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Go Back to HTML version | Return to 2007 Programs |
Sadie Honey
Information and Web Services Librarian
Library and Center for Knowledge Management
University of California, San Francisco
The Perpetual Beta
In his article "What Is Web 2.0" Tim O'Reilly discusses treating users
as co-developers on the "perpetual beta" (http://www.oreillynet.com/pub/a/oreilly/tim/news/2005/09/30/what-is-web-20.html?page=4).
Our users spend more and more time on sites that frequently add new features.
They expect it and are comfortable with it. We should stop spending a lot of
time getting every last detail right - and start working with with our users.
Get a reasonable version of your Web site out there and then make upgrades based
on how your users interact with the resources.
This has ramifications for how we teach too. We are doing our students a disservice
if we teach them step by step how to set a limit in Pubmed - that step by step
method may change tomorrow. Instead, we should focus on the general way that
a resource is structured and provide students with the time and space to explore
and be independent.
Google Jockey:
(all are in beta - go to each and highlight word beta)
http://video.google.com
http://advision.webevents.yahoo.com/mailbeta/
http://get.live.com/mail/features
Mobile/Wireless Computing and Communication in the Clinical Setting
Because they have found that the Computer On Wheels (COWs) that they have been
using for the last couple of years are too cumbersome to roll into the patients'
rooms UCSF is piloting tablet PCS. This means that chart information will be
entered directly into the electronic medical record, instead of copied later
from handwritten notes.
http://www.informationweek.com/news/showArticle.jhtml?articleID=197007535
Google Jockey:
http://news.com.com/2300-1041_3-6160839-2.html?tag=ne.gall.pg
PDA and smartphone use continues to increase in the clinical setting. Most of
the Medical students that we encounter at UCSF have one in tow. At least one
survey indicates that PDA use has more than doubled between 2001 and 2006 (http://healthcare-informatics.com/issues/2007/02/040/).
Nurses at St Agnes Hospital in Baltimore can communicate directly with one another
and with patients via wireless communications badges that they wear.
http://stagnes.netreturns.biz/NewsReleases/Article_Detail.aspx?id=d30c0861-b1ef-41fa-ae81-93e8f10622d1
Google Jockey:
http://www.vocera.com/
Are we designing our resources so that they are visible on small as well as
large computer screens? Are we suggesting to IT that the Library be a node on
that voice activated Vocera network so that a clinician can easily request a
literature search?
Lecture Casting
Many universities are participating in iTunes U, a free hosting service provided
by Apple that allows Universities and Colleges to post podcasts of lectures,
speeches, and other campus audiovisual materials (http://www.apple.com/education/products/ipod/itunes_u.html).
University of Michigan School of Dentistry was one of the first participants.
Many students and faculty however, are not waiting for their institution to
officially participate in a similar program. At UCSF for example, both the School
of Medicine and the School of Dentistry have encouraged their students to record
lectures and post them for their classmates in online learning environments.
UCSF affiliated organizations are also increasingly posting audio-visual content
of interest to patients and consumers. Is this a collection development opportunity
for Libraries?
Google Jockey:
http://www.dent.umich.edu/itunes/
Death of the Desktop?
In February Google announced the release of Google Apps Premier (https://www.google.com/a/)
an online suite of office productivity software. Included are applications for
email, calendaring, word processing, spreadsheets, and instant messaging. Using
these applications, people can edit documents from anywhere that they have a
web connection. Collaboration is built in as well. Will we sometime soon no
longer need desktop versions of these software applications? Or will concerns
about privacy, security, and availability keep us editing a local copy of our
documents? (http://www.wired.com/wired/archive/15.04/wired40_rip.html)
Other online office productivity applications:
http://en.wikipedia.org/wiki/List_of_online_spreadsheets
http://en.wikipedia.org/wiki/List_of_word_processors#Online_Word_Processors
Google Jockey:
https://www.google.com/a/ (click on
School)
Wallace McLendon
Deputy Director
Health Sciences Library
University of North Carolina
MMOG and collaboration among strangers
Students standing in front of a large screen wielding their Wiimote fighting
off a team of Nintendo attackers arrive at medical school with a new kind of
literacy compared to those of us who grew up playing with sticks and rocks in
the back yard. Those who have spent their adolescence electronically manipulating
their avatars in the world of Azeroth in "World of Warcraft" outmaneuvering
the Trolls and Blood elves with team members they have never met nor will ever
physically meet or who bond with battalion buddies in online games like "Day
of Defeat" where each member of the military unit sees the battlefield
from a different perspective - "There's a sniper behind the church steeple."
"Thanks Joe, that was a close one" -- arrive at our educational institutions
with a comfort in moving through virtual environments to solve a problem. In
an educational context the main thing that changes is the problem to be solved
- fundamental MMOG skills are directly transferable. My son can move his fingers
and manipulate electronic devices in a blur that has already been attributed
to new medical students more adroitly manipulating electronic devices than their
older counterparts.
Google Jockey:
http://www.worldofwarcraft.com/burningcrusade/
http://www.dayofdefeatmod.com/media.php?type=screen&cnt=4
http://www.stanford.edu/class/history34q/readings/Virtual_Surgery.jpg
Technology enhanced visualization and containerless content
Seeing things differently result in seeing different things. At UNC I ask our
liaisons who work directly with our health science schools to be on the lookout
for researchers gathered around a monitor trying to see and share. They are
perfect candidates for large 6 X 8 display walls, 12.5 million pixels strong.
In genetic research specifically, the data chokes on itself and there are limits
to how the data can be explored. An increasingly valuable method for looking
at and manipulating data is to use software that converts data into visual models
that depict relationships. As the data changes, the visual depiction of the
data changes. Large displays allow 8-12-16 researchers to see new patterns and
make observations
together. Libraries, from the beginning of our provision
of audiovisual services, have striven to make information more accessible and
easier to absorb by providing complementary visual formats. Large, high-definition
display walls will be a growing technology trend.
It is interesting to contemplate the synergy that will result when large displays
equipped with user friendly technology conjoin with containerless content. As
pieces and parts of background research data that make up traditional journal
articles and monographs are freed up and become manipulable, it is reasonable
to foresee that our enhanced technological environments will allow the previously
restricted background data to be transformed into new discoveries
which
positions the future health sciences library into being as much a place of discovery
as it has been a treasure of discoveries.
Google Jockey:
http://www.cyviz.com/Education.htm
http://www.renci.org/
http://www.nat.vu.nl/~tvdscha/icwall/information/pages/info03.htm
http://www.hsl.unc.edu/Collaboration/ccdisplaywall.cfm
Initial thoughts on summary/wrap-up
Health sciences libraries work in relative isolation in their efforts to harness
emerging technologies usually with scarce resources to play with and live in
2nd Life long enough to create a meaningful application for our users. Yes,
there are NLM/NIH efforts and IAIMs efforts to explore and create new technologies
and keen interest in HL7 standards but the consumer driven technologies and
the social networking technologies do not hang around long enough to write,
receive, and complete a grant to study them. Often by the time our radars detect
the presences of a technological trend, our users have moved on. We remain in
a race to embrace consumer driven technologies before our users have driven
them into the ground, abandoning the latest for the next greatest. It strikes
me that among health sciences libraries we go it alone - consulting with our
colleagues and friends, keenly observing a handful of technology pioneers and
building upon their pioneering spirit.
But what if we changed that model. What if we acknowledged that technology has
the power to transform our profession just as technology has begun to transform
the information seeking behavior of those we serve. What if we approached what
I believe to be numerous willing and supportive groups like MLA and the Medical
Informatics Section (sponsor of this panel) and proposed the creation of a Wood's
Hole type experience for those keenly skilled, aware, and motivated to study
and harness emerging technologies for the good of our users and our profession.
This annual "emerging technology camp" would, over time, build a permanent
community and culture that would also attract technology savvy staff to the
health science library profession. A small step, perhaps, but a reverberating
one
Bart Ragon
Assistant Director of Library Technology Services and Development
Claude Moore Health Sciences Library
University of Virginia
Cloud Architecture
Tagging, sometimes known as folksonomies, is a user-generated taxonomy often
employed in Web 2.0 products like Flickr, del.icio.us, and blogs. Tagging is
a potentially controversial topic for librarians because it involves a form
of self-cataloging that does not use controlled vocabulary. Internet users may
discover an entry (photo, citation, blog entry) and then follow the tag descriptors
to retrieve additional entries with the same tag. Librarians will find this
concept familiar in how they use MeSH Subject Headings to retrieve results from
different information discovery systems. Tagging's tragic flaw is ironically
part of its appeal. Since there is no controlled vocabulary tagging can respond
quickly to changes in terminology and word usage. However, general Internet
users are untrained in the classification of materials and thus may add irrelevant
or senseless tags.
Tags are visually displayed in "Tag Clouds" where more prominently
used tags are larger than lesser user terms. In a site like Library Thing, for
example, one can visually see trends in subjects or authors by scrolling though
these respective Tag Clouds. With enough people tagging their books, a collective
thought emerges as inappropriate and lesser used tags become small and insignificant
in relation to the greater consensus. In this way, Tag Clouds can transform
a disorganized and unreliable cataloging technique into a navigational component
approaching semantic structure.
Google Jockey:
Flickr
Photo - http://www.flickr.com/photos/truebavarian/47452892/
Tag Cloud - http://www.flickr.com/photos/tags/
del.ic.ious
Example - http://del.icio.us/search/?fr=del_icio_us&p=library+technology+&type=all
Tag Cloud - http://del.icio.us/tag/
Library Thing "Tag Cloud"
Subject - http://www.librarything.com/tagcloud.php
Author - http://www.librarything.com/authorcloud.php
Technorati "Tag Cloud"
http://technorati.com/tag/
OPAC 2.0
With the current gambit of online collaboration tools, open-source software,
and other Web 2.0 utilities, one might wonder when library ILS will jump into
the fray. Librarians are bombarded everyday with amazing Web 2.0 technologies
that can create communities and enhance services. At the same time many libraries
are held back by OPACs, frustrating not only librarians, but users as well.
Enter OPAC 2.0. There are two initiatives that give hope to libraries and their
users. Evergreen is an open source ILS developed by the Georgia Public Library
Service. The product offers innovative features that many for fee catalogs do
not have. Amazon like features such as a Bookbag can be shared, made private,
and subscibed to via RSS. WorldCat Local will allow libraries to combine the
cooperative power of member libraries. A press release for the University of
Washington's beta version of Worldcat.org Local was released on April 30, 2007.
WorldCat Local can access not only networked bibliographic data, but local data
as well.
Google Jockey:
http://freshmeat.net/projects/evergreen/
http://gapines.org/opac/en-US/skin/default/xml/index.xml
http://www.oclc.org/news/releases/200659.htm
http://www.lib.washington.edu/about/worldcatlocal/what.html
Mashups
In a mashup, two different and distinct sources of data are mixed to create
a third. Mashups have become easier after the growing prevalence of technologies
such as RSS. In medical libraries, where publishers and content owners often
protect their data, it has been difficult to create mashups that are relevant
to library patrons. However, there are examples of library mashups that show
the potential uses of this technology. Superpatron's Ed Vielmetti's wall of
books, for example, pulls and links book covers to catalog information from
the Ann Arbor District Library. OCLC held its first ever Mashing up the Library
competition in 2006, challenging libraries to create their own mashups. At this
point, mashups generally require some degree of programming knowledge. But tools
such as Yahoo Pipes are now being developed to make it easier for non-technical
people to create mashups on their own.
Google Jockey:
Wall of Books
http://www.superpatron.com/wall-of-books/aadl/aadl-fiction-20060322.html
Mashing up the Library
http://www.talis.com/tdn/competition
Yahoo Pipes
http://pipes.yahoo.com/pipes/
LibrarianinBlack Yahoo Pipes Tutoral
http://mrspeaker.webeisteddfod.com/2007/02/10/yahoo-pipes/
HEALTHmap
http://www.healthmap.org/
Eric Schnell
Associate Professor and Head of Information Technology
Prior Health Sciences Library
The Ohio State University
All of us have some memories of our first exposure to video games. For me it
was Pong; two black and white lines trying to hit a single pixel block bouncing
around the screen.
Gamers have always been stereotyped as being for nerds. For many adults games
are still seen as kid stuff. Those stereotypes do not represent the generation
of today. Today, gaming is a part of life.
Virtual spaces are at the core of the concept of Web 2.0.
Second Life
1) Second life is an Internet-based virtual world developed by Linden Lab. A
downloadable client software enables its residents to interact with each other
through avatars, providing an advanced level of a social network service combined
with general aspects of a metaverse.
Residents can explore, meet other residents, socialize, participate in individual
and group activities, create and trade items (including virtual property) and
services from one another. It is a diorama that is a partially three dimensional
full-size replica or scale model of a landscape typically showing historical
events, nature scenes, and cityscapes.
Individual worlds are known as islands.
While Second Life is sometimes referred to as a game, it does not have points,
scores, winners or losers, levels, an end-strategy, or most of the other characteristics
of games. Avatars can also ride in vehicles. fly, and teleport.
There are two main methods of text-based communication: local chat, and global
"instant messaging". Chatting is used for public localized conversations
between two or more avatars, and can be "heard" within 25 m.
2) Among the more active educators in Second Life are librarians. There are
numerous libraries within what is referred to as the Info Islands. Virtual reference
desks within Second Life are staffed by real life volunteer librarians for many
hours every week. They also teach workshops there to help librarians and educators
learn more about Second Life.
3) The Graduate School of Library and Information Science at the Universty of
Illinois Urbana-Champaign offers continuing education courses on virtual world
librarianship.
4) In November 2006, The Alliance Library System (ALS) announced that the National
Library of Medicine/Greater Midwest Region has awarded ALS a $40,000 grant
to provide consumer health information services in the virtual world of Second
Life. ALS is working on the project in partnership with the University of
Illinois Library of the Health Sciences-Peoria, Central Medical Library, University
Medical Center Groningen (UMCG) in the Netherlands, and TAP Information Services.
HealthInfo island is focussing on three main targets:
1. Consumer Health Information
2. Educational, Clinical or Research activities
3. Experiment and development of new ways of interaction between users and libraries.
When one 'enters' HealthInfo Island's Medical Library all looks normal, if 'normal'
includes floating books, improbable abstract architecture, and a talking sculptures.
On the second floor the National Institutes of Health have taken over the floor
with poster displays, a videocast about the NIH, NIH RSS feeds, and a meeting
room for presentations.
5) A fly though....
6) Second Life is also being used as an art form. Machinima is the art of making
real movies in virtual worlds. Movies made in Second Life use the world's building,
scripting, and avatar customization tools, working in real-time collaboration
with people around the globe. You can use Second Life as your own virtual back
lot, soundstage, choreography studio, costume and prop repository, and special
effects house.
Google Jockey:
1) http://secondlife.com/
2) http://sllibrarians.ning.com/
3) http://www.lis.uiuc.edu/programs/cpd/Second_Life.html
4) http://infoisland.org/health_info/
5) http://bones.med.ohio-state.edu/mla/mla2.avi
6) http://www.youtube.com/groups_videos?name=secondlife
7) http://secondlife.com/showcase/trailercontest_2006.php
Why Are These Important to Health Sciences Libraries?
Researchers there report that playing action video games, specifically first-person,
an hour daily sharpens visual acuity and coordination.
1) Second Life has recently emerged as one of the cutting-edge virtual classrooms
for major colleges and universities, including Case Western reserve, Harvard,
Vassar, Pepperdine, New York University, and Stanford. In some cases Second
Life is being used as a recruitment tool while in other cases it is being used
as an insdtructional platform
2) The utilization of virtual spaces is becoming very commonplace in areas where
the outcomes need to be simiulated. Companies are being developed that focus
on the educational possibilities of Second Life.
3)Another example is the Idaho Bioterrorism Awareness and Preparedness Program's
Pay2Train initiative. The goal is to provide opportunities for training through
interactive role playing for emergency preparedness.
4) Lastly, in the development of future virtual worlds, the Croquet project
takes the concept of metaverse one step further. It views it as a starting point
for a new form of future computer operating systems.
In closing, as librarians we know that information tools can change the way
in which people think and behave. Just look how the Mosaic web brower affected
our world. The media we use and the tools with think with change us forever.
It is encumbent upon us as library professionals to learn how to use these new
tools in order to meet our customers where they are, not where we want them
to be.
Second Life and virtual worlds offer librarians an opportunity to experiment
with business models, test strategies and learn effective tactics. It allows
for social engagement and encourages asynchronous learning. It is a low-barrier,
high bang-for-the-buck way for librarians to explore the use of virtual worlds
in the support of teaching, learning, and information services.
Google Jockey:
1) http://chronicle.com/weekly/v53/i37/37a02901.htm?rss
2) http://www.angellearning.com/secondlife/
3) http://play2train.hopto.org/
4)http://www.youtube.com/watch?v=B6vZqC8SsL8
5) http://croquetproject.org
Eileen Stanley
Formerly Library Director
Allina Hospitals & Clinics
Minneapolis, MN
InfoButton
As a follow-up to last years session "Integrating Reference Information
into the Electronic Health Record: Practice and Standards" I want to update
you on the status of the HL7 Infobutton Standard. Dr. Guillerme del Fiol informed
me that the Membership approved the standard in January and at the May Working
Group Meeting there should be a final announcement. Implementation by vendors
is in development and there are two types of implementations, using either XML
or URL. The specification is available at http://tinyurl.com/ywkf9r.
Several of our well known Information Tool vendors are actively pursuing use
of the InfoButton and as your organizations are selecting and implementing EMR
systems one of the considerations they should make is what vendors are compatible
with the selected EMR and what content the clinicians will be needing/wanting.
A program to demonstrate pilot versions is being planned for the fall AMIA meeting.
Google Jockey:
http://www.ebscohost.com/dynamed/integrating.php
http://www.micromedex.com/products/infobutton/
http://www.ovid.com/site/products/tools/ovid/ClinicalResource.jsp
http://pier.acponline.org/info/pierinf_integration.html
http://www.clinicaldecisionsupport.com/products.html
Learning 2.0
Stephen Abram and Helene Browers have sparked a growing movement inspiring library
staff at all levels to learn and innovate using Web 2.0 technologies. Stephen's
Feb. 2006 article in Information Outlook (the SLA newsletter) titled "43
Things I Might Want to Do This Year" led directly to the development
of Helene Browers staff development program, PLCMC
Learning 2.0. She set up a series of tasks using free Internet technologies
and devised a sequence and schedule to help all staff progress through 23 selected
technologies that her library's customers and employees had inquired about.
The program was completely built on Web 2.0 technologies that are freely available
on the Internet.
These sites include:
At the end of the program last fall Helene posted an invitation to all other
libraries to customize the program for their own sites and a long list of admiring
copycats is cropping up. The original idea posted by Stephen Abram is based
on the website 43 Things which promotes
goal setting and inspiration.
Google Jockey:
http://findarticles.com/p/articles/mi_m0FWE/is_2_10/ai_n16133338
http://plcmcl2-about.blogspot.com/
http://www.43things.com/