Camillo Lamanna and Manfredi La Mannahave published "The Fundamental Problem Blocking Open Access and How to Overcome It: The Bitviews Project" in Insights.
Here's an excerpt:
In our view the fundamental obstacle to open access (OA) is the lack of any incentive-based mechanism that unbundles authors' accepted manuscripts (AMs) from articles (VoRs). The former can be seen as the public good that ought to be openly accessible, whereas the latter is owned by publishers and rightly paywall-restricted. We propose one such mechanism to overcome this obstacle: BitViews. BitViews is a blockchain-based application that aims to revolutionize the OA publishing ecosystem. Currently, the main academic currency of value is the citation. There have been attempts in the past to create a second currency whose measure is the online usage of research materials (e.g. PIRUS). However, these have failed due to two problems. Firstly, it has been impossible to find a single agency willing to co-ordinate and fund the validation and collation of global online usage data. Secondly, online usage metrics have lacked transparency in how they filter non-human online activity. BitViews is a novel solution which uses blockchain technology to bypass both problems: online AMS usage will be recorded on a public, distributed ledger, obviating the need for a central responsible agency, and the rules governing activity-filtering will be part of the open-source BitViews blockchain application, creating complete transparency. Once online AMS usage has measurable value, researchers will be incentivized to promote and disseminate AMs. This will fundamentally re-orient the academic publishing ecosystem. A key feature of BitViews is that its success (or failure) is wholly and exclusively in the hands of the worldwide community of university and research libraries, as we suggest that it ought to be financed by conditional crowdfunding, whereby the actual financial commitment of each contributing library depends on the total amount raised. If the financing target is not reached, then all contributions are returned in full and if the target is over-fulfilled, then the surplus is returned pro rata.
Mafkereseb Kassahun Bekele and Erik Champion have published "A Comparison of Immersive Realities and Interaction Methods: Cultural Learning in Virtual Heritage" in Frontiers in Robotics and AI.
Here's an excerpt:
In recent years, Augmented Reality (AR), Virtual Reality (VR), Augmented Virtuality (AV), and Mixed Reality (MxR) have become popular immersive reality technologies for cultural knowledge dissemination in Virtual Heritage (VH). . . . In this regard, our paper attempts to compare the existing immersive reality technologies and interaction methods against their potential to enhance cultural learning in VH applications. To objectify the comparison, three factors have been borrowed from existing scholarly arguments in the Cultural Heritage (CH) domain. These factors are the technology's or the interaction method's potential and/or demonstrated capability to: (1) establish a contextual relationship between users, virtual content, and cultural context, (2) allow collaboration between users, and (3) enable engagement with the cultural context in the virtual environments and the virtual environment itself. Following the comparison, we have also proposed a specific integration of collaborative and multimodal interaction methods into a Mixed Reality (MxR) scenario that can be applied to VH applications that aim at enhancing cultural learning in situ.
Anas Alaoui M'Darhri et al. have self-archived "Share–Publish–Store–Preserve. Methodologies, Tools and Challenges for 3D Use in Social Sciences and Humanities."
Here's an excerpt:
Through this White Paper, which gathers contributions from experts of 3D data as well as professionals concerned with the interoperability and sustainability of 3D research data, the PARTHENOS project aims at highlighting some of the current issues they have to face, with possible specific points according to the discipline, and potential practices and methodologies to deal with these issues. During the workshop, several tools to deal with these issues have been introduced and confronted with the participants experiences, this White Paper now intends to go further by also integrating participants feedbacks and suggestions of potential improvements. Therefore, even if the focus is put on specific tools, the main goal is to contribute to the development of standardized good practices related to the sharing, publication, storage and long-term preservation of 3D data.
EDUCAUSE has released EDUCAUSE Horizon Report: 2019 Higher Education Edition .
Here's an excerpt:
This report profiles six key trends, six significant challenges, and six developments in educational technology for higher education. These three sections of this report constitute a reference and technology planning guide for educators, higher education leaders, administrators, policymakers, and technologists.
David M. Frohlich et al. have published "The Cornwall a-book: An Augmented Travel Guide Using Next Generation Paper" in the Journal of Electronic Publishing.
Here's an excerpt:
Electronic publishing usually presents readers with book or e-book options for reading on paper or screen. In this paper, we introduce a third method of reading on paper-and-screen through the use of an augmented book ('a-book') with printed hotlinks than can be viewed on a nearby smartphone or other device. Two experimental versions of an augmented guide to Cornwall are shown using either optically recognised pages or embedded electronics making the book sensitive to light and touch. We refer to these as second generation (2G) and third generation (3G) paper respectively. A common architectural framework, authoring workflow and interaction model is used for both technologies, enabling the creation of two future generations of augmented books with interactive features and content. In the travel domain we use these features creatively to illustrate the printed book with local multimedia and updatable web media, to point to the printed pages from the digital content, and to record personal and web media into the book.
CLIR has released 3D/VR in the Academic Library: Emerging Practices and Trends.
Here's an excerpt from the announcement:
The volume seeks to prompt greater awareness for library professionals as they develop programs that use 3D and VR technologies and work to integrate changing scholarly demands and conventions with existing library services and policies. Eight chapters contributed by experts in a variety of fields cover 3D content creation, VR visualization and analysis, 3D/VR-based educational deployment, and 3D/VR data curation, providing a snapshot of professional objectives and workflows that have developed around 3D/VR. Together, the chapters highlight three critical approaches for librarians and digital curators to consider as they use 3D/VR to support their communities: (1) treat the academic outputs that use 3D/VR as scholarly products; (2) build a 3D/VR scholarly community to support knowledge exchange across a range of stakeholder groups; and (3) develop technical tools, training, and infrastructure to support a 3D/VR research ecosystem.