The LITA Top Tech Trends panel at ALA Midwinter covered augmented reality, virtual reality, trends in teaching and technology, gamification, community driven technology innovation, and more.
Even at large libraries that have staff dedicated to digitization projects, the additional effort needed to enable researchers to extract data from these collections—such as transcribing OCR-resistant text, or adding item-level tags to large collections of images—would be an untenable chore for a library to take on alone. So, in the past half decade, libraries have taken cues from long-running projects, using crowdsourcing as a way not only to outsource work that would be impossible for staff to attempt but also to engage volunteers.
Makerspaces, open source platforms, and other library rebuilds were the touchstones of this year’s Computers in Libraries Conference. The attendee statistics for the 2014 Computers in Libraries Conference, held April 7- 9, are identical to those of a decade ago: 2000 attendees from 46 states and 13 countries. However, the number of speakers had doubled, to two hundred. And, with approximately a third of the presenters making their CIL debut, there was a palpable sense of excitement vibrating through the halls and conference rooms of the Washington Hilton.
Recently I attended a lecture by Roger Altizer, the Director of Game Design and Production in the Film and Media Arts Department at the University of Utah, where I work. He talked about a number of very interesting things related to gaming and pedagogy, but one thing in particular really struck me. First, he pointed […]