The question what role digitization plays in the development of the Library of the Future builds on classic thinking about cultural heritage. How do we preserve? What do we preserve? Who do we preserve for? How long do we preserve?
these, in my view ignore the most important role of the public library though: providing access to knowledge & information and facilitating our users to contribute to knowledge production themselves.
the monopoly of the book as the main knowledge vehicle gradually begins to crumble
the maker movement, a phenomenon that is built on the foundation of digital manufacturing combined with a holy belief in sharing based on open principles.
The interesting thing about the Thingiverse’s of this world is that distribution and use / production go hand in hand. Gradually the distinction between user and creator disapears in the sense that a user is also a producer. Looking at successful Youtube-acts this is a purely online phenomenon. The interesting thing however is that it is now also manifest in the physical realm. First of all by the creation and offering of physical products. Secondly by the need to learn from and work with people in real life. And, very importantly, to be able to make use of shared resources for produce or use.
In the latter, libraries have always been trying to provide.Of course with books, but also by providing acces to computers and the Internet.
Quirkbug - every school a hackerspace, Sparklitech AB, Tom Tits, Ideofon, IDEA society, 500 000 Digitalt kit till teknikundervisningen, lekfullt med sugrör och sensorer.
Skaepiedidh - Framtidens skapande i skolan, Luleå tekniska universitet, Luleå kommun, AB Centek, 1,7 miljoner Skaepiedidh är en webbaserad plattform för hantering av olika experiment och recept för skapande.
Integrerad professionell utveckling - metod och digitalplattform, Stockholms stad, Årstaskolan, 290 000 Digital plattform för kollegial träning och lärande.
Teach Trail, Popdevelop AB, 350 000 Digital tjänst för att hitta, använda och integrera läromedelsresurser från internet
The popularity of "Minecraft" rests in large part on its open-ended possibilities, letting players build just about anything in a blocky, Lego-style world filled with dangers such as zombies and giant spiders. The game has struck a chord with children and hard-core gamers alike despite pixilated graphics that are a far cry from polished, action-based blockbusters like Microsoft's own "Halo" franchise.
The brand has also grown beyond videogames, striking licensing deals with <!-- module article chiclet --> Scholastic Corp.
for handbooks, Lego A/S for toys and Warner Bros. Pictures for a feature film. There is even a popular edition for schools to teach children such subjects as languages and architecture.