Post 3

OLJ Task 12: Virtual and augmented reality

Virtual reality (VR) and augmented reality (AR) open up new worlds to users accessing these technologies. The immersive and realistic experiences offered by VR and AR, that essentially transports users to another place or time without them having to go anywhere creates opportunities one may not be able to access otherwise.  VR experiences take place in artificial and imaginary environments, whereas AR experiences take place in real-world environments (International Federation of Library Associations and Institutions, 2023). As pointed out by the American Library Association (2017), libraries have historically been where people first have the opportunity to experience new technologies and are as Dahya et al. (2020) highlight, great locations for introducing and promoting new technologies, and this is no different when it comes to VR and AR.  However, like with any new technology, there exists both advantages and disadvantages associated with the use of VR and AR specifically in the context of libraries.  The primary advantage of AR and VR, specifically in the context of libraries is the opportunities that it creates when used as a learning tool and how it can engage users in their learning as well as promote social engagement (Dahya et al., 2020).  These technologies allow people to have immersive and interactive experiences that they may not be able to access in real life such as visiting and learning about new places all from the comfort of their local library. When looking at the disadvantages of AR and VR, the one that jumps to the forefront is the cost associated with these technologies. Specifically, when considering libraries where funding is a significant issue (Leach & Stilwell, 2023) and that libraries have never been reliably or sufficiently funded (Leach & Stilwell, 2022), the implementation may be halted pending the required funds. As Reynolds et al. (2020) discuss, as AR, and VR technology is still developing and advancing, which may result in substantial costs associated with the time and infrastructure required to implement it, not to mention the learning and training required to make AR and VR accessible to library users who come with varied skills and knowledge.  However, libraries are in a prime position, to provide shared access to VR and AR technologies by removing the cost and lack accessibility of the technologies to the individual by adding it their library spaces so they can be accessed by everyone. In conclusion, advantages and disadvantages exist for any new technology, with it being no different for AR and VR, and the goal is to find a way to through move past the disadvantage to ensure, that learning and connection through AR and VR are available to library users.

 

Word count – 440

 

REFERENCES

American Library Association (ALA). (2017, June 16). Virtual reality         https://www.ala.org/tools/future/trends/virtualreality

Dahya, N., King, W. E., Lee, K. J., & Lee, J. H. (2020). Librarian perspectives on the role of virtual reality in public libraries. Proceedings of the Association for Information Science and Technology, 57(1), n/a. https://doi.org/10.1002/pra2.254

International Federation of Library Associations and Institutions (IFLA). (2023, June 5). Augmented reality in libraries https://www.ifla.org/news/augmented-reality-in-libraries/

Jacobs, S. (2019). [Photograph of a person wearing a virtual reality headset and engaging in the technology]. Unsplash.  https://unsplash.com/photos/person-using-vr-headset-4lSz1Jv0Vkc?utm_content=creditCopyText&utm_medium=referral&utm_source=unsplash

Leach, A., & Stilwell, C. (2022). Historical development and the funding of libraries for the public: England. Sabinet African Journals 40(4), 8. https://doi.org/10.25159/2663-659X/11099

Leach, A., & Stilwell, C. (2023). Historical development and the funding of libraries for the public in the United States. Mousaion, 41(2). https://doi.org/10.25159/2663-659X/12641

Reynolds, K., Schofield, T., & Trujillo-Pisanty, D. (2020). Children’s magical realism for new spatial interactions: Augmented reality and the David Almond archives. Children’s Literature in Education, 51(4), 502-518. https://doi.org/10.1007/s10583-019-09389-2

Post 2

OLJ Task 8: Defining information professional in the digital era

The rise of technology has brought with it endless new and evolving opportunities which has subsequently changed the way in which society learns, works, and plays. It is likely that this will not only continue, but also accelerate into the future. Unsurprisingly, this has led to a shift in the knowledge, skills, and attributes that information professionals need to succeed in their roles. This has led to, as Burton (2019) discusses, for the need of an expansive toolkit. So, in an era where easy access to information has almost become a prerequisite and thus an expectation and often at the snap of one’s finger (instant gratification anyone?), what is an information professional in the digital era?

Primarily, information professionals are adventurous and curious individuals with growth and design mindsets who are open to learning, adopting, and adapting. As Millhiser (2019, March 6)points out, with no end in sight when it comes to digital transformation, continuous learning is vital. Ayinde and Kirkwood’ (2020)recommendation that ‘learning, unlearning, and relearning’ (p.150) along with continuous professional training supports this. This is not a time to shy away from the new, rather it is necessary to take advantage of the technology and learn how to make it accessible to users. Networking and collaboration with others in both physical and virtual spaces, which has become easier than ever with technology, is key to learning, supporting, and moving the profession forward.

As a service oriented profession, information professionals need to be able to meet users where they are at, and in the digital era play a key role in assisting users to make sense of the information beyond what is explicit. The human skills, which is the ability be socially and emotionally intelligent and be able to work with everyone, regardless of age, gender, background, race, heritage, and social standing remains, as Ayinde and Kirkwood (2020)point out, as important as ever despite the evolution of technology.

The information professional of today must be dynamic and ready to evolve as we move forward in the digital era and then on the next, yet to be defined ‘era’. Keeping Heraclitus’ well-known quote ‘change is only constant’ (n.d.) at the forefront and being adaptable, flexible, and willing to learn along the way is key to success.

 

Word count – 376

 

REFERENCES

Ayinde, L., & Kirkwood, H. (2020). Rethinking the roles and skills of information professionals in the 4th industrial revolution. Business Information Review, 37(4), 142-153. https://doi.org/10.1177/0266382120968057

Burton, S. (2019). Future skills for the LIS profession. Online Searcher, 43(2), 42-45.

Heraclitus. (n.d.). Change is the only constant. https://www.azquotes.com/quote/612512

McGuire, Ryan. (n.d.). [Photograph of mountain and ocean scene in black and white with a quote]. https://quotefancy.com/quote/1003699/Heraclitus-Change-is-the-only-constant

Millhiser, A. (2019, March 6). Three ways to prepare your business for the Fourth Industrial Revolution. Forbes. https://www.forbes.com/sites/amitymillhiser/2019/03/06/three-ways-to-prepare-your-business-for-the-fourth-industrial-revolution/?sh=d56b88676fa8

 

Post 1

OLJ Task 2: The influence of technology on society

In a nutshell, technology has shifted the way that we live, work, and play and given its ongoing evolution, it will continue to do so into the future. As a member of Generation X, I have grown up alongside technology as it has advanced and been fortunate to learn it along the way. I have experienced both the analogue and digital worlds – for example, as a young child I listened to music played on vinyl records, as a teenager I owned a Walkman, followed by a Discman, and moved into digital technologies with an early generation iPod in the mid-2000s and got my first iPhone in 2008. Unlike previous generations who experienced the rapid changes in technology later in life or younger generations who have been born digital, I have seen the shift that technology has had and continues to have on society.

The influence of technology, specifically digital technologies, has led to an era when owning a personal mobile phone, and more likely a smartphone, is standard fare and almost a requirement to function in society these days as they are so much more than just a phone. Children these days, like my seven-year-old, are unsure how to make a phone call where they can’t see the person at the other end of the line due to the prominence video calling technologies which are standard nowadays. Mobile technologies, or ‘m-techs’ are, as Obinyan (2020, p. 374) points out, ‘recognized as the single most embraced technology in the world’. Given this, the impact for organisations is that you are not online, you are missing out on attracting, engaging with, and retaining users. Organisations nowadays need to exist online, with a website that is mobile friendly and beyond simply existing online, organisations need to have a social media presence. Moreover, organisations need to seek to understand their user preferences, as the choices are plentiful and there are clear favorites. According to the Digital 2021 Report (We Are Social, 2021), the top three social media apps used in 2002 were Facebook, WhatsApp and Instagram but when the next report comes out this may no longer be the case. Evolving and changing iteratively is key to the success of organisations as remaining static when it comes to technology will simply leave them behind their counterparts. Other considerations for organisations include providing free Wi-Fi to their users, ensuring they have cashless payment options and creating staff training opportunities around digital literacy to allow them to feel confident in their tech skills so that they can engage and support users in their organisations.

 

Word count – 428

 

REFERENCES

Lastovich, Taylor. (n.d).  Turned on black iPhone 7 displaying hello [Photograph]. Pexels. https://www.pexels.com/photo/turned-on-black-iphone-7-displaying-hello-1275929/

Obinyan, O. O. (2020). Application of mobile technologies in library service delivery. In A. Tella (Ed.), Handbook of research on digital devices for inclusivity and engagement in libraries (pp. 371-381). IGI Global. https://doi.org/10.4018/978-1-5225-9034-7.ch019

We Are Social. (2021). Digital 2021. https://wearesocial.com/uk/blog/2021/01/digital-2021-uk/?mc_cid=ed509b472e&mc_eid=632bbf90f7