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Published byEsther Sellick Modified over 10 years ago
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Jan Nolin
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To best serve our children libraries need to be less about the past and more about the future
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Are the prime target of modern ICT They are the early adopters Open experiment Parental generation cannot support Can libraries? Can schools? Who else could help?
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1. Social media more diversified and ubiquitous 2. The Internet of things 3. Vulnerable future 4. Smarter tools = smarter children? 5. Radical transparency?
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Libraries should plan ahead for this Hold regular theme evenings Help users with new cool things such as augmented reality and new social media Counter social media monopolies by communicating variety
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how can I quit Facebook? How do I link identities? How do I tag this document? Why is my Wikipedia entry deleted? How can I do social shopping? Etc Are these problems for libraries? None else to ask face-to-face. Libraries are trusted sources Libraries can build up social media of their own to support each other
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YouTube generation lacks local publication and distribution facilities School libraries and public libraries can help young people become more connected and more visible in local areas
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Allow users to upload content Social tagging Physical tagging Allow users to become involved with content, exhibitions, strategies etc. Promote Creative Commons
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Professional resources for local business community local business with local community associations with new members associations with other local and national associations Social network for various local groups Support sustainable development
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Libraries need to be aware of this looming future Allows librarians a perspective on future developments that can guide supporting strategies What is the Internet of things?
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340 000 000 000 000 000 000 000 000 000 000 000 000
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Semantic agents Wearable interface Intelligent sensors Intelligent interactive things intelligent interactive web things All gossiping about people in the name of convenience
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The Internet of Things (IoT) is an integrated part of the Future Internet and could be defined as a dynamic global network infrastructure with self configuring capabilities based on standard and interoperable communication protocols where physical and virtual things have identities, physical attributes, and virtual personalities and use intelligent interfaces, and are seamlessly integrated into the information network. In the IoT, things are expected to become active participants in business, information and social processes where they are enabled to interact and communicate among themselves and with the environment by exchanging data and information sensed about the environment, while reacting autonomously to the real/physical world events and influencing it by running processes that trigger actions and create services with or without direct human intervention.
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Possibilities Risks Drive discussions
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Within a few years… At least a few kids in every class will be able to do sophisticated hacking… Be able to hack classmates, teachers and parents…
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Hardware (hundreds of components in your car) Software (firmware for these components) Network (wireless access to the components) 3 clusters of opportunities for specialized hackers
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Car industry does not work with a unified operating system Still, everything is connected to everything else No protection system Only need access to one component Such as tire pressure control device
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Permanently increase volume on radio Produce warning chimes Falsify readings from Speedometer Disable antilock brakes Stop engine Disable individual tires
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Theme afternoons Initiate discussions Advice on safety routines and trust in technology Communicate safetymillitude: act as if you are vulnerable on the net, because you are
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How to develop relationships without technological support Advanced planning without technological support How to exist off-line
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Where, in the real world, is the game sense of being fully alive, focused, and engaged in every moment? Where is the gamers feeling of power, heroic purpose, and community? Where are the bursts of exhilarating and creative game accomplishment? Where is the heart-expanding field of success and team victory? our population devotes its greatest efforts to playing games, greatest best memories in game environments, and experiences its biggest successes in game worlds.
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Dangerous filtering – widen perspectives Too much power to helpful tools (becomes a crutch) Counter extreme personal services Counter extreme gaming Support off-line existence Counter gamification Drive discussions
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Opportunities Risks Drive discussions
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1. Social media more diversified and ubiquitous 2. The Internet of things 3. Vulnerable future 4. Smarter tools = smarter children? 5. Radical transparency?
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Thank you! Jan Nolin 033-4354336 Jan.Nolin@hb.se http://www.hb.se/wps/portal/forskning/fors kare/jan-nolin http://www.hb.se/wps/portal/forskning/fors kare/jan-nolin
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