Hello and welcome to Episode Thirty Six of Page Turn: the Largo Public Library Podcast. I'm your host, Hannah!
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The English Language Transcript can be found below
But as always we start with Reader's Advisory!
The Reader's Advisory for Episode Thirty Six is Clap When You Land by Elizabeth Acevedo. If you like Clap When You Land you should also check out: Turtle Under Ice by Juleah del Rosaio, I Am Not Your Perfect Mexican Daughter by Erika L. Sanchez, and Red At the Bone by Jacqueline Woodson.
My personal favorite Goodreads list Clap When You Land is on is Diversify Your Bookshelves.
Happy Reading Everyone
Today’s Library Tidbit comes to us from Hilary and is all about augmented reality.
Augmented reality is a technology that bridges the physical world and the digital world. Unlike virtual reality which completely replaces the users reality, augmented reality changes or enhances only part of the users reality. This is done most often by changing the visual or auditory stimuli that the user is receiving from the world around them, but augmented reality can also be done using haptic perception, scent, and the somatosensory system. Haptic perception is the body’s ability to recognize objects through exploratory touch. The somatosensory system is the body’s conscious perception of touch, pressure, pain, temperature, position, movement, and vibration.
At it’s most basic level augmented reality works by taking in data and then manipulating that data onto a display. There are different set ups, but for every single one an operating system, a computer or a smartphone, takes in data using one or more cameras. The information is then processed through software and the manipulated data is presented back to the user on a display of some sort, typically onto a screen. To make more realistic augmented reality more than just visual data is needed. The operating system must also be able to sense depth, light, motion, and location and to be able to interact and feed that information back to the user. This is why only new generations of smartphones are able to provide augmented reality to users.
There are 3 ways that users can use augmented reality. Through devices, smart phones, tablets, etc, using a PC or connected TV players, or through a head mounted display and glasses. Contact lenses are in the works but are not yet available. Each different system type has it’s advantages and disadvantages. Devices and be cumbersome to continually hold. PC and TV webcameras can be in inconvenient places making it tricky to get the view correct. And head mounted displays can be uncomfortable with long time use. Additionally a common side effect in using augmented reality is nausea or motion sickness.
There are a lot of different applications for augmented reality. The field that most of us will use is entertainment. However, augmented reality has been applied to industrial use, psychiatric use, medical use, technological use, and military use. One of the earliest augmented reality uses was in flight simulators for military training purposes. Recent years have seen the use of augmented reality in therapies for individuals who have suffered neurological injuries. Patients with spinal injuries that received augmented reality therapy show mostly positive outcomes. Medical uses for augmented reality is newer than some other fields of use but the outcome of it is positive.
While Pokemon Go was certainly not the first augmented reality game it was the first to become explosively popular worldwide. This game, and other augmented reality games like it, use your phones cameras and location to allow the player to catch pokemon, battle other users, and gain in game items. Along the same lines a lot of museums, art galleries, and heritage sites are using augmented reality to supplement docent tours.