond replacing library cards. For example, perhaps patrons could tap a kiosk in the library with their smartphone to receive book recommendations based on their interests? Or maybe patrons could use their smartphone to quickly and easily check out books? What do you think? What is your opinion of NFC? What do you think of Google Wallet? When will we be seeing the use of NFC technology within libraries? How do you think it will be used in libraries?
When does augmented reality (AR) move from cutting edge to commonplace? When and how will we see it in libraries?And what does Seth Godin think about the future of augmented reality in libraries? The last question I definitely can’t answer (we will just have to wait for Seth to blog about it I guess), but let me take a shot at the first two.
As cool and exciting as I think AR is, it is important to point out some of the hurdles that need to be addressed before AR can be a regular part of our everyday lives:
1) People need to be educated about AR: Most people don’t know what augmented reality is. But with companies like Nintendo, Microsoft, PepsiCo, and eBay starting to utilize AR, this will most definitely be changing soon.
2) AR experiences still aren’t easy to create: Apps aren’t easy to build. You need to have some programming skills. However, projects like Georgia Tech’s Argon are starting to change this. But even after this hurdle is tackled, there is one still big issue that will need to be addressed…
3) AR experiences aren’t yet completely engaging: With the notable exception of the Nintendo 3DS AR games, I haven’t had a particularly engaging experience with AR yet, especially on my smartphone. I have played around with Layer and Google Googles, for example, but they were a little clunky and these apps did not compel me to want to use them again after my initial experiences. And is it possible to have a truly engaging and enriching AR experience using my smartphone, or is an accessory like AR glasses needed before augmented reality really takes off? Maybe AR glasses will become an essential accessory for our smartphones and they will connect with it to assist with providing engaging AR experiences. Or maybe the rise of the Tablet PC is what it will take for AR to engage users.
AR in Libraries
So when is augmented reality coming to a library near you? Well, if you live close to Miami University in Oxford, Ohio, possibly by the end of this year. If you haven’t already seen this video yet, check out their ShelvAR app:
After watching a video like this, you can truly start to see the potential of AR in libraries. By utilizing AR markers like Dr. Brinkman and his team have done with the books in the video, instead of indicating whether a book was shelved incorrectly, let’s say that same AR marker on that book triggered a video on your smartphone of a staff member (or maybe even Nancy Pearl) giving a review of the book (as suggested in this School Library Journal article on augmented reality). Or maybe instead you get a video or list on your phone of other similar books you may enjoy reading with a map to their location within the library (or a link to the ebook).
After seeing a little bit of what is already possible with AR and thinking about how it could be applied to libraries, it is pretty easy to come up with ideas on how we could best use AR in the library environment. The iLearn Technology site has a nice post here that provides some ideas. And these are just a starting point. Really, I see AR having practical and meaningful application to most areas of library service. Don’t you think that there is a place for AR applications in the areas of readers’ advisory, collection development, programming, and reference? Where do you see AR being used in your library? When do you think it will become mainstream?
Below are a couple of websites you might want to follow to stay current with the latest news and trends in augmented reality. If you know of other good ones, please share them!
Well, it isn’t really Augmented Reality Week, but it should be. Starting this Tuesday, the second annual Augmented Reality Event (ARE 2011) will kick off in Santa Clara, CA. I wish I was able to attend, but alas, I am not. However, I am going to dedicate my posts this week to the topic of augmented reality and how we might be using this technology in libraries very soon.
Augmented reality has been on my mind because my library is adding the Nintendo 3DS to our collection (I guess this is our way of celebrating AR Week), and it is an amazing device. I had heard a lot of buzz about this device and its new augmented reality video games, but I didn’t think it would be as cool as it is. Video gaming is just getting better and better. First the Nintendo Wii introduced motion control gaming, then Microsoft kicked it up a notch with the Kinect, and now we have 3D and augmented reality gaming with the Nintendo 3DS. Check out the video below to give you an idea of what the experience is like (is a dragon really coming out of that table!?), even though the video really doesn’t do the experience justice:
I think we can agree that augmented reality is pretty cool. But perhaps you are wondering, “How exactly does this technology apply to libraries?” And maybe you still aren’t very clear on what augmented reality truly means. Let’s take a look at the basics of augmented reality (which is known as AR for short).
What is augmented reality (AR)?
Let’s say you are a vegetarian on vacation in Costa Rica. Looking over the menu that is completely in Spanish, you realize that you really should have been paying more attention in high school Spanish class! But then you remember you have the Word Lens app on your iPhone. You point your iPhone camera on the menu and within seconds, you can see the menu in English. Now you won’t have to rely on your limited Spanish food vocabulary and just settle for french fries after all! This, my friends, is augmented reality.
I think the clearest definition of AR I have found was provided by Meredith Farkas. On her American LibrariesTechnology In Practice blog , she defines AR as “superimposing content (data, 3D images, photographs, etc.) over what you’re looking at. Unlike virtual reality, which displays a virtual environment, you see the real world with augmented reality—but with computer-generated content layered on top.” Augmented reality has been around for a long time (for example, that yellow line on the TV screen that marks how far down the field an American football team needs to go to get a first down has been around since 1998), but now the conditions are perfect for the technology to take off in a big way. Why? Because of my favorite device, the smartphone of course!
As explained in this Technology Review article , today’s smartphones have powerful CPUs, graphics processing units, advanced phone cameras, amazing screen resolutions, and the necessary components (accelerometers, gyroscopes, and compasses) for detecting their locations and orientations. In addition, wireless data networks are becoming faster and available across the country. All of this makes AR apps like Word Lens, Google Googles, Layer, and junaio possible today. With the amazing smartphone, by the end of the year over half of all cell phone owners in this country will have the tool they need to enhance their lives through augmented reality right in their pocket.
How can we use augmented realities in libraries? Will patrons be able to use an AR app on their smartphones to find the gardening section in the library, or even to get recommendations for new books they might enjoy reading? On Thursday, we’ll take a look on how libraries might be utilizing augmented reality in the near future and a few of the challenges that have to be addressed before AR can go from cutting edge to commonplace.
As I discussed last Friday, the vast majority of our patrons will own smartphones very soon. How can libraries serve our rapidly growing smartphone user population? Here are four “smart” ideas (get it?):
1) Say yes to cell phones!
I love “Yes Libraries”, and really this is how all libraries should be if they want to provide the best possible customer service and experience to their users. So, in order to make sure you are saying yes to your patrons, make sure that you are allowing users to actually use their cell phones in the library. Avoiding signs like this would be a good place to start:
And if a patron has their library card barcode on their phone through an app like Key Ring, if your scanner will read it, for the love of Melvil Dewey, let them use it to check out items! If they are able to use these types of apps at grocery stores, pharmacies, and other businesses in your community without any problems, why should the library be any different? Remember, just say Yes!
2) Build a mobile website
You can build a mobile website for free, and it doesn’t have to be difficult (translation: you don’t have to be a programmer to do it). This iLibrarian blog entry provides a few options for you with a quick summary of each tools features.
If you don’t know what a QR code is, read this definition. As they say, the fun way to describe a QR code is a “barcode on steroids”. QR codes are sometimes described as a way to link the physical world with the digital world. QR codes are ideal for adding value to objects and making them social. My brilliant colleague Bonnie Roalsen first talked about QR codes in libraries several years ago. I am going to blog much more about QR Codes in the near future, but the Library Success Wiki has a lot of great examples of how libraries across the country are using QR Codes to do everything from text reference to helping users find specific resources in their collection.
How is your library currently serving smartphone users? Do you have a mobile website? A library app? Do you use QR Codes in your library?