Beruflich Dokumente
Kultur Dokumente
August 2008
PHOTO ART: Photograph of a portion of the exterior of the Biblioteca Alexandrina, Egypt, showing letters from all of the world's alphabets, and etched into granite. Photo Arnold Hirshon.
NELINET, Inc. 2008 This document is intended as a resource for NELINET members and may not be reprinted or redistributed without the permission of NELINET. For questions regarding this report, please contact Arnold Hirshon, Executive Director, NELINET. NELINET, Inc. 153 Cordaville Road, Suite 200 Southborough, MA 01772-1833 Phone: 1-800-NELINET Fax: 508-460-9455 www.nelinet.net
ENVIRONMENTAL SCAN
A Report on Trends and Technologies Affecting Libraries
Prepared by Arnold Hirshon, Executive Director, NELINET - August 2008
Introduction
This scan is not intended to be comprehensive. The entries are illustrative and are meant to suggest some amongst thousands of significant issues that may affect library and information services in the future. The purpose of this scan is not to provide answers as to what will happen in the future, nor to how libraries should respond. Rather, it is to provide some bellwethers and trends, and for the staff to use this document to stimulate discussion as to how these might affect the future of their own library. (Some discussion questions appear at the end of this scan.) After an introductory section to provide a context for envisioning the future, the entries are organized under five broad issues: society and economy, technology, education and learning, information content, and library leadership and organization.
Vision (What to Accomplish) creativity of approach perspective as to the importance of the innovation willingness to assume risk realistic expectations
Focus (Implementation) organization and careful planning recognition of reasonable alternatives revision of the approach based upon later knowledge pragmatism and acceptance of politics patience
Recently, two far more noted futurists put forth principles concerning effective forecasting. Paul Saffos 2 rules for forecasting are to (1) define the cone of uncertainty, i.e., the shape of the future is shaped like a cone, and it is easier to visualize the near term, harder over longer periods of time; (2) recognize that things take longer to arrive than you expect, and the form of the change will likely be different than expected; (3) embrace the things that do not fit your expectations and ask why does this bother me?; (4) hold strong opinions weakly, i.e., reach a strong conclusion quickly and then try to dismantle it; (5) look back twice as far as you look forward to perceive underlying patterns and the constants because there is a deep unchanging structure, and we should not use history selectively just to support our own conclusions; and (6) know when not to make a forecast particularly when uncertainty is great and wait for things to settle down before making a forecast. Saffo notes that it is not the pace, but the simultaneity and cross-impact of curves that will make a forecast inaccurate.
Raymond Kurzweil both makes predictions and gives ways to know whether they will be accurate. Some of his recent predictions are that within ten years there will be a drug that lets you eat whatever you want without gaining weight and that in another 15 years your life expectancy will keep rising every year faster than youre aging. Kurzweil makes his predictions using what he calls the Law of Accelerating Returns, i.e., Certain aspects of technology follow amazingly predictable trajectories. Reviewing the history of the first electromechanical machines more than a century ago, Kurzweil notes that the machines power doubled every three years; then in midcentury the doubling came every two years (the rate that inspired Moores Law); now it takes only about a year. He goes on to observe that exponential upward curves are so deceptively gradual at first. According to his Singularity theory the big changes keep occurring more quickly such that the paradigm shift rate (i.e., the overall rate of technical progress) is currently doubling (approximately) every decade. Kurzweil submits that technological progress in the 21st Century will occur at a pace that is greater than that of the past 2,000 years, which will generate a thousand times more technological change than did the 20th Century. 3
Societal Changes and Libraries: the JISC Report. 5 In January 2008, the British Library and JISC issued the results of a study that was intended to gather and assess the available evidence to establish whether or not the `Google generation are searching for and researching content in new ways and whether new ways of researching content will prove to be any different from the ways that existing researchers and scholars carry out their work. Some of the key findings include: About 60% of e-journal users view no more than three pages and 65% never return Most people on the web spend as much time searching as they do viewing actual content. They spend little time on sites for e-books (4 minutes) and e-journals (8 minutes), and they browse titles, contents pages, abstracts, but do not read in the traditional sense. Academic users squirrel away content in free downloads, but there is no evidence that most of the downloads are actually ever read. One size does not fit all. User behavior is very diverse by geography, gender, type of university, and status at the university. Users assess authority and trust within seconds, and they dip and cross-check sites and rely upon favored brands. Librarians need a much better understanding of how people actually search virtual libraries and use content. The report states that there is a real danger that the library professional will swept be aside by history. Privacy Issues and Personal Data Security. As Internet commerce grew, there was an accelerated willingness of people to give away increasing amounts of personal information (both intentionally and unintentionally). Major security breaches have also been reported at universities, where databases about students have been hacked. Between January 2005 and June 2, 2008, Privacy Rights recorded an astounding 227,115,680 records containing sensitive personal information involved in security breaches in the U.S. alone. 6 A particular area of privacy concern may be search engines, which provide a unique glimpse into the personalities and private lives of searchers. A recent study concerning search engines raised some key questions that users should consider regarding their search engines, 7 such as: does it record what users type into its search engine? Does it keep a full or partial record of your IP address? If so, for how long? How long does it retain cookies? Is data used for behavioral targeting? When does user data expire? While the practice of some search engine companies has become more transparent regarding these questions, there is still work to be done. Pendulums have a way of swinging back, and it is likely that there will be some market corrections concerning online privacy. Some of this will occur through government-led efforts and others in a greater awareness by people as to what is reasonable (or not reasonable) to provide about ones self on the web. For example, in February 2008, the European Union privacy regulators declared that search engines outside the EU have to comply with the EU's privacy regulations. EU rules require that users give consent before personal information is collected and that they have the right to object to collection or can verify their information. Among the stipulations under this ruling was that the collecting of IP addresses or search history will be considered as the gathering of personal information. 8 Further regulations from the U.S. and EU government agencies will likely follow.
Technology Issues
High Performance Storage and Computing Systems. While there are various innovations in the early stages of development (hybrid storage, nanotechnology solutions, various ways of stacking bits on a medium), over the next five years we continue to see hard drives shrink in size physically while increasing massively in capacity. In the consumer marketplace, flash memory will also advance as it expands in size and comes dramatically down in price as it become the storage medium of choice for personal computers. 9 On an enterprise level, terabyte level storage devices are already available for personal and small business use. High density storage at the petabyte-level is already available and under development for mass production by IBM. 10 The most immediate application for libraries is the opportunity to create massively large digitization archives at a negligible cost for storage. Two imaging technologies should be of interest to libraries: Microsofts Photosynth 11 and Haltadefiniziones ultra-high density imaging of works of art. 12 These two systems amply demonstrate how technology can make available to the scholar and to the popular user a depth of images that would otherwise be impossible to achieve.
There are a number of interrelated developments that are making high density and high performance computing available without requiring high infrastructure investments. Grid computing includes both online computing or storage provided through distributed computing resources (also known as utility computing, on-demand computing, or cloud computing) and data grids, which provide shared management of large amounts of distributed data, thus creating a "virtual supercomputer" comprising loosely coupled computers that perform together to complete very large tasks. These grids are often loosely coupled, heterogeneous, and geographically dispersed. Cloud computing in particular is an extension of grid computing, SOA (service-oriented architecture) and utility computing. With cloud computing it is possible to provide software and infrastructure as a service using centralized servers managed by a service agent. Cloud computing is usually provided through web interfaces. Examples of cloud computing include Google Gears, Google Sites, and Amazon. Most major search engines and companies are looking to be cloud computing providers. According to the Gartner Group, Microsoft is expected to release a database cloud product later in 2008. Gartner also claims that such clouds will impact customers, partners, and the IT ecosystem. 13 Inexpensive Laptop Computers. Within the last year there have been significant changes in the ability to produce inexpensive, small, and powerful laptop computers. Leading this field was One Laptop Per Child, the project led by Nicholas Negroponte to provide networked computers to children in developing countries. To keep energy consumption down, the OLPC included a number of breakthrough technologies such that when it was made available under a buy one for a child, get one for your own, it generated a great deal of interest by technologists who see it as sexy and are eager to play with it. 14 It turns out that, among other things, the OLPC also serves fairly well as an ebook reader that works in bright sunlight. In addition, the computer includes built-in WiFi networking. Since the advent of the OLPC, there are now commercial computers that use standard hardware and software (both open source and proprietary), such as from Asus. Regardless of the specific hardware platform, this class of computers not only provides significant ability to work with different software applications, but is also able to use and even create networks. Continued advances in this field will make ubiquitous computing more affordable to the developing world and will continue to enable even greater technological leapfrogging than in the past. Mobile Computing Will Overtake Personal Computing. Within the past decade mobile phone use exploded in countries that previously had little or no landline infrastructure. Today, even in developed countries many people are dropping their landlines in favor of going mobile only. Mobile computing has become more practical than ever before, and a challenge will be to optimize the use of such technologies to enable effective research. There are a number of things that are happening in the m-computing environment that may well cause such a shift. In many respects, electronic services (e-services) are already becoming m-services. In the United States, for example, it is estimated that sales through mobile computing will soon generate 25% of all retail sales. Applications that previously were accomplished online (such as printing airline boarding passes) are also going mobile using 2D displays that permit high security scanning so that the phone display screen can be scanned at airports. Today, there are 3.3 billion mobile subscribers worldwide, a number far greater than the number of Internet users. The market research company Informa Telecoms said in a report that about 50 million people, or about 2.3 percent of all mobile users, already use the cell phone for social networking, from chat services to multimedia sharing. The company forecast that the penetration rate would mushroom to at least 12.5 percent in five years. 15 This could be even more dramatic if mobile device broadband systems, such as Femtocell, take hold and provide extended broadband coverage via mobile computing Perhaps the most telling sign of the advances in mobile technology can be witnessed in the meteoric takeoff of the Apple iPhone. In less than twelve months since its release, the iPhone has already captured a significant portion of the U.S. mobile phone market, and it is making significant inroads in Europe. A new survey by ChangeWave Research indicated that the next generation iPhone, having a tsunami-like impact on the smart phone market and that 56% of consumers who plan to buy a smartphone over the next 90 days say theyll buy an iPhone, up from 29% who listed Apples device as their phone of preference in March. Among current users, RIMs BlackBerry was the choice of 42% of buyers, Palm is down to 14% (from a high of 35% two years ago), and the iPhone is at 11%. 16 Given the potential growth curve, Going forward, RIM's share of consumer planned purchases is set to take a significant hit over the next 90 days, falling 6 pts to 23%. Palm remains a far distant third with just 3%.
This explosion is being caused by the recent introduction of the second generation iPhone, the 3G, along with Apples release of a software development kit. Apple expects to sell 11 million 3G phones over the next five or six months. 17 With this newly opened platform, the iPhone is set to take advantage of the same hobbyists and professional people who have been active in the open source movement. Specialized applications, such as for libraries, will not be far away. Content providers are also looking for ways to optimize their content for the iPhone. For example, Encyclopaedia Britannica has a new iPhone reference tool that features a comprehensive library of article and image content to provide users with access to over one million pages of content. Other companies will not readily cede the market to Apple. For example, Google has its own mobile phone platform (operating system) called Android that it is marketing to other phone companies. Newer versions of Windows Mobile will also vie for attention. In five years what features will show up on these low cost phones? On the iPhone, people are doing Internet searches 50 times more than all the other U.S. carriers combined. 18 When Internet access from other devices is added, this number skyrockets. Therefore, the underlying technology for m-computing is changing rapidly. An important area of development is the emergence of Mobile Internet Devices (MID). The Wall Street Journal 19 noted that MIDs are a loosely defined category that is generally applied to devices that are smaller than a laptop and larger than a cell phone that connect to the Internet wirelessly using either Wi-Fi or cellular data technologies. The new Tegra MID chip from the Nvidia Corporation is described as a "computer on a chip" that will be particularly good for tasks such as watching videos and playing games on mobile devices. A device built around this chip is estimated to be able to play 26 hours of high-definition video on a single battery charge. Intels MID chip, Atom, has been selected for "30-plus" devices that will start hitting the market by the end of June 2008. Intels successor chip, due out by 2010, will draw one-tenth the power and offer more usage per battery charge. Adobe Systems recently announced an effort called the Open Screen Project to bring users consistent experiences with the company's software across PCs, cellphones, MIDs, and other devices Perhaps not in every respect, but certainly in many, mobile phones will start to substitute for desktop and laptop computers. Movies are already converted for watching on smart phones and MP3 devices, and in Japan e-books not only are read on mobile phones but are being written on them. Gaming, 3D and Augmented Reality. The use of gaming technologies, once the province of teens and nerds, increasingly is a part of online life. Whether in Second Life or on numerous gaming sites, gaming is playing an increasingly important role in everything from human interface design to navigation and these developments are set to accelerate rapidly. Rather than superimposing gaming technologies on existing technologies, the most effective use will occur when services and systems are rebuilt from the ground up. Just as the graphical user interface (GUI) in the 1980s and 1990s made it possible to do things that previously were either inefficient or not possible, gaming technologies hold the promise to enable the next generation to engage in electronic interactions in ways that were heretofore impossible. For example, gaming is thought to be a particularly good medium to provide training in hard-to-master skills. Gaming also provides a clear structure for collaboration and enables both open authorship and protovation (prototyping and testing of experimental solutions) that augment knowledge and talent. Through such protovation, it is possible to use gaming to go through multiple iterations and experience different options that can lead to success. The technology also can enable the users to participate effectively and efficiently in the process of inventing new products and service, and to test market assumptions. 20 A key element of gaming technologies is the creation of an avatar, which is the representative of ones personal image and being within the gaming world. As the technology is advancing, these beings are becoming much more life-like. As a result, instead of having to issue commands to create movement, it is becoming possible to show natural gestures and emotions through facial expressions and movements. Soon it will be possible to hold lifelike conversations, meetings, and classroom sessions, which will make international communications far more efficient and effective and reduce the need (and cost) of travel. 21 Regarding Second Life in particular, those who have been working in this area recognize that it ultimately may not be the platform of choice, but in the meantime it is a means to support regular instruction, experimentation, virtual labs, seminars, panels, community engagements, and collaborations among higher education and cultural institutions. It is also a means to gain competency with 3D technologies. 22
As a branch of gaming technologies, augmented reality is described as a means to let users mash up real-world actions with digital information. One such example is the Nintendo Wii gaming system, which allows users to move their bodies to make the avatar act accordingly. Another example is Microsoft's Surface, a tabletop computer that lets users manipulate digital content with natural motions, such as hand gestures. The Gartner Group lists this as one of its top ten disruptive technologies and says that this sort of real-world-meets-virtual-reality mashup will become more common. 23 Social Networks. So much has been written about social networking and library 2.0 that it is surely not necessary to describe here what it is, but rather to consider its long term implications regarding service. Perhaps the most important issue is to consider how social networking is changing not only human behaviors but the convergence of different technologies with social networking. For example, as social networks move to the mobile platform, will they merely be ported over to a different platform, or will there be opportunities to do things differently in the mobile world that will make the social networks more robust? Perhaps the most important issue that is rarely discussed is whether we have witnessed a permanent change in the way that people work and communicate or whether some fatigue factor or backlash will eventually set in. Surely there will continue to be many (millions?) of people who will be anxious to use the Internet to share their knowledge, expertise and opinions through blogs, online reviews, and wikis. However, the lasting effects of social networks are far too early to predict. Will this be an overnight sensation that burns brightly for a decade or so and then peters out, or will it cause an everlasting change in the way the entire world operates?
Spending. E-book spending by libraries is growing rapidly in 2008 but by significantly less than in 2007. Libraries in the sample expected to renew over 77% of their current contracts for e-books. Nearly 70% of e-book spending was with aggregators, with 24.6% of total spending with individual publishers. Specific materials. More than half of all library users reported either extensive or significant use of e-reference books, and nearly a quarter of college libraries reported use as quite extensive. How-to books were used occasionally by about 37% of the libraries, and non-U.S. libraries reported higher use than did U.S.-based libraries. Business books were among the most popular e-books, with nearly 23% of the libraries reporting quite extensive use and another 23% reporting significant use. Non-U.S. libraries reported even heavier use. Fiction e-books were not used extensively, with 71% saying that they were used little, and fewer than 10% reporting extensive or significant. Cataloging. Non-U.S. libraries had MARC records provided by vendors for more than 78% of their e-book holdings. Over 81% of the sample cataloged their e-books and listed them in their online catalogs. The libraries in the sample had MARC records for about 74% of the e-books in their collections. Many of the libraries with the smallest budgets did not have MARC records for their e-books. Information literacy. Nearly half the librarians rated the skills of their users as being less skillful in using e-books than other major e-journal databases, and another half said the skills were about the same. The non-U.S. population rated only 31% as less skillful, while 53% of U.S. librarians rated their users as less skillful. Use by discipline. Use of e-books in the hard sciences (chemistry, physics and biology) was particularly high, with more than 30% of participants saying that this use of e-books was quite extensive and another 26% noted significant use. Redundancy in print. A print version was maintained by 24% of the reporting libraries.
Use in course reserves. E-books account for only about 3.9% of the books on course reserve (also known as short loans), with a range of 0 to 30%. Availability of non-commercial e-books. 45% of the libraries in the sample said that they make special efforts to help users reach assessable free e-book sites such as Project Gutenberg. Nearly 21% of the libraries have digitized out-of-copyright books in their collections and make their contents more available to their patrons. E-book statistics. Nearly 80% of libraries said that they used them only occasionally or that they were little used, and only 8% said that they were used quite extensively. E-book readers. The percentage of libraries that own any kind of e-book reading device, not including computer workstations, is very low only 10%. The U.S. ownership (10.64%) is very similar to the non-U.S. ownership (8.33%). Ironically, except for libraries with the very smallest budgets, there is an inverse relationship between library budgets and percentage of ownership, with only 6.7% of those with budgets exceeding $4 million (USD) owning readers, while ownership was 14.2% with budgets between $300,000 and $1.5 million. Ownership of the Amazon Kindle in particular was only 4.0%
Another recent study supports some of these conclusions about the potential growth of e-books. Ebrary, an aggregator of ebooks, commissioned a study that surveyed 150 college and university libraries throughout the world. 28 While 49% of the respondents overall reported that they never use e-books, and another 28% use e-books less than one hour per week, the use rate is actually higher outside the U.S. than inside. The major reasons for non-use are that students dont know where to find the books (57%) and they prefer printed books (45%). The most important features of e-books are the ability to download the text to a laptop, to copy and paste text, to print, and to highlight text. Neither of these studies distinguishes very much between e-reference books versus monographs or trade books. It is also important to watch the development of different e-book reader technologies. In some countries, standard mobile phones are used to read whole novels, and the iPhone seems well-positioned to move into that market. Specialized e-ink based readers, such as the Sony eReader and the Amazon Kindle, are gaining some traction, and the next generation of readers have screens that can be folded or scrolled. For the first time, trade and commercial publishers are making the substantial portion of their front stock available for these specialized readers, and they are also realizing long tail sales of back stock. Greater adoption can be expected as the technology advances and the price for specialized readers continues to drop. Digital Book Projects. As e-books gain ground, projects to digitize books owned by libraries continue to be a mixed picture. Google continues to gain new participants in its book scanning project, but concerns remain about restrictions that Google places on these digital images. Most recently, Microsoft announced that it is abandoning its book digitization project and that it is turning over the already-scanned digital copies of those books to the home institutions. The Open Content Alliance continues to make headway, but the funding for most of its digitization efforts comes either through limited grants or from the libraries themselves. Nonetheless, interest in, the value of, and the desire for book digitization remain extremely high, and it is clearly a trend that is likely to increase. Peer Production. In the July 2006 issue, Chris Anderson in Wired named peer production as one of the top six trends that are changing the world. Since then, everything from Wikipedia, Flickr, Facebook, and political blogs to tagging sites and virtual libraries (such as Shelfari) have boomed with content that is being generated constantly by amateurs who do their work for free, which is having a profound impact as to what is available to libraries and how the publishing industry will rework itself in future. There is ample evidence that peer production is now affecting commercial enterprises, and not just in the individual contribution to sites such as Amazon. For example, Encyclopedia Britannica recently announced that as a complement to the tightly-edited entries, it will create a function to allow the user community to contribute articles. These new articles will be clearly marked and run alongside the edited reference pieces. EB explained that readers and users will also be invited into an online community where they can work and publish at Britannicas site under their own names. The core encyclopedia itself will continue to be edited according to the most rigorous standards and will bear the imprimatur Britannica Checked to distinguish it from material on the site for which Britannica editors are not responsible. 29 In a related development, Jimmy Wales noted that Wikipedia entries have become more detailed, more accurate, hopefully better written, fleshed out more, with more references and more citations. Over time the community has gotten more and more rigorous about sourcing. He also noted that a new feature of the German Wikipedia is a "flag revisions" feature that
allows the community to flag a particular version of an article to show that the article has been vetted. Wikipedia will still allow further editing, but if you really wanted one that as of three months ago we had three Ph.D. s look at it, and they checked it off as being good, you could see that. The flagged versions could be cited more comfortably by an academic. Consideration is also being given to extend this feature to other Wikipedia editions, including the one in English. 30
Discussion Questions
Questions developed by Stephen Spohn, NELINET Senior Consultant for Library Planning and Assessment Societal and Economic Issues What services changes will be necessary to engage younger users who often prefer online forms of interactions? How will rising costs affect in-person and remote use of the library, its resources and its services? Technology Issues What protections should the library provide to ensure the privacy of library users? What online tools should the library offer other than resources that are available from commercial sources? What changes should be made to the library web site or information portal? For example, what could or should library widgets look like? What current policies are outdated concerning the use of technology in the library? Education and Learning Issues How can the library measure the impact of its services on student learning? On faculty research? On community users? What is or should be the relationship between the quality of library services, its impact upon its users, and its revenue? Information Content Issues What copyright compliance and intellectual property issues will face the library in an evolving environment? In response to those changes, what advocacy should the library engage in, and what policies should it adopt? What should the librarys collection policies be regarding e-books going forward? Library Leadership and Organization Issues What changes to the library facilities should be undertaken over the next three to five years? What does the library wish to accomplish with its online presence, and what changes are needed to accomplish these goals (e.g., changes to the web site, RSS feeds, blogs, wikis, etc.)?
10
ENDNOTES
1
Arnold Hirshon. "Vision, Focus, and Technology in Academic Research Libraries: 1971 to 2001." Advances in Library Automation and Networking, v.2. (Greenwich, CT: JAI Press, 1988): 215-257. Available at http://www.nelinet.net/ahirshon/public/vision.pdf Paul Saffo. Six Rules for Effective Forecasting. Harvard Business Review (June 2007).
2 3
John Tierney. The Future Is Now? Pretty Soon, at Least. New York Times (June 3, 2008) http://www.nytimes.com/2008/06/03/science/03tier.html?8dpc=&pagewanted=print Various sources, including http://www.forrester.com/Research/Document/Excerpt/0,7211,43977,00.html
http://www.forrester.com/Research/Document/Excerpt/0,7211,43647,00.html http://www.forrester.com/Research/Document/Excerpt/0,7211,43150,00.html Tamara J. Erickson. Task, Not Time: HBR Breakthrough Ideas for 2008. February 2008: 19 John Seeley Brown and Douglas Thomas. The Gamer Disposition. Harvard Business Review, February 2008: 28 Information Behaviour of the Researcher of the Future. (London: British Library and JISC, January 2008). Executive summary at http://www.jisc.ac.uk/media/documents/programmes/reppres/gg_final_keynote_11012008.pdf
6 7 5
http://www.privacyrights.org/ar/ChronDataBreaches.htm
Declan McCullagh. How search engines rate on privacy. CNet http://news.com.com/How+search+engines+rate+on+privacy/2100-1029_3-6202068.html (summary) http://news.com.com/In+their+own+words+Search+engines+on+privacy/2100-1029_3-6202047.html (full survey) http://searchengineland.com/080222-083116.php http://scobleizer.com/2007/08/24/seagate-making-headlines-over-flash-memory/ http://www-01.ibm.com/software/success/cssdb.nsf/CS/JRDS-7DJJEC?OpenDocument&Site=
8 9
10 11
For an example of a 360 degree high definition view of the Piazza San Marco in Venice, go to http://labs.live.com/photosynth/view.html?collection=sanmarco/index/1.sxs For a live, interactive example of a 16 gigapixel image of DaVincis The Last Supper, which was photographed in 1,677 separate images, go to http://www.haltadefinizione.com/en/
13 14 12
http://www.eweek.com/c/a/Messaging-and-Collaboration/10-Most-Disruptive-Technologies
One Laptop per Child isn't just for children anymore. Andy Jordan talks to adults who can't wait to get their hands on the "unbelievably sexy" machines. http://online.wsj.com/article/SB121458969827311273.html?mod=djemPJ Victoria Shannon. Social Networking Moves to the Cellphone. New York Times (March 6, 2008) http://www.nytimes.com/2008/03/06/technology/06wireless.html?ref=technology
16 17 18 19 15
Don Clark. Chip Makers Put Rush on Mobile Gadgets Pocket-Size Devices Being Pushed by Intel Spark Product Scramble. Wall Street Journal (June 2, 2008: B6) http://online.wsj.com/article_print/SB121236957070436679.html
11
20 21 22
Jane MacGonigal. Making Alternate Reality the New Business Reality. Harvard Business Review (February 2008: 29). Judith Donath. Giving Avatars Emote Control. Harvard Business Review (February 2008: 31)
Jeffrey R. Young. Colleges Are Building in Second Life, but Is Anyone Visiting? August 16, 2007 http://chronicle.com/wiredcampus/index.php?id=2307?=atwc
23 24 25
http://www.eweek.com/c/a/Messaging-and-Collaboration/10-Most-Disruptive-Technologies/ http://chronicle.com/weekly/v53/i50/50a02601.htm
Chris Anderson. Free! Why $0.00 Is the Future of Business. Wired Magazine 16.03. (February 25, 2008) http://www.wired.com/print/techbiz/it/magazine/16-03/ff_free
26 27
http://chronicle.com/wiredcampus/article/3047/research-libraries-embracing-e-books?utm_source=at&utm_medium=en
http://www.responsetrack.net/lnk/surveymonkey888307/?14C2107RED4"http://www.surveymonkey.com/s.aspx?sm=V6KfjUjiRPtGy JYmHINDRg_3d_3d Josh Fischman. Encyclopaedia Britannica Goes - Gasp! Wiki. Chronicle of Higher Education (June 6, 2008). http://chronicle.com/wiredcampus/article/3064/encyclopedia-britannica-goes-gasp-wiki?utm_source=at&utm_medium=en Jeffrey R. Young. Wikipedia's Co-Founder Wants to Make It More Useful to Academe. Chronicle of Higher Education (June 13, 2008). http://chronicle.com/weekly/v54/i40/40a01801.htm
30 29
12