Microsoft Word - December_ITAL_zak_final.docx Do  You  Believe  in  Magic?     Exploring  the  Conceptualization  of   Augmented  Reality  and  its  Implications   for  the  User  in  the  Field  of  Library  and   Information  Science       Elizabeth  Zak     INFORMATION  TECHNOLOGY  AND  LIBRARIES  |  DECEMBER  2014           23   ABSTRACT   Augmented  reality  (AR)  technology  has  implications  for  the  ways  that  the  field  of  library  and   information  science  (LIS)  serves  users  and  organizes  information.  Through  content  analysis,  the   author  examined  how  AR  is  conceptualized  within  a  sample  of  LIS  literature  from  the  Library,   Information  Science  and  Technology  Abstracts  (LISTA)  database  and  Google  Blogs  postings.  The   author  also  examined  whether  Radical  Change  Theory  (RCT)  and  the  digital-­‐age  principles  of   interactivity,  connectivity,  and  access  are  present  in  the  discussion  of  this  technology.  The  analysis  of   data  led  to  the  identification  of  14  categories  comprising  132  total  codes  across  sources  within  the   data  set.  The  analysis  indicates  that  the  conceptualization  of  AR,  while  inconsistent,  suggests   expectations  that  the  technology  will  enhance  the  user  experience.  This  can  lead  to  future   examinations  of  user  behavior,  response,  and  observation  of  technologies  like  AR.   INTRODUCTION   It  seems  an  understatement  to  say  digital  technology  is  changing  quickly.  Cell  phones  are  like   small  computers  in  our  pockets;  we  have  access  to  far  greater  computing  resources  in  “the  cloud”   than  we  did  just  five  years  ago,  and  computers  are  processing  at  speeds  once  only  a  fantasy.  This   digital  revolution  includes  the  continued  development  of  augmented  reality  (AR)  applications.  At   its  simplest,  AR  is  a  blending  of  the  physical  environment  with  digital  elements.   As  with  many  of  the  latest  technologies,  the  development  of  AR  is  interdisciplinary.  Professionals   in  the  fields  of  computer  science,  psychology,  and  philosophy  seem  to  direct  the  discussion  on  the   development  and  application  of  AR  technology,  as  evidenced  by  the  volume  of  literature  when   searching  these  subject  databases  for  articles  pertaining  to  AR.  The  field  of  library  and  information   science  (LIS)  seems  largely  absent  from  the  conversation.   While  elements  of  AR,  such  as  global  positioning  systems  (GPS),  quick  response  (QR)  codes,  and   virtual  reality  are  not  uncommon  in  LIS  literature,  rarely  are  these  topics  defined  as  AR.   Information  theory,  information  behavior,  knowledge  management,  information  architecture,  and   digital  literacy  (to  name  only  a  few)  are  key  areas  of  study  within  LIS,  which  can  be  central  in       Elizabeth  Zak  (ezak@dom.edu),  is  adjunct  instructor  at  Dominican  University,  River  Forest,   Illinois.     DO  YOU  BELIEVE  IN  MAGIC?  |  ZAK       24   developing  and  exploring  AR.   The  focus  on  and  the  definitions  of  the  user  within  LIS  provide  a  much  different  perspective  on  the   human  aspect  of  engaging  with  digital  information  than  is  found  within  computer  science.   Literature  on  human-­‐computer  interaction  focuses  more  on  the  user  as  a  piece  of  the  system,  with   a  shift  only  recently  toward  acknowledging  this  misdirected  focus.1,2,3,4,5,6,7,8  Libraries  and   information  agencies  have  the  tools  and  skills—with  regard  to  user  interaction  with  and  use  of   information—to  help  answer  questions  relating  to  how  the  conceptualization  of  a  technology  like   AR  influences  the  use  of  the  technology.   Augmented  Reality  (AR)  Defined   What  is  AR,  really?  Ronald  Azuma,  a  pioneer  and  innovator  in  the  research  and  creation  of  AR   applications,  describes  AR  as  a  supplement  to  reality.9  It  combines  the  real  and  the  virtual,  aligning   the  virtual  with  the  real  environment.10  AR  is  part  of  a  mixed  reality  continuum,  and  “the   technology  depends  on  our  ability  to  make  coherent  space  from  sensory  information.”11  This   coherent  space  is  dependent  on  several  variables,  one  of  which  is  AR’s  real-­‐time  interactivity.  AR   applications  cannot  experience  any  delays  in  response  time;  if  the  real  and  virtual  are  misaligned,   it  impedes  the  sense  of  reality.  AR  needs  to  happen  at  the  same  speed  as  real  life—virtual  actions   coinciding  with  human  actions,  and  variable  across  users.   Some  also  view  AR  as  a  new  media  experience,  adding  to  the  growing  list  of  digital  literacies.   “While  the  pure  technology  provides  a  set  of  features  that  can  be  exploited,  the  features  of  the  new   technology  will  develop  into  one  or  more  particular  forms  within  a  particular  historical  and   cultural  setting.”12  This  includes  “remediating”  existing  media,  such  as  film  or  stage  productions,   with  AR  components.   As  a  result,  AR  is  contextual  and  reliant  on  each  personal  experience,  but  it  also  borrows  from   earlier  forms  of  media  within  those  contexts  and  experiences.  For  this  reason,  it  is  important  to   examine  just  how  those  within  LIS  are  constructing  AR  as  a  concept.  The  rapid  pace  at  which  AR  is   evolving  and  gaining  in  popularity  suggests  those  within  the  field  of  LIS  will  need  to  be  aware  of   new  applications  for  the  technology  as  more  and  more  users  may  come  to  expect  access  to  and   knowledge  of  this  technology.   Much  of  the  literature  also  references  AR  as  being  an  enhancement.  But  what,  exactly,  is  AR   enhancing?  The  answer  includes  our  senses  and  perceptions,13  software,14  our  emotions  and   feelings,15  and  question-­‐answering  programs.16  Authors  use  the  term  enhancement  with  no   explanation  of  how  it  is  defined  in  each  piece  of  literature.  Some  assume  more  is  always  better.   Missing  is  the  voice  of  the  user  or  consumer,  whom  authors  refer  to  as  a  subject  or  wearer.  The   irony  is  many  of  these  users  are  the  ones  creating,  building,  and  populating  these  AR  worlds.  I   propose  the  field  of  LIS  is  in  a  prime  position  to  address  the  missing  piece  of  the  research  and   discourse  of  AR.     INFORMATION  TECHNOLOGY  AND  LIBRARIES  |  DECEMBER  2014   25   Many  of  the  technological  enhancements  authors  describe  in  the  AR  literature  connect  to  the   development  of  knowledge,  one  of  the  main  goals  of  computing.17  There  are  a  variety  of  settings  in   which  some  expect  AR  to  create  new  routes  to  knowledge.  Within  a  library  setting,  AR  can   improve  library  instruction,18  provide  information  retrieval  about  shelved  books  through   recognition  applications,19  reconstruct  and  restore  artifacts,20  and  deliver  services  at  point  of  need   through  QR  codes.21  Others  view  AR  as  a  technological  breakthrough  with  extreme  potential  in   medical  fields,  such  as  non-­‐invasive  surgical  visualization,  which  can  display  the  organs  through   sensors  placed  on  the  body,  helping  medical  practitioners  and  students  to  understand  internal   body  functions.22   AR  is  also  said  to  perform  some  of  its  “enhancements”  in  the  classroom.23  Augmented  books  are   growing  in  number  and  are  expected  to  enhance  collaboration  and  interactivity  between  students.   Some  allow  more  than  one  person  to  explore  the  same  content  at  the  same  time  or  outside  of  the   classroom  through  mobile  technology;  others  give  students  the  ability  to  rotate,  tilt,  and   manipulate  viewing  angles  of  various  objects.24       AR  technology  within  art  education  is  said  to  have  a  positive  impact  on  student  motivation.25  In  a   2010  study,  reference  librarians  at  the  University  of  Manitoba  were  given  smartphones  and  asked   to  create  innovative  projects.  What  they  came  up  with  resulted  in  a  public  art  project  using  social   networks,  GPS  software,  and  AR  technology  that  allowed  users  to  interact  with  the  art  pieces   through  QR  codes.26  Again  and  again,  interactivity,  connectivity,  and  mobility  of  AR  applications   are  highlighted  as  efficient  and  motivating  factors  in  education  and  learning.27,28,29,30   Organizations  are  also  testing  AR  applications  for  general  public  use.  Museums  and  galleries   contain  AR  virtual  displays  of  artifacts  and  historic  scenes,  personalizing  interactive  experiences   and  providing  multiple  perspectives  of  events  and  artifacts.31  The  Natural  History  Museum  in   London,  for  example,  created  the  Attenborough  Studio  in  2009  for  live  events  and  the  viewing  of   AR  enhanced  films.32  AR  tours  are  also  offered  on  historic  places  and  spaces.  Augmented  reality  is   already  in  use  as  a  tour  guide  application,33  to  supplement  paper  maps,34  and  even  to  reconstruct   damaged  historic  sites.35  AR  is  essentially  a  mutable  form  of  displaying  what  are  typically  static   objects  and  ideas.   The  use  of  AR  is  integrative.  It  can  saturate  real  landscapes,  places,  and  spaces  with  virtual   characteristics;  it  can  add  to  or  hide  objects  in  the  environment.36  Manipulation  of  the   environment  promotes  “immersive  experiences,”37  multifaceted  for  different  people  interacting   with  AR.38  Virtual  experiences  are  expected  to  enhance  the  real-­‐life  experiences  of  the  user.  Spaces   can  become  layered,  or  scaffold,  not  only  through  depth  perception  or  AR  software,  but  also   through  the  user’s  contextual  life  experiences.39   With  growing  widespread  use,  it  is  imperative  for  those  in  the  field  of  LIS  to  understand  this   technology  and  how  it  is  used.  How  will  these  applications  be  archived?  Will  institutions  and   organizations  collaborate  with  users  in  creating  these  applications?  Will  users  expect  librarians   and  other  knowledge  workers  to  help  them  understand  and  use  the  technology?  Will  libraries  and     DO  YOU  BELIEVE  IN  MAGIC?  |  ZAK       26   other  institutions  use  the  technology,  and  if  so,  in  what  capacity?  These  are  just  some  of  the   questions  LIS  professionals  should  be  asking  to  ensure  they  are  meeting  user  needs  in  relation  to   technology  and  the  access  of  information  through  technology.  This  study  provides  a  base  for   considering  these  questions,  and  the  effects  of  AR,  by  situating  the  concept  and  expectations  of  AR   within  the  field  and  aligning  the  conceptualization  with  Radical  Change  Theory.   The  User  Within  AR  and  LIS   The  use  of  AR  can  bring  with  it  an  altering  of  emotional  and  psychological  experiences.  Pederson   argues  AR  applications  should  be  “human-­‐centric”.40  Because  human  beings  “instrumentalize”   technology  such  as  AR,  the  technology  itself  should  accommodate  the  human  needs  for  AR  tools.41   For  AR  applications  to  be  successful,  they  must  display  the  human  characteristics  encompassing   reactions  to  one  another  and  the  environment.42  Applications  blurring  the  lines  between  the  real   and  the  virtual,  and  engaging  the  person  in  ways  that  play  on  perception,  are  capable  of  changing   the  real-­‐life  perceptions  and  expectations  of  the  user.  AR  can  be  either  a  form  of  escapism  for  brief   moments  or  an  escape  from  what  we  know  of  as  real-­‐life  for  good.43   What  much  of  the  research  assumes  is  the  desire  for  AR  applications.  Lacking  is  surveys  of  user   desire  for  AR,  or  examination  of  potential  negative  consequences.  A  user-­‐focus  is  central  to  LIS   and  the  values  of  librarianship.  Within  all  these  potential  uses,  what  is  not  being  discussed  is  how   creators  of  AR  applications  organize,  categorize  and  choose  the  information  contained  within   these  applications.  Much  of  the  discussion  surrounding  the  implications  of  AR  use  is  left  to  those  in   fields  of  philosophy  and  psychology,  dealing  in  abstraction.  The  research  and  marketing  of  AR   applications  promote  passive  acceptance  of  AR  technologies.44  There  comes  a  point  when  AR   researchers  must  ask,  to  what  extent  are  potential  users  aware  of  and  desirous  of  AR  applications?   The  notion  of  people  as  users  is  quite  similar  to  the  contextualization  of  human  as  subject  in  this   scientific  literature,  different  from  the  notion  of  user  in  LIS.  In  computer-­‐science  literature,  users   are  those  reacting  to  AR  and  providing  AR  researchers  with  content  for  AR  modification  as   evaluators  of  the  technology.  Within  computer-­‐science  literature,  there  is  much  talk  of  the  user’s   satisfaction  with  tested  AR  applications;45  there  also  much  talk  of  the  user’s  position  within  the  AR   frame/environment.46  Similar  is  the  discussion  of  the  user  and  the  physical  space  of  the  AR   application,  and  how  the  user  responds  to  the  AR  functions.47  User  and  subject  are  terms  used   interchangeably  in  the  scientific  literature.  These  terms  are  largely  undefined,  indicating  little   regard  for  the  role  of  the  human  outside  of  objectification  as  a  tool  working  in  the  AR  environment.   Within  the  field  of  LIS,  the  notion  of  the  user  takes  on  different  characteristics:  users  are  clearly   patrons,  human  beings,  for  which  LIS  provides  a  service.  Kuhlthau  focuses  on  user-­‐centric   treatment  of  information  services  with  her  Information  Search  Process  model.48  Chatman’s   theories  of  Information  Poverty  and  Life  in  the  Round  both  center  on  the  information-­‐seeking   behaviors  of  ordinary  people  with  everyday  needs.49     INFORMATION  TECHNOLOGY  AND  LIBRARIES  |  DECEMBER  2014   27   Library  anxiety,  as  developed  by  Mellon,  pivots  on  the  emotions  and  psychological  responses  of   information-­‐seekers,  or  users.50  There  are  many  more  theories  and  models  demonstrating  this   user-­‐centric  focus  in  LIS.  Case  points  to  Dervin’s  1976  article  “Strategies  for  Dealing  with  Human   Information  Needs:  Information  or  Communication?”  as  an  exemplar  of  the  shift  in  thinking  about   the  role  and  needs  of  the  user  in  LIS.51  Dervin  pointed  to  assumptions  in  research  on  information-­‐ seeking,  such  as  more  information  as  better,  and  relevant  information  existing  for  every  need.  It  is   important  to  note  whether  there  are  assumptions  now  being  made  in  LIS  literature  with  regard  to   user  interaction  with  AR  and  how  best  to  understand  user-­‐centered  design  of  AR  applications.   Bowler  et  al.  define  user-­‐centered  design  as  “[reflecting]  the  user,  typically  from  a  cognitive,   affective  or  behavioral  point  of  view,  as  well  as  the  social,  organizational,  and  cultural  contexts  in   which  users  function.”52  These  points  of  view—the  cognitive,  social,  behavioral,  and  the  like—all   synchronize  within  AR  applications.  Bowler  et  al.  state,  “With  the  increased  use  of  digital,   networked  information  tools  in  daily  practice  and  the  emergence  of  the  digital  library  and  archive,   it  is  impossible  to  separate  the  service  from  the  system.  In  this  context,  understanding  the  user   becomes  more  critical  than  ever.”53  With  the  advent  of  AR  and  its  dependence  on  user  interaction,   it  is  imperative  to  continue  to  address  the  role  of  the  user.   O’Brien  and  Toms  further  the  discussion  by  trying  to  define  user  engagement  with  technology.  The   authors  define  engagement  as  a  process,  composed  of  three  states:  a  point  of  engagement,  a  period   of  engagement  and  then  finally  disengagement.54  Attention  to  user  needs  and  behavior  as  an   individualized  process  is  evident  across  LIS  literature.  Shu  suggests  user  engagement  in  website   design  as  a  means  to  strengthening  user  relationships  with  organizations  through  a  study  of  Web   2.0  [interactive  internet  applications].55  Idoughi,  Seffah,  and  Kolski  recommend  integrating   “personae,”  or  perceived  personality  types  and  characteristics,  into  user-­‐design  to  address   challenges  in  creating  software  offering  highly  personalized  services.56  Pang  and  Schauder  take  a   community-­‐based  approach  to  systems  design,  particularly  in  libraries  and  museums  and   encourage  system  designers  to  draw  on  the  study  of  relationships  and  interaction  within  different   communities  as  a  means  to  gain  insight  into  more  user-­‐centric  design  methods.57   A  user-­‐centric  focus  has  extended  itself  to  catalog  design58  and  information-­‐retrieval  systems   design.59  It  has  been  applied  as  a  learning  approach  to  organizational  culture  within  libraries.60   Scholarly  research  within  the  library  is  said  also  to  have  benefitted  because  a  user-­‐centric  focus   informs  how  different  types  of  users  interact  with  information  within  the  library.61  Through  an   analysis  of  user  language,  user-­‐centricity  is  also  applied  as  a  means  to  identify  strategies  for   creating  language  tools  for  web  searching.62  Such  studies  are  representative  of  the  ways  a  user-­‐ centric  paradigm  proliferates  within  LIS.   These  models  and  studies  highlight  the  importance  of  the  user  perspective  and  how  the  user   engages  with  information  at  various  levels.  Radical  Change  Theory  (RCT),  developed  by  Eliza   Dresang  in  1999,  goes  one  step  further  and  adds  another  element  to  the  user-­‐information   interaction:  the  user’s  interaction  with  other  users  and  the  response  to  the  interactive  applications     DO  YOU  BELIEVE  IN  MAGIC?  |  ZAK       28   and  digital  technologies  in  which  information  is  becoming  embedded.  This  element  is  mirrored  in   such  applications  as  Twitter  and  Foursquare,  which  allow  digital  overlays  of  information  to  see  if   there  are  individuals  “near  you”  also  logged  on  to  these  networking  applications.   The  highly  complex  AR  applications  call  for  a  highly  complex  view  of  human  interaction  with  those   applications.  Radical  Change  Theory  helps  to  explicate  the  characteristics  of  human  expectations   and  interactions  with  information  in  digital  formats.  Coupled  with  an  examination  of  AR  discourse   within  LIS  literature,  RCT  helps  clarify  how  people,  or  users,  are  approaching  the  changing   information  landscape.   RESEARCH  APPROACH   This  study  focuses  on  the  user-­‐centric  paradigm  prevalent  in  LIS,  seeking  to  understand  the   relationship  between  the  conceptualization  of  an  emerging  technology  and  the  role  of  the  user.   The  research  questions  guiding  this  study  are  the  following:   • How  is  augmented  reality  (AR)  conceptualized  in  LIS?   • What  is  the  role  of  the  user  in  relation  to  AR  as  it  is  conceptualized  in  LIS?     The  aim  is  to  understand  how  a  specifically  LIS  user-­‐centric  focus  can  apply  to  the   conceptualization  of  AR  and  its  use  within  libraries  and  cultural  heritage  institutions.   The  model  for  this  study  is  Clement  and  Levine,  which  examined  how  pre-­‐1978  dissertations  were   published  and  what  the  concept  of  copyright  was  for  those  dissertations.  The  unit  of  sampling  in   their  study  was  the  written  message,  “defined  as  a  complete  statement  or  series  of  statements   with  a  distinct  start  and  end.”  Each  message  under  investigation  required  author-­‐specified   semantic  concepts.  The  researchers  then  selected  recording  units,  what  they  describe  as  “explicit   assertions”  pertaining  to  the  publication  of  dissertations.  The  authors  delineated  explicit   assertions  as  taking  several  forms,  from  a  phrase  within  a  sentence  to  a  multipage  argument.63   For  the  purpose  of  this  study,  I  investigated  written  messages  contained  in  the  journals  and  blog   posts  I  chose  as  well  as  links  to  other  webpages  or  blog  posts  contained  in  the  initial  data  set.  The   semantic  concept  is  the  term  augmented  reality.  The  recording  unit  is  any  explicit  assertions  made   regarding  augmented  reality  using  the  same  range  of  form  as  Clement  and  Levine.64   In  this  study,  I  allied  content  analysis  with  Radical  Change  Theory  (RCT).  RCT  focuses  on  the   characteristics  of  interactivity,  connectivity,  and  access,  which  are  all  dependent  on  measures  of   human  connections  through  various  forms  of  media.  The  characteristics  of  these  principles  are  as   follows:   • Interactivity  refers  to  dynamic,  user-­‐initiated,  nonlinear,  nonsequential,  complex   information  behavior,  and  representation.       • Connectivity  refers  to  the  sense  of  community  or  construction  of  social  worlds  that  emerge   from  changing  perspectives  and  expanded  associations.         INFORMATION  TECHNOLOGY  AND  LIBRARIES  |  DECEMBER  2014   29   • Access  refers  to  the  breaking  of  long-­‐standing  information  barriers,  bringing  entrée  to  a   wide  diversity  of  opinion  and  opportunity.65   Content  analysis  of  LIS  literature  related  to  AR  through  the  RCT  framework  allowed  me  to  find   connections  between  the  conceptualization  of  a  technology  and  how  the  conceptualization   functions  within  a  given  academic  community.  During  the  data  analysis,  I  assessed  whether  the   characteristics  of  interactivity,  connectivity,  and  access  are  present  in  the  descriptors  of  AR.   Understanding  how  AR  is  brought  into  the  discourse  of  LIS  in  LIS  literature  helps  describe  the   ways  an  emerging  technology  is  developed  as  a  concept  and  as  a  tool  through  an  examination  of   how  researchers  and  practitioners  perceive  the  need  for  and  use  of  AR.   Data  collected  from  searches  of  Google  Blogs  and  the  Library,  Information  Science  and  Technology   Abstracts  with  Full  Text  (LISTA)  database  aided  in  understanding  the  conceptualization  of  AR  and   the  role  of  the  user  in  relation  to  the  conceptualization.  All  the  searches  took  place  over  three   months,  December  2012  to  February  2013,  and  all  searches  centered  on  the  search  term   “augmented  reality”  (the  term  was  enclosed  in  quotation  marks  in  the  search  box).   Through  purposeful  criterion  sampling,  all  search  results  including  the  term  “augmented  reality”   are  included  in  the  initial  list  of  data  for  analysis.  I  chose  the  Google  Blogs  search  engine  because   of  its  popularity,  familiarity,  ease  of  use,  and  variety  of  viewpoints.  Blogs  are  an  important  source   of  data  because  they  continue  to  increase  in  popularity  across  disciplines,  including  LIS,  and  serve   as  a  way  for  people  to  communicate  with  one  another  and  exchange  information.66  The  LISTA   database  is  easy  to  access;  provided  free  to  libraries;  familiar  to  students,  faculty,  and   professionals  in  the  field  of  LIS;  and  covers  a  broad  spectrum  of  general  and  specialized  journals.   Together,  search  results  comprise  both  academic  and  popular,  or  mainstream,  sources.   Google  Blogs   I  first  gathered  data  from  searches  of  Google  Blogs.  I  conducted  two  separate  searches  of  the   search  term  “augmented  reality.”  The  first  was  in  December  2012  and  the  second  was  in  February   2013.  The  first  search  yielded  373  results  and  the  second  yielded  376.  I  used  the  advanced  search   function  to  limit  the  search  to  blog  postings  between  June  2012  and  December  2012.  The  second   search  is  limited  to  June  2012  to  February  2013.  Blog  postings  excluded  from  the  final  body  of   data  for  analysis  include  foreign-­‐language  entries,  duplicate  items,  video-­‐only  postings,  and   advertisements,  resulting  in  a  final  data  set  of  300  postings.   Library,  Information  Science  and  Technology  Abstracts  with  Full  Text  (LISTA)   After  completing  my  search  of  Google  Blogs,  I  gathered  data  from  LISTA  database  searches.  I   searched  the  database  once  a  month  for  three  months,  from  December  2012  to  February  2013.  I   divided  each  monthly  search  into  three  search  types:  first  by  author-­‐supplied  keyword,  second  by   subject  terms,  and  third  by  all-­‐text,  resulting  in  nine  searches.  I  did  this  to  determine  whether  the   results  would  differ  across  each  search  specification.  I  then  cross-­‐referenced  these  lists  and     DO  YOU  BELIEVE  IN  MAGIC?  |  ZAK       30   removed  duplicate  and  foreign-­‐language  results  to  compile  one  complete  data  set  of  160  articles.   Recording  units  from  the  articles,  blog,  or  social  media  postings  I  collected  from  these  searches   include  explicit  assertions  concerning  AR  I  then  coded.  For  the  purposes  of  this  exploratory  study,   I  developed  codes  inductively  rather  than  approaching  the  data  with  a  predetermined  set  of  codes,   as  inductive  codes  arise  from  the  interpretation  of  the  coded  data.67  An  example  of  an  assertion  in   the  dataset  includes  the  following,  taken  from  an  article  in  my  pilot  study:     AR  is  a  very  efficient  technology  for  both  higher  education  such  as  universities  and  colleges.   Students  in  both  schools  can  improve  their  knowledge  and  skills,  especially  on  complex   theories  or  mechanisms  of  systems  or  machinery.68   I  categorized  these  assertions  according  to  the  themes  or  codes  with  which  they  are  embedded.     For  instance,  in  the  assertion  above,  the  notion  that  AR  is  efficient  and  capable  of  improving  or   adding  to  knowledge  and  skills  could  be  categorized  within  similar  assertions  about  the  value  or   purpose  of  AR.  After  I  organized  the  codes  and  categories,  I  determined  which,  if  any,  of  these   codes  coincide  with  the  digital  age  principles  of  RCT  interactivity,  connectivity,  and  access.   I  developed  132  codes.  A  further  reduction  of  codes  is  not  feasible  given  the  myriad  ways  AR  is   defined  across  sources  in  the  data  set,  which  underscores  the  lack  of  consensus  on  just  how  AR  is   truly  understood.  I  went  through  the  codes  and  grouped  them  according  to  similarities  and   overarching  themes  labeled  as  categories.  The  132  codes  make  up  14  categories,  listed  in  table  1.   How  is  AR  conceptualized  in  LIS?   The  LISTA  database  includes  more  than  560  journals  from  LIS  and  related  information-­‐science   fields  such  as  communication  and  museum  studies.  Of  the  77  LISTA  sources  included  in  the  data   set  for  this  study,  46  sources  are  peer-­‐reviewed;  31  are  not.  Of  those  journals  not  peer-­‐reviewed,   all  of  them  focus  specifically  on  issues  in  the  media,  technology,  education  or  libraries.  Based  on   my  analysis,  the  categories  or  overarching  themes  most  prominent  in  the  LISTA  data  set  are  “AR   as  a  new  direction,”  “AR  as  informational,”  and  “AR  as  an  enhancement.”   Taken  together,  these  categories  suggest  AR  can  deliver  information  and  the  user  can  interact  with   information  through  an  enhanced  experience,  which  is  a  new  direction  in  technology.  Individually,   these  categories  are  loaded  with  implications  based  on  the  codes  each  category  encompasses.  The   category  of  AR  as  a  new  direction  itself  includes  twenty-­‐five  codes.  The  codes  include  assertions  of   “AR  as  a  new  normal,  providing  opportunities”  for  those  willing  to  implement  the  technology   because  of  its  “potential,  versatile”  (yet  debatable)  range  of  uses  from  the  business  sector  to   education.         INFORMATION  TECHNOLOGY  AND  LIBRARIES  |  DECEMBER  2014   31                           A  New  Direction   Acting  Upon  reality   Conditioning  the  Environment           A  New  World   Blurs  Line  Between  Real  &  Virtual   Control  Environment           New  Direction   Distinction  Between  Real  &  Virtual   Creating  Environment           New  Normal   Layered  Reality   Increases  view  of  the  Environment       Relevant   Overlay  Worlds   Contextual           Unstoppable   Integrated   Omnipotent  Presence           Important   Embellishment             Raising  Expectations   Improves  Reality   Used  as  a  Tool           Popular   Bringing  to  Life   Discovery  Tool           Trend   Used  to  Simulate   Educational  Tool           Versatile   Unifying   Marketing  Tool           Has  Potential   Crossing  Boundaries   Utility  for  Library  Operations           Needs  Further  Development   Intelligent   Utility  for  Library  Operations           Under-­‐Utilized   Transferring  Intelligence   Library  Instruction  Aid           Unfamiliar   Making  Meaning   Mobile  Learning           Promising   Multimedia  Display   Reading  Aid           Searching   Generates  Media   Increases  Motivation           Opportunity  for  Leadership   Visual  as  Better  than  Textual   Promote  Libraries           Provides  Opportunity   An  Experience   Prompts  Action           Background               Debatable   A  Modifier   Impacting  Economics           Familiar   Catalyst  for  Change   Economic  Barriers           Skepticism  &  Understanding   Changing  Network  Structure   Economic  Growth           Entertaining  Over  Practical   Eliminates  Objects   Low  Cost           Ill-­‐defined   Potential  for  Eliminating  People   Reducing  Costs           Redefined   Transformative   Business  Model           Valuable   Revolutionary   Retail             Problem  Solver   Measurable           Obtainable   Restorative   Niche  Market           Access*   Capable  of  Injury   Gimmick           Questionable  Access   Safety             Democratization   Disruptive   Progressive           Relative  Ease  of  use   Innovative   Eighth  Mass  Medium           Simplicity   Influential   Occurs  in  Phases           Requiring  knowledge   Powerful   Part  of  a  Continuum                         Characterized  by  Empty  Descriptors   Confrontational   Involving  Imagination           Amazing   Challenging  Perceptions   Envisioning           Cool   Challenging     Science  Fiction           Exciting   Therapeutic   The  Future           Fun   Utilizes  Mobile  Devices             Unique   Wearable   An  Enhancement           Awkward     Enhance  Communication           Unpredictable   Informational   Enhance  User  Experience           Entrancing   Changing  Definitions  of  Personal  Information   Enhance  Reality           Phenomenon   Delivering  Information   Enhancing  Learning  and  Training       Magic   Defining  Relevant  Information   Enhancing  the  Library             Helps  Gather  Information   Enriching           Evoking  Legal  Questions   Presenting  Location-­‐Based  Information   Engaging           Beginning  Litigation   Speed  of  Information  Delivery   Interactivity*           Marketing  Disputes   Superimposes  Information   Building  Relationships           Privacy  Concerns   Providing  Services  to  User   Collaboration               Connectivity*                           Table  1.  Codes  Grouped  by  Category.     *  Denotes  principles  of  Radical  Change  Theory     DO  YOU  BELIEVE  IN  MAGIC?  |  ZAK       32     While  the  technology  still  needs  development  in  terms  of  user  awareness  of  the  technology,  a  clear   definition  of  the  technology,  and  an  understanding  of  its  full  range  of  uses,  some  view  it  as  a  trend   that  raises  the  bar  of  technological  expectations.  When  viewed  as  a  growing  trend,  AR  is  creating  a   new  world  or  platform  for  information  delivery.   Furthermore,  in  the  LISTA  sources  AR  is  also  viewed  as  informational.  This  category  comprises   eight  codes,  all  of  which  refer  to  the  capability  of  AR  to  deliver,  gather,  define,  present,  and   superimpose  information  rapidly.  In  this  context  for  LIS,  AR  is  another  format  for  providing  the   user  with  information  tailored  to  specific  user  needs.  The  ways  AR  can  provide  users  with   information  are  nestled  in  the  view  of  AR  as  an  enhancement.   Within  this  category,  AR  is  described  as  an  enhancement  of  reality,  communication,  experiences,   and  learning.  Under  this  category  there  is  little  AR  will  not  enhance.  The  enhancement  of  the  user   experience  is  directly  tied  to  the  informational  quality  of  AR.  This  enhancement  rests  on  the   engaging  interactive  qualities  of  AR  fostering  relationships  and  collaboration  through  the  property   of  connectivity.  Under  this  definition,  the  digital  information  AR  displays  or  “creates”  is  the   enhancement  of  the  experience.   Sources  in  the  data  set  also  suggest  AR  enhances  the  learning  experience  through  the  digital   images  or  objects  presented  to  the  user  in  conjunction  with  the  “original  materials.”  The   connection  of  AR  to  the  Internet  and  sources  therein  also  gives  users  the  ability  to  connect  and   collaborate  with  one  another.  The  enhanced  experiences  provided  by  way  of  AR  foster   connections  between  users  as  well  as  librarians  and  the  creators  of  AR  applications  themselves.   Authors  within  the  data  set  expect  connecting  with  others  and  building  relationships  will  make   user  experiences  much  richer  in  terms  of  how  the  user  interacts  with  information  and  in  what  way   information  is  presented  to  the  user.   The  Google  Blogs  search  was  not  limited  to  LIS-­‐specific  blogs,  as  the  search  function  is  limited  in   definable  search  parameters.  Of  the  300  blog  posts  in  the  data  set,  only  four  actually  include  the   term  library  or  refer  to  AR  applications  within  libraries.  One  blog  post  alludes  to  archiving  but   does  not  explicitly  mention  a  library  setting.  These  blog  postings  code  for  versatility,  utility,   interactivity,  discovery  tool,  an  experience,  a  library  instruction  aid,  promoting  and  enhancing  the   library,  access,  and  providing  services  to  users.  While  not  all  of  these  codes  are  included  in  the  three   dominant  categories  coding  for  the  LISTA  sources,  they  do  reflect  the  utilitarian  quality  of  AR  as  a   provider  of  information  at  its  most  basic.  For  example,  AR  is  in  one  source  a  versatile  tool   enhancing  aspects  of  the  user’s  library  experience,  a  view  shared  with  the  aforementioned  LISTA   excerpts,  from  the  ways  services  are  provided  for  the  user  to  the  level  of  interactivity  the  patron   has  with  relevant  information  within  the  library,  such  as  finding  specific  book  locations  or   accessing  information  about  the  services  the  library  offers.     INFORMATION  TECHNOLOGY  AND  LIBRARIES  |  DECEMBER  2014   33   Archiving  information  displayed  through  AR  applications  poses  a  challenge  and  is  a  necessary   consideration  for  those  interested  in  archiving  information.  Truly,  AR  has  the  potential  to  change   archiving  platforms  and  access  to  those  platforms.  The  archiving  of  information  presented  via  AR   is  a  concern  for  those  implementing  AR  for  a  variety  of  purposes.  Presenting  even  library  hours  or   wayfinding  information  for  a  user  through  AR  also  raises  the  question  of  how  information  will  be   accessed,  for  how  long,  and  in  what  form  it  will  exist  once  it  is  no  longer  needed,  updated,  or   changed.   The  coded  data  suggests  AR  is  conceptualized  as  a  new  development  in  digital  technology  worth   paying  attention  to,  at  least  for  now,  but  should  also  be  approached  with  some  caution;  users  or   those  looking  to  implement  AR  should  be  careful  to  understand  the  functionality  and  implications   of  using  AR  prior  to  adapting  the  technology.  As  reflected  in  the  sources,  books  and  physical   spaces  are  potential  areas  for  AR  application  and  in  some  cases  are  already  overlaid  with  AR  and   are  enhancing  user  experiences.  As  a  whole,  the  conceptualization  of  AR  is  a  technology  with  great   potential  to  change  the  way  users  interact  with  information  because  of  its  versatility,  mobility,  and   direct  interaction  with  the  user’s  immediate  environment.   What  Is  the  Role  of  the  User  in  Relation  to  AR  as  it  is  Conceptualized  in  LIS?   The  user  is  the  foundation  of  AR,  giving  the  technology  its  functionality  or  prompting  action.   Whether  conceptualized  as  a  new  direction,  an  information  source  or  provider,  or  an   enhancement,  AR  is  essentially  static  if  there  is  no  user  prompting  the  AR  application  to  “act.”   Without  action  on  the  user’s  part,  the  information  stored  within  AR  applications  is  inert.  The  goal   of  AR  is  to  present  information  in  digital  form  within  the  context  of  the  user’s  surroundings,   environment,  or  reality.   Codes  describing  AR  as  a  new  direction,  new  world,  or  new  normal  solidify  the  idea  that  AR  is  a  new   technological  development  poised  to  redefine  not  only  the  information  landscape  but  also  the   ways  users  interact  with  technology  and  information.  Furthermore,  references  to  AR  as  a   seemingly  unstoppable  popular  trend  point  to  the  perceived  usefulness  and  importance  of  AR  in   the  life  of  the  user,  as  it  is  seen  to  raise  expectations  in  terms  of  how  users  access  information.  One   blog  source  writes,  “You  may  have  heard  about  augmented  reality  before.  If  you  haven’t,  you’ll  be   hearing  a  lot  about  it  from  now  on,  with  the  smartphone  and  tablet  revolution  now  in  full-­‐ swing.”69  The  “revolution”  surrounding  smartphones  and  tablets  alludes  to  the  increase  in  their   use  and  sales,  making  these  devices  staples  in  everyday  life.  This  idea  is  parallel  to  user   expectations  in  terms  of  online  resources,  as  many  users  rely  on  information  accessed  through  the   Internet.70,71,72,73  The  implication  is  once  AR  applications  gain  more  widespread  use,  the  user  will   come  to  expect  access  to  a  wide  range  of  information  through  those  AR  applications.   Because  AR  is  still  met  with  skepticism,  and  for  some  is  still  in  need  of  further  development,  the   technology  provides  opportunities  for  librarians  and  their  staff  as  those  implementing  and     DO  YOU  BELIEVE  IN  MAGIC?  |  ZAK       34   providing  AR-­‐based  services  to  forge  new  paths  in  AR  application,  becoming  users  of  the   technology  “behind-­‐the-­‐scenes.”  The  following  excerpt  from  a  LISTA  source  highlights  this  view:   Technological  advances  are  beginning  to  fundamentally  change  the  way  that  library  users   interact  with  digital  information,  and  it  is  therefore  essential  that  librarians  become  engaged   with  the  relevant  technology  and  leverage  their  role  as  teachers  in  order  to  help  ensure  their   continued  relevance  in  the  lives  of  clients  in  the  twenty-­‐first  century.74   Within  this  statement,  librarians  are  learning  and  teaching  about  new  technology.  Maintaining   “relevance  in  the  lives  of  clients”  suggests  as  the  technology  grows,  implementers  of  the   technology  need  to  understand  the  technology.  As  reflected  in  this  excerpt,  on  the  other  end  is  the   user  (or  client)  of  the  AR  application  after  it  is  created  and  implemented.  The  user  has  the   opportunity  not  only  to  access  and  experience  information  in  new  ways  but  also  to  help  build  and   contribute  to  the  creation  and  streamlining  of  the  AR  application  through  his  or  her  response  to   the  application’s  functionality.   The  user  of  AR  is  also  central  to  the  view  of  AR  as  informational.  In  a  simplistic  way,  AR  is  dormant   and  incapable  of  providing,  delivering,  searching  for,  superimposing,  or  really  doing  much  of   anything  with  information  without  user  actions.  In  most  cases  with  AR,  users  must  have  some  type   of  mobile  device  to  prompt  what  is  often  described  as  an  AR  experience.  Information  provided  via   AR  applications  is  unlike  the  physical  format  of  a  book,  newspaper,  magazine,  or  other  object.   These  physical  objects  exist  in  libraries  and  the  like,  residing  on  shelves  and  taking  up  physical   space  regardless  of  the  location  or  presence  of  a  user.  By  contrast,  the  information  embedded   within  an  AR  application  is  only  viewable  and  unlocked  when  the  user  prompts  action  through  the   viewfinder  of  a  smartphone,  tablet,  or  other  mobile  device.  The  technology  is  described  as  a   catchall  or  endless  repository  for  interactive  information  for  the  user,  at  the  user’s  fingertips.   Likewise,  the  conceptualization  of  AR  as  any  kind  of  enhancement  is  also  dependent  on  the  user,   though  this  assertion  is  implicit  in  many  of  the  coded  passages.  Without  user  interaction   prompting  the  AR  application  to  overlay  information  onto  the  real  environment,  AR  is  incapable  of   enhancing  experiences,  libraries,  communication,  or  reality  itself.  Enhancement,  or  improvement,   suggests  something  or  someone  is  acted  on  in  a  way  that  is  beneficial,  intensified,  or  embedded   with  a  stronger  sense  of  value.   Much  like  the  informational  quality  of  AR,  without  the  use  of  a  mobile  device  handled  by  the  user,   AR  is  dormant  and  nonexistent,  unable  to  enhance  the  environment  or  other  aspect  of  physical  life.   Without  a  user  within  a  specific  context,  there  is  not  much  for  AR  to  enhance  because  it  exists  as   merely  a  “marker,”  tucking  away  the  desired  information,  awaiting  a  user  to  come  along  and  point   a  mobile  device  in  its  direction.  As  blogger  David  Meyer  put  it,  AR  “requires  the  active   participation  of  the  consumer—you  do  not  by  default  wander  around  with  your  phone  held  out  in   front  of  you.”75       INFORMATION  TECHNOLOGY  AND  LIBRARIES  |  DECEMBER  2014   35   This  implicit  role  of  the  user  is  buried  under  language  suggesting  AR  is  actually  capable  of  acting   on  the  user  and  the  user’s  reality,  giving  AR  a  sense  of  agency.  For  example,  in  terms  of   enhancement,  while  the  user  is  the  “activator”  of  the  AR  experience,  AR  is  often  described  as   making,  creating,  challenging,  improving,  producing,  delivering,  solving  problems,  and  even   bringing  some  object  to  life,  thus  prompting  this  “enhancement.”  Such  verbs  give  AR  an  active   quality,  as  if  it  is  itself  alive  and  present  in  creating  or  prompting  change.  This  is  best  exemplified   by  the  categories  of  AR  as  acting  upon  reality,  AR  as  a  modifier  and  AR  as  conditioning  the   environment.   The  perceived  quality  of  AR  as  acting  on  reality  is  what  often  drives  the  idea  of  AR  is  a  catalyst  for   change,  conditioning  the  environment  by  either  controlling  the  present  environment  or  creating  a   new  one.  The  transformative  characteristic  of  AR  reshapes  and  redefines  the  user  experience   precisely  because  of  the  ways  AR  inserts  digital  objects  into  the  real-­‐world  environment.  For  this   reason,  AR  is  often  described  through  invoking  imagination  and  with  words  like  cool,  amazing,  fun,   and  exciting,  or  other  empty  descriptors;  AR  truly  enhances  user  interaction  with  the  surrounding   world  with  what  is  perceived  as  a  “wow”  factor,  so  much  so  that  codes  in  this  study  even  reflect   legal  and  economic  implications  of  the  technology.  But,  while  AR  is  a  catalyst  for  change  and  acts   on  the  environment  and  reality,  those  changes  and  actions  are  only  seen  through  the  viewfinder  of   a  mobile  device  ultimately  in  the  hands  of  the  user.   RADICAL  CHANGE  THEORY   Dresang  founded  RCT  on  what  she  identified  as  the  three  digital-­‐age  principles  of  interactivity,   connectivity,  and  access,  which  describe  how  “the  digital  environment  has  influenced  some   nondigitized  media  to  take  on  digital  principles.”  Essentially,  Dresang’s  theory  is  an  attempt  to   explain  information  resources  and  behaviors.  Within  the  digital-­‐age  principles,  the  user  takes  on   the  role  of  initiator.  While  flexible  in  allowing  user  initiation,  the  digital  applications  are  inert   without  the  user;  a  range  of  information  is  unavailable  without  user  action  to  put  the  digital   environment  into  motion.  The  digital  environment  within  AR,  as  described  by  sources  in  the  data   set,  is  an  overlay  of  the  digital  onto  the  real  world.  RCT  suggests  the  “digital  environment  extends   far  beyond  the  digital  resources  themselves.”  The  extension  beyond  the  digital  resources  is  evident   in  AR  as  it  combines  the  real  and  physical  with  the  virtual.76   Based  on  these  principles  and  the  idea  that  the  digital  extends  beyond  the  resources  themselves,   the  conceptualization  of  AR  reflects  the  characteristics  of  RCT  in  explaining  information  behavior   and  representations  in  the  AR  “environment.”  Interactivity,  connectivity,  and  access  are  essential   parts  of  AR.  When  each  principle  is  examined  in  conjunction  with  the  coded  data,  a  picture   appears  of  AR  as  an  exemplar  of  RCT.   Interactivity  and  connectivity  emerged  as  coded  assertions  within  the  data.  These  codes  fall  under   the  category  of  AR  as  an  enhancement.  As  stated,  AR  is  expected  by  many  of  the  voices  within  my     DO  YOU  BELIEVE  IN  MAGIC?  |  ZAK       36   data  set  to  influence  or  enhance  almost  every  aspect  of  our  lives,  and  part  of  this  enhancement  is   due  to  the  properties  of  interactivity  and  connectivity  exhibited  by  AR.     As  defined  by  Dresang,  interactivity  refers  to  dynamic,  user-­‐controlled,  nonlinear,  nonsequential   information  behavior  and  representation.77  Speaking  directly  to  the  idea  of  user-­‐controlled,   nonlinear,  and  nonsequential  information  behavior  and  representation  is  the  sense  of  agency  that   AR  is  expected  to  give  users  in  terms  of  how  they  view  and  interact  with  the  digital  overlays  of   information.   The  control  the  user  has  on  the  AR  experience  and  the  information  with  which  he  or  she  comes  in   contact  stems  from  the  functionality  of  AR  often  relying  on  tracking  a  user’s  location.  Presenting  a   user  with  information  based  on  location  is  not  only  user-­‐controlled  but  nonlinear  and   nonsequential,  since  the  application  has  no  predetermined  set  of  boundaries  the  way  a  physical   map  might  have.  People  do  not  typically  travel  through  the  day  in  a  linear  fashion  with  a   predetermined  sequence  of  action.  As  one  blogger  notes,  AR  is  “helping  to  erase  that  line  between   your  real  life  and  how  you  interact  with  the  web.”  78   AR  is  further  tied  to  the  principle  of  interactivity  as  defined  within  RCT  precisely  because  of  its   mobility  and  formatting,  namely,  because  of  mobile  devices.  A  source  within  the  LISTA  data  set   includes  the  following  assertion:     The  AR  paradigm  opens  innovative  interaction  facilities  to  users:  human  natural     familiarity  with  the  physical  environment  and  physical  objects  defines  the  basic     principles  for  exchanging  data  between  the  virtual  and  the  real  world,  thus  allowing     gestures,  body  language,  movement,  gaze  and  physical  awareness  to  trigger  events  in  the     AR  space.79     Gestures,  body  language,  movement,  gaze,  and  physical  awareness  are  all  unpredictable  actions.   For  these  actions  to  “trigger  events  in  the  AR  space,”  there  must  certainly  be  a  high  degree  of   nonlinear  and  nonsequential  information  behavior  and  representations  taking  place;  it  is  highly   unlikely  user  gestures  and  the  like  could  exist  on  a  linear  continuum  of  action.   Further,  within  RCT,  connectivity  refers  to  the  sense  of  community  or  construction  of  social   worlds  emerging  from  changing  perspectives  and  expanded  associations  in  the  world  and  in   resources.  In  terms  of  the  coded  data  in  this  study,  the  code  of  connectivity  reflects  this  idea  of   creating  community  and  social  worlds  through  the  capability  of  AR  to  connect  users  to  various   forms  of  social  media,  to  one  another,  and  to  various  resources.  Users  make  connections  through   games,  location  awareness,  and  applications  allowing  for  the  sharing  of  information  from  user  to   user.  Social  networking  figures  prominently  in  AR  technology.  Users  can  upload  overlays  of  digital   information  captured  on  a  smartphone  to  various  social  networking  sites.  Additionally,  the  ability   of  AR  to  overlay  digital  information  onto  the  real  world,  and  the  customizable  experiences  this   creates,  aids  in  connectivity.  AR  creates  a  virtual  world  wherein  users  can  engage  with  one   another  across  applications;  while  physically  in  different  places,  they  can  share  experiences  or     INFORMATION  TECHNOLOGY  AND  LIBRARIES  |  DECEMBER  2014   37   even  simple  conversations.  Connectivity  through  AR  is  possible  in  all  aspects  of  life  as  many   sources  in  the  data  set  allude  to  working,  playing,  and  learning.   To  interact  and  connect  with  one  another,  users  must  have  access  to  the  AR  space.  The  principle  of   access  within  RCT  is  defined  as  the  breaking  of  long-­‐standing  information  barriers,  allowing   exposure  and  access  to  a  wide  range  of  differing  perspectives  and  opportunities.  The  concept  of   access  (both  in  terms  of  what  is  and  is  not  accessible)  does  appear  in  the  coded  data.  Note  access   and  accessibility  within  this  study  refer  to  the  opportunity  or  right  to  use  a  system  or  service,  and   is  not  referring  to  access  and  accessibility  as  it  is  used  within  discourse  pertaining  to  disabilities.   The  use  of  AR  in  conjunction  with  smartphones  is  a  basic  way  of  interpreting  access  as  it  relates  to   RCT  and  AR.  The  mobility  of  smartphones  and  tablets  allows  users  to  access  AR  across  a  variety  of   locations,  and  each  user’s  smartphone  or  tablet  is  uniquely  tailored  to  the  user’s  interests  and   desires  through  differing  collections  of  applications  and  software.  Smartphones  and  tablets  are   comparatively  low-­‐cost  options  for  accessing  and  sharing  access  to  the  Internet  and  AR   applications.  Their  use  is  on  the  rise  because  they  are  often  much  cheaper  to  obtain  than   computers.80,81,82  The  fusion  of  AR  with  mobile  devices  suggests  an  opportunity  for  accessing   information  in  real  time  in  any  place  through  these  technologies  working  in  tandem  with  one   another.  By  its  very  nature,  AR  offers  access  to  “differing  perspectives  and  opportunities”  as  it   presents  the  user  with  information  in  atypical  formats  in  places  and  spaces  once  static,  or  lacking   in  digital  overlays.   AR  is  not  bounded  by  physical  location;  rather,  it  depends  on  and  varies  with  your  physical   location.  The  idea  that  users  can  access  AR  wherever  there  is  an  Internet  connection  means  the   only  real  barrier  to  accessing  AR  is  the  same  barrier  existing  regarding  a  web  connection  for  the   user,  something  at  least  one  source  within  the  LISTA  data  set  alludes  to  in  terms  of  the  digital   divide,  cautioning  that  AR  should  be  used  in  conjunction  with  traditional  formats  of  information   instead  of  in  lieu  of  them.  For  example,  libraries  should  not  replace  traditional  signage  with   information  only  embedded  within  AR  applications.  However,  as  more  and  more  organizations,   institutions,  and  businesses  use  AR  and  provide  users  with  access  rather  than  relying  on  the  user   to  conjure  his  or  her  own  Internet  connection,  more  barriers  to  AR  will  fall.     However,  it  is  important  to  note  that  not  all  AR  applications  actually  do  require  Internet  access.   Mobile  device  applications  can  work  off  of  markers  and  triggers  in  the  physical  environment,  not   web-­‐based  anchors.  For  example,  a  cookbook  can  include  a  marker  next  to  a  recipe  that  when   scanned  displays  an  image  of  the  finished  dish.  Access  to  AR  applications  without  a  web   connection  opens  a  wealth  of  information  to  individuals  who  do  not  have  access  to  the  web.  Not  all   AR  applications  link  to  web-­‐based  information,  and  this  widens  the  pool  of  users  engaging  with   information  through  those  AR  applications.  Moreover,  relative  ease  of  use  and  low  initial  cost  to   create  AR  applications  also  allow  users  to  become  content  creators,  as  exemplified  by  an  AR   application  allowing  an  artist  to  create  virtual  graffiti  in  public  spaces.  Users  are  able  to  display   and  access  information  otherwise  invisible.     DO  YOU  BELIEVE  IN  MAGIC?  |  ZAK       38   It  is  important  to  note  the  differing  views  suggesting  AR  does  and  does  not  require  Internet  access   to  function.  Such  a  discrepancy  points  further  to  AR  as  a  loosely  defined  concept.  From  a  technical   standpoint,  AR  does  not  require  an  Internet  connection,  but  the  Internet  does  serve  as  a   repository  for  information,  and  many  see  AR  as  providing  a  bridge  to  that  information,  be  it  a   company  wanting  to  give  consumers  access  to  product  lines  or  a  library  creating  an  AR  application   linking  to  web-­‐based  databases  and  services.  In  terms  of  RCT,  the  principle  of  access  does  take   into  account  digital  information  as  able  to  both  provide  and  inhibit  access,  as  some  users  may  not   have  access  to  the  often  costly  hardware  allowing  access  to  digitally  formatted  information.  What   is  important  to  highlight  about  the  principle  of  access  is  the  focus  on  the  range  of  voices  and  the   increased  array  of  digital  information  available,  which,  in  the  case  of  this  study,  AR  provides.  Any   object  associated  in  some  way  with  a  monetary  cost  or  technical  savvy  always  has  the  potential  to   leave  some  users  in  the  dark.   Interactivity,  connectivity,  and  access  are  present  in  the  conceptualization  of  AR  within  the  LIS   literature  as  well  as  the  popular  media  blogs.  The  user  is  central  to  both  RCT  and  this   conceptualization  of  AR  as  a  new  technology  with  the  potential  to  change  the  way  users  interact   with  information  and  with  one  another.  The  goal  of  AR  is  to  present  information  in  digital  form   within  the  context  of  the  user’s  surroundings,  environment,  or  reality.  RCT  is  a  theory  seeking  to   understand  changes  in  information  behavior  and  representations,  and  AR  is  an  exemplar  of  the   myriad  changes,  or  the  evolution,  of  the  digital-­‐information  environment.   IMPLICATIONS  FOR  THEORY   This  study  has  several  implications  for  theory  within  LIS.  These  include  the  extension  of  RCT  or   creation  of  new  theories  born  out  of  the  digital  age,  the  understanding  that  a  user-­‐centric  focus  is   essential  to  theory  within  the  digital  age,  and  the  realization  that  AR  opens  new  areas  of  research   in  what  is  considered  an  enhancement  of  information.  While  this  study  sought  to  test  RCT  in   relation  to  the  conceptualization  of  AR,  it  also  provides  a  framework  for  future  studies.  The  results   of  this  study  also  suggest  AR  opens  more  areas  to  explore  within  the  field  of  LIS  to  create  new   theories  or  to  add  to  RCT  as  a  theoretical  framework  to  better  understand  information  behavior   and  representations  in  the  digital-­‐information  environment.   When  Dresang  initially  formulated  RCT,  she  focused  on  youth  information  seeking  behaviors.83   Few  scholars  have  used  the  theory,  but  those  that  have  explore  education,84  literacy,85     communication  and  writing86  as  related  to  changing  technologies.  These  previous  studies,  as  well   as  this  study,  highlight  the  importance  of  this  theory  in  examining  the  effect  of  the  digital-­‐ information  landscape  on  information-­‐seeking  and  user  understanding  of  and  reaction  to  digital   information.  RCT  is  viable  beyond  a  focus  on  youth  information  seeking  and  is  highly  relevant  to   today’s  world.     RCT  developed  to  understand  how  the  digital  age  influences  traditional  and  new  media.  AR  is  itself   often  described  as  an  environment,  a  digital  environment,  which  is  precisely  the  focus  of  RCT.  If     INFORMATION  TECHNOLOGY  AND  LIBRARIES  |  DECEMBER  2014   39   AR  is  in  fact  a  “new  normal,”  as  some  describe,  our  information  landscape  is  moving  in  a  direction   where  interactivity,  connectivity,  access,  and  the  role  of  the  user  are  central  to  any  discussion  of   how  information  is  organized,  distributed,  formatted,  and  presented.   Researchers  can  begin  by  adapting  traditional  LIS  theories  to  the  digital  age.  For  example,  Wilson   revised  his  oft-­‐cited  original  general  model  of  information-­‐seeking  behavior  in  an  attempt  to   understand  the  totality  of  information  behavior  by  linking  theory  to  action  and  understanding   what  prompts  and  hinders  the  need  to  search  for  information.87  Researchers  can  begin  to   reevaluate  the  model  to  determine  whether  it  helps  to  explain  information  behavior  within  the  AR   environment,or  whether  aspects  of  the  model  can  be  further  developed  or  revised.  Wilson’s   model’s  focus  on  human  behavior  parallels  the  focus  on  human  behavior  within  the  AR   environment.   Other  theories  within  LIS  can  also  be  adapted  to  the  AR  environment,  such  as  Erdelez’s   Information  Encountering  (IE).  Erdelez’s  theory  focuses  on  a  “memorable  experience  of   unexpected  discovery  of  useful  or  interesting  information”  situated  within  three  elements:   characteristics  of  the  information  user,  characteristics  of  the  information  environment,  and   characteristics  of  the  encountered  information.  Erdelez  further  describes  categories  of   information  users:  superencounterers,  encounterers,  occasional  encounterers,  and   nonencounterers.  While  Erdelez  has  since  taken  the  web  and  the  Internet  into  account  as   information  environments,  this  theory  could  further  be  remodeled  to  include  the  AR   environment.88   Wilson’s  model  and  Erdelez’s  theory  are  just  two  examples  of  theories  within  LIS  lending   themselves  to  further  exploration  of  the  user  of  AR  within  LIS.  Bates’  model  of  information  search   and  retrieval,  known  as  berrypicking,  which  centers  on  the  changing  nature  of  the  search  query   through  the  search  process,  can  also  be  amended  to  include  information  search  and  retrieval   within  the  AR  environment.89  Bates’  model  suggests  as  users  seek  and  find  information,  the   information  search  shifts  from  source  to  source.  The  berrypicking  model  can  also  be  updated  or   expounded  in  response  to  AR  because  of  AR’s  multidimensional  display  of  information—a   relatively  new  phenomenon  for  the  average  user—to  understand  whether  the  same  shift  in   information  queries  occurs  and  what  new  paths  to  information  users  are  taking  within  the  AR   environment.   This  study  suggests  a  user-­‐centric  focus  is  essential  to  any  theories  in  LIS  developed  within  or   extended  to  the  digital  age.  The  user  is  vital  to  making  AR  technology  functional,  as  demonstrated   in  the  conceptualization  of  AR  in  this  study.  The  personalization,  individualization,  and  mobility  of   digital  technology  like  AR  suggest  theories  related  to  information  behavior  within  this   environment  must  account  for  user  interaction.  Information  is  no  longer  contained  within  static   formats.  Geotagging  or  geospatial  awareness  and  social  networking  are  prime  examples  of  the   reliance  of  digital  technology  on  user  interaction.  Without  addressing  the  role  of  the  user  in  the     DO  YOU  BELIEVE  IN  MAGIC?  |  ZAK       40   functionality  of  digital  technology  in  any  context,  theoretical  frameworks  attempting  to  address   information  seeking  and  behavior  in  the  digital  age  will  be  limited.   Additionally,  should  AR  prove  to  be  a  new  direction  in  accessing,  organizing,  delivering,  and   obtaining  information,  it  further  opens  new  areas  of  theoretical  research.  Since  AR  is  considered   an  enhancement  of  the  information  experience,  it  is  incumbent  on  researchers  to  determine  just   how  “enhancement”  is  defined  in  the  context  of  AR  and  how  that  translates  to  the  user  experience.   Researchers  can  strive  to  apply  and  understand  the  concept  of  an  enhancement  in  relation  not   only  to  the  enhancement  of  information  but  also  to  the  experience  of  accessing,  organizing,   delivering,  and  obtaining  information.  The  digital-­‐age  principles  outlined  by  Dresang  in  RCT  are   just  one  example  of  how  to  understand  the  impact  of  the  digital  age  on  the  user’s  interaction  with   information  and  in  what  ways  the  digital  age  creates  enhancements.   By  itself,  the  study  of  AR  technology  raises  more  questions  than  it  answers.  The  study  of  AR   technology  could  lead  to  more  diverse  theoretical  frameworks  seeking  to  answer  not  only   practical  questions  but  also  those  more  philosophical  in  nature,  working  toward  an  understanding   of  how  the  digital-­‐information  environment  influences  everyday  life  as  it  evolves  and  changes  at  a   rapid  pace.   IMPLICATIONS  FOR  PRACTICE   This  study  can  inform  several  aspects  of  practice.  I  expound  on  three  possibilities:  the  clear   definition  of  technologies  like  AR  to  create  an  awareness  and  understanding  of  those  technologies,   development  of  best  practices,  and  the  need  for  a  focus  on  user  collaboration  in  the  design  and   functionality  of  AR  and  similar  technologies.  The  implications  for  practice  concern  both  the  user   and  the  provider  of  information  services.   This  study  provides  perspective,  or  a  starting  point,  from  which  the  field  of  LIS  can  begin  to   analyze  the  use  and  implementation  of  AR  technology.  By  taking  a  step  back  to  understand  the   current  conceptualization  of  AR,  practitioners  within  LIS  can  begin  to  seek  consensus,  identify   best  practices,  maintain  an  awareness  of  how  the  technology  is  used  and  think  realistically  about   what  factors  contribute  to  successful  implementation  of  the  technology  in  a  given  institution.  As   identified  in  the  study,  AR  is  seen  as  a  new  direction.  It  is  important  for  those  within  the  field  to   understand  this  perspective  and  to  go  on  to  identify  what  a  new  direction  in  information  gathering,   organization,  and  seeking  implies  for  the  field  as  a  whole  and  for  users.   As  a  field,  LIS  can  begin  to  have  a  broader  discussion  on  what  exactly  AR  can  provide  and  how  it   can  benefit  user  services.  Such  a  discussion  can  help  practitioners  make  sense  of  how  this   technology  can  work  with  traditional  sources  of  information.  AR  can  be  integrated  with  the   traditional  rather  than  act  as  a  replacement  for  the  traditional.  This  broader  discussion  can  lead  to   a  consensus  on  how  best  to  define  AR  as  a  tool  and  concept.  Within  this  study,  it  is  evident  AR  is   described  in  myriad  ways,  so  it  is  important  to  reflect  on  those  descriptions,  understand  what  the   issues  are  surrounding  the  technology,  and  collaboratively  seek  and  identify  best  practices.     INFORMATION  TECHNOLOGY  AND  LIBRARIES  |  DECEMBER  2014   41   Furthermore,  by  identifying  best  practices,  practitioners  can  begin  to  pinpoint  what  applications   of  AR  are  successful  within  an  institution  and  for  users,  and  why  those  applications  are  successful   for  specific  purposes.  In  doing  so,  practitioners  can  build  AR  applications  around  the  needs  and   mission  of  the  institution  rather  than  simply  flock  to  use  a  new  technology.  It  is  therefore  critical   for  practitioners  to  think  realistically  about  AR  implementation.  Adopting  such  a  technology  will   only  be  beneficial  once  practitioners  in  the  library  understand  its  full  impact.  Experience  with   technology  and  programming,  knowledge  of  AR  functionality,  versatility,  and  cost  are  important   factors  to  consider  when  contemplating  how  an  institution  can  benefit  from  AR,  if  at  all.   Similarly,  publishers  are  using  AR  to  supplement  traditional  printed  books.  Educators  are  using   AR  books  in  the  classroom  and  supplementing  traditional  course  instruction  with  these  books.   Such  books  allow  for  3D  rendering  of  models  for  study,  such  as  planets,  molecular  structures,  and   various  other  objects.  Those  within  LIS  have  a  strong  connection  to  the  field  of  education,  and  AR   books  may  become  a  part  of  the  library  collection  as  they  become  more  popular  among  educators.   Practitioners  in  LIS  through  collaboration  with  educators  will  then  need  to  be  aware  of  these   books,  their  functionality,  and  how  to  help  users  access  the  content  lying  dormant  until  “activated”   by  a  smartphone  or  tablet.  This  raises  the  question  as  to  whether  smartphones,  tablets  or  other   devices  that  can  scan  the  environment  will  become  commonplace  in  the  library  to  provide  full   access  to  users.     User  collaboration  also  becomes  central  to  understanding  the  implications  of  AR  on  practice.  User   collaboration  in  design  is  important  because  AR  technology  is  largely  dependent  on  user  context.   As  the  data  suggests,  AR  is  considered  an  enhancement—of  the  environment,  of  information,  and   of  the  user  experience.  Prior  to  implementation,  it  is  critical  to  understand  how  AR  enhances  the   user  experience  and  what  the  perception  is  among  users.  User  surveys  can  lead  to  tailored  AR   applications  for  a  given  library  or  cultural  institution  community  should  there  be  a  need  or  desire   for  AR  applications  identified  among  users.  Coupled  with  the  idea  of  user  collaboration  in  design  is   also  the  need  to  reevaluate  the  physical  spaces  of  libraries  and  similar  institutions.  Because  AR   creates  an  overlay  of  digital  information  on  the  physical  environment,  it  will  be  necessary  for   practitioners  to  identify  what  areas  of  the  library  or  institution  lend  themselves  to  digital  overlays,   what  types  of  information  users  are  accessing  through  AR  applications,  and  whether  the  library   space  is  configured  to  allow  for  navigating  space  via  AR.   Practitioners  can  also  begin  to  survey  the  role  of  RCT  in  understanding  user  information-­‐seeking   behavior.  By  acknowledging  this  theory  as  an  outline  of  our  digital-­‐information  environment,   practitioners  can  be  mindful  of  user  expectations  and  behaviors  as  they  differ  from  traditional   information  representations  and  methods  of  information  retrieval.  As  AR  creates  an  environment   or  experience  for  the  user,  it  is  important  for  practitioners  within  the  field  to  understand  how  this   technology  is  moving  forward  and  what  effect  it  has  on  the  sea  change  occurring  in  user   acquisition  of  information.  RCT  is  a  framework  providing  practitioners  the  lens  through  which  to   make  sense  of  the  sea  change  and  predict  what  might  be  on  the  horizon.     DO  YOU  BELIEVE  IN  MAGIC?  |  ZAK       42   LIMITATIONS  AND  FUTURE  APPLICATION   This  study  is  just  one  step  in  the  process  of  understanding  how  new  technology  is  conceptualized   and  what  effect  that  conceptualization  has  on  implementation.  Should  AR  continue  to  grow  in   popularity,  this  study  can  serve  as  a  model  for  future  research  seeking  to  understand  concepts   misinterpreted,  misunderstood,  or  undergoing  concrete  development.  Utilizing  the  explicit   assertion  as  a  unit  of  analysis  coupled  with  RCT  can  aid  in  investigations  of  other  digital   technologies,  both  in  terms  of  implementation  and  end  use.     The  data  set  and  the  time  period  during  which  the  searches  of  the  data  set  took  place  in  this  study   highlight  two  of  the  study’s  limitations.  Further  studies  can  focus  on  a  wider  range  of  sources  not   limited  to  one  database  or  blog  search  type  and  extend  over  a  longer  period  of  time.  These   limitations  have  potentially  excluded  other  voices,  perspectives,  and  definitions  of  AR,  and  the   time  element  may  exclude  new  applications  or  uses  of  AR  currently  being  implemented.     Limitations  in  data  analysis  also  exist.  Content  analysis  is  one  of  many  research  methods   researchers  can  employ  to  explore  this  topic.  Ethnographic  research  and  user  interviews  can  lead   to  a  deeper  understanding  of  how  users  perceive  AR  and  information-­‐seeking  or  behavior  within   the  AR  environment.  Such  qualitative  studies  can  provide  insight  to  the  role  of  the  user  lacking  in   this  study.  Moreover,  this  researcher’s  own  admitted  bias  against  the  steadfast  use  of  digital   technologies  prior  to  in-­‐depth  understanding  is  what  prompted  the  qualitative  inquiry  guiding  the   study.  Quantitative  methods  can  also  be  used  to  track  the  popularity  or  perceptions  of  AR  through   close-­‐ended  questionnaires  or  surveys  of  both  users  and  practitioners  in  the  field  of  LIS.  Citation   tracking  could  further  reveal  in  what  subfields  of  LIS  the  conversation  surrounding  AR  is  taking   place,  and  may  also  uncover  whether  any  one  researcher  or  group  of  researchers  is  leading  the   conversation.     Future  studies  can  examine  and  expand  on  the  results  of  this  study.  Rather  than  focusing  on   conceptualization  only,  researchers  can  study  which  professional  fields  dominate  the  conversation   surrounding  AR  and  what  areas  of  popular  culture  dominate  the  conversation  or  influence   understanding  of  AR.  Similarly,  other  studies  can  address  the  specificity  of  each  source  making   explicit  assertions  about  this  kind  of  technology.  While  qualitative  in  nature,  the  study  is  limited   because  it  does  not  examine  quantitative  changes  in  the  number  of  articles  or  blog  posts  alluding   to  AR  over  an  extended  period  of  time.  Such  studies  might  unravel  why  AR  is  progressing  as  it  is,   and  may  identify  potential  problems  or  differences  in  the  influence  of  these  perspectives  on  the   use  of  AR.   The  study  of  AR  also  widens  the  spectrum  of  user  studies.  Augmented  reality  open  a  whole  new   area  of  user  interaction  with  information  extending  beyond  the  screen.  With  the  advent  of   products  like  Google  Glass  and  applications  overlaying  digital  information  at  the  click  of  a  button   in  an  endless  array  of  contexts  and  environments,  AR  brings  information-­‐seeking  further  into  a   world  of  instability  and  unpredictability.  The  complex  nature  of  individual  people  is  now  being   coupled  with  a  highly  individualized  complex  technology.     INFORMATION  TECHNOLOGY  AND  LIBRARIES  |  DECEMBER  2014   43   The  functionality  of  AR  prompts  the  need  for  archival  studies  related  to  this  technology.  The   mobile  aspect  of  AR,  the  highly  personalized  content  and  the  intangible  quality  of  the  information   stored  within  AR  applications  highlights  the  need  for  an  examination  of  how  such  information  can   actually  exist  within  an  archive  and  be  made  accessible,  or  whether  such  information  even  should   exist  within  an  archive.  Such  a  question  for  those  within  LIS  also  suggests  the  need  for  a  realistic   perspective  on  technology  like  AR—the  next  step,  or  reaction  to  such  technology,  is  often   unrecognizable  and  unidentifiable  until  the  concept  itself  is  dissected  and  each  part  is  interpreted   and  understood.   CONCLUSION   In  this  study,  I  used  content  analysis  to  explore  the  conceptualization  of  AR  technology  within  the   field  of  LIS.  The  model  for  this  study  is  the  work  of  Clement  and  Levine  and  their  use  of  the  explicit   assertion  as  a  unit  of  analysis.90  I  coded  and  examined  explicit  assertions  pertaining  to  AR  in  LIS   literature  and  Google  Blogs  to  determine  how  the  concept  of  AR  is  understood.  Analysis  shows  AR   is  most  prominently  conceptualized  as  a  new  direction  in  technology  and  media  consumption   acting  on  reality  and  as  enhancing  reality  and  interaction  with  information.   AR  is  basically  a  technology  allowing  for  digital  information  to  be  superimposed  on  the  real  world.   But  beyond  that,  it  is  a  technology  changing  the  way  users  interact  with  information,  and  it  has  the   potential  to  continue  changing  how  we  literally  see  information.  The  data  set  suggests  those   within  LIS  conceptualize  AR  as  a  new  development  in  digital  technology  worth  paying  attention  to,   at  least  for  now,  but  should  also  be  approached  with  some  caution  to  be  fully  understood  prior  to   implementation  in  case  its  popularity  and  growth  is  fleeting.  As  reflected  in  the  data  set,  books  and   physical  spaces  are  potential  areas  for  AR  application,  and  in  some  cases  are  already  overlaid  with   AR  and  enhancing  user  experiences.  As  a  whole,  AR  is  conceptualized  as  a  technology  with  great   potential  to  change  the  way  users  interact  with  information  because  of  its  versatility,  mobility,  and   direct  interaction  with  the  user’s  immediate  environment.   Within  this  conceptualization,  the  user  is  central  to  igniting  the  functionality  of  AR.  Whether   conceptualized  as  a  new  direction,  an  information  source  or  provider,  or  an  enhancement,  AR  is   essentially  static  if  there  is  no  user  prompting  the  AR  application  to  “act.”  The  goal  of  AR  is  to   present  information  in  digital  form  within  the  context  of  the  user’s  surroundings,  environment,  or   reality.  As  a  field  dedicated  to  user  services  in  regard  to  information-­‐seeking,  it  is  imperative  to   understand  the  potential  impact  this  technology  has  had  or  will  have  on  everyday  life.   RCT  is  a  theoretical  framework  aiding  in  the  exploration  of  the  potential  impact  of  AR.  Born  out  of   a  desire  to  understand  the  influence  of  the  digital  age  on  the  traditional  or  “analog”  media  with   which  we  engage,  RCT  is  one  of  few  theories  resting  entirely  on  the  characteristics  driving  our   digital-­‐information  environment,  outlined  specifically  as  interactivity,  connectivity,  and  access.   Utilizing  this  theory  as  a  lens  for  future  research  regarding  digital  information  is  a  natural  next   step  in  theory  exploration  and  development.     DO  YOU  BELIEVE  IN  MAGIC?  |  ZAK       44   Together,  AR  and  RCT  accentuate  the  evolution  of  how  we  consume  and  display  information.  From   storytelling  to  printed  pages  to  electronic  devices,  our  engagement  with  information  will  never  be   the  same  again.  As  we  move  forward,  it  is  important  to  continue  to  ask  new  questions,  seek  new   explanations,  and  try  to  formulate  the  most  appropriate  answers  for  the  contexts  in  which  we  all   deal  with  information,  be  it  gathering,  organizing,  seeking,  or  understanding.  This  study  is  one   piece  in  a  puzzle,  and  it  prompts  more  questions  than  it  provides  answers.  AR  can  and  should  be   studied  from  every  aspect  of  the  field  of  LIS,  if  it  is  in  fact  a  new  direction  toward  our  new  normal.   REFERENCES     1.     Nathan  Crilly,  “The  Design  Stance  in  User-­‐System  Interaction,”  Design  Issues  27,  no.  4  (2011):   16–29.   2.     Pelle  Ehn, 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Platform  for  Augmented  Reality  Digital  Storytelling”  Proceedings  of  the  EGVE  ’03:  Proceedings   of  the  Workshop  on  Virtual  Environments  (New  York:  ACM,  2003),  87–95,   http://portal.acm.org/citation.cfm?id=769964.   16.    Push  Singh,  Barbara  Barry  and  H.  Liu,  “Teaching  Machines  About  Everyday  Life,”  BT   Technology  Journal  22,  no.  4  (2004):  211–26.   17.    Alan  M.  Turing,  “Computing  Machinery  and  Intelligence,”  Creative  Computing  6,  no.  1  (1950):   44–53.   18.    Chih-­‐Ming  Chen  and  Yen-­‐Nung  Tsai,  “Interactive  Augmented  Reality  System  for  Enhancing   Library  Instruction  in  Elementary  Schools,”  Computers  and  Education  59,  no.  2  (2012):  638– 52.   19.    David  Chen  et  al.,  “Mobile  Augmented  Reality  for  Books  on  a  Shelf.”  Paper  presented  at  2011   IEEE  International    Conference  on  Multimedia  and  Expo  (ICME),  Barcelona,  Spain,  July  2011,   http://dx.doi.org/10.1109/ICME.2011.6012171.   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 Augmented   Reality  System  on  Students’  Motivation  for  a  Visual  Art  Course,”  Computers  and  Education  68   (2013):  586–96.   26.    Liv  Valmestad,  “Q(a)r(t)  Code  Public  Art  Project:  A  Convergence  of  Media  and  Mobile   Technology,”  Art  Documentation:  Journal  of  the  Art  Libraries  Society  of  North  America  30,  no.  2   (2011):  70–73.   27.    Claudio  Kirner  et  al.,  “Design  of  a  Cognitive  Artifact  Based  on  Augmented  Reality  to  Support   Multiple  Learning  Approaches,”  Proceedings  of  World  Conference  on  Educational  Multimedia,   Hypermedia  and  Telecommunications  (Denver,  CO:  June  2006).   28.    Deborah  Lee,  “The  2011  Horizon  Report:  Emerging  Technologies,”  Mississippi  Libraries  75,  no.   1  (2012):  7–8.   29.    George  Margetis  et  al.,  “Augmented  Interaction  with  Physical  Books  in  an  Ambient  Intelligence   Learning  Environment,”  Multimedia  Tools  and  Applications  67,  no.  2  (2013):  473–95,   http://dx.doi.org/10.1007/s11042-­‐011-­‐0976-­‐x.   30.    Stefaan  Ternier  and  Fred  De  Vries,  “Mobile  Augmented  Reality  in  Higher  Education.”  Paper   presented  at  the  Learning  in  Context  ’12  Workshop,  Brussels,  Belgium,  March  2012,     http://hdl.handle.net/1820/4219.   31.    Bimber,  Encarnacao,  and  Schmalstieg,  “The  Virtual  Showcase  as  a  New  Platform  for   Augmented  Reality  Digital  Storytelling.”   32.    Alisa  Barry  et  al.,  “Augmented  Reality  in  a  Public  Space:  The  Natural  History  Museum,   London,”  Computer,  45,  no.  7  (2012):  42–47,     http://doi.ieeecomputersociety.org/10.1109/MC.2012.106.   33.    David  Marimon  et  al.,  “Mobiar:  Tourist  Experiences  Through  Mobile  Augmented  Reality.”   Paper  presented  at  the  Networked  and  Electronic  Media  Summit,  Barcelona,  Spain,  2012.   34.    Ann  Morrison  et  al.,  “Collaborative  Use  of  Mobile  Augmented  Reality  with  Paper  Maps,”   Computers  and  Graphics  35,  no.  4  (2011):  789–99.   35.    Yetao  Huang  et  al.,  “Iterative  Design  of  Augmented  Reality  Device  in  Yuanmingyuan  for  Public   Use,”  Vrcai  ’11:  Proceedings  of  the  10th  International  Conference  on  Virtual  Reality  Continuum     INFORMATION  TECHNOLOGY  AND  LIBRARIES  |  DECEMBER  2014   47     and  its  Applications  in  Industry,  Hong  Kong,  2011  (New  York:  ACM,  2011),   http://dx.doi.org/10.1145/2087756.2087847.   36.    Azuma,  “A  Survey  of  Augmented  Reality.”   37.    Selim  Balcisoy  and  Daniel  Thalmann,  “Interaction  between  Real  and  Virtual  Humans  in   Augmented  Reality.”  Paper  presented  at  Computer  Animation,  Geneva,  Switzerland,  1997,   http://portal.acm.org/citation.cfm?id=791510.   38.    Enylton  Machado  Coelho,  Blair  MacIntyre,  and  Simon  J.  Julier,  “Supporting  Interaction  in   Augmented  Reality  in  the  Presence  of  Uncertain  Spatial  Knowledge.”  Paper  presented  at  the   Eighteenth  Annual  ACM  Symposium  on  User  Interface  Software  and  Technology,  Seattle,  WA,   October  23–27,  2005,  http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.91.4041.   39.    Brian  X.  Chen,  “If  You’re  Not  Seeing  Data,  You’re  Not  Seeing,”  Wired  (blog),  August  25,  2009,   http://www.wired.com/gadgetlab/2009/08/augmented-­‐reality/  .   40.    Isabel  Pedersen,  “A  Semiotics  of  Human  Actions  for  Wearable  Augmented  Reality  Interfaces,”   Semiotica  155,  no.  1–4  (2005):  183–200.   41.    Ibid.   42.    Balcisoy  and  Thalmann,  “Interaction  Between  Real  and  Virtual  Humans  in  Augmented   Reality.”   43.    Ray  Kurzweil,  “Robots  ’R’  Us,”  Popular  Science  269,  no.  3  (2006):  54–57.   44.    Chen,  “If  You’re  Not  Seeing  Data,  You’re  Not  Seeing.”     45.    Avery  et  al.,  “Evaluation  of  User  Satisfaction  and  Learnability  For  Outdoor  Augmented  Reality   Gaming.”   46.    Gerhard  Reitmayr  and  Dieter  Schmalstieg,  “Location  Based  Applications  for  Mobile   Augmented  Reality”  Paper  presented  at  the  Fourth  Australian  User  Interface  Conference  on   User  Interfaces,  Adelaide,  Austrialia,  2003.   47.    Coelho,  MacIntyre  and  Julier,  “Supporting  Interaction  in  Augmented  Reality  in  the  Presence  of   Uncertain  Spatial  Knowledge.”   48.    Carol  C.  Kuhlthau,  Seeking  Meaning:  A  Process  Approach  to  Library  and  Information  Services   (Westport,  CT:  Libraries  Unlimited,  2004).   49.    Crystal  Fulton,  “Chatman’s  Life  in  the  Round,”  in  Theories  of  Information  Behavior,  ed.  Karen  E.   Fisher,  Sanda  Erdelez,  and  Lynne  McKechnie  (Medford,  NJ:  Information  Today,  2009),  79–82.   50.    Constance  A.  Mellon,  “Library  Anxiety:  A  Grounded  Theory  and  Its  Development,”  College  &   Research  Libraries  47  (1986),  160–65.     DO  YOU  BELIEVE  IN  MAGIC?  |  ZAK       48     51.    Donald  O.  Case,  Looking  for  Information:  A  Survey  of  Research  on  Information  Seeking,  Needs   and  Behavior  (New  York:  Academic  Press,  2008).   52.    Leanne  Bowler  et  al.,  “Issues  in  User-­‐Centered  Design  in  US,”  Library  Trends  59,  no.  4  (2011):   721–52.   53.    Ibid.   54.    Heather  L.  O’Brien  and  Elaine  G.  Toms,  “What  is  User  Engagement?  A  Conceptual  Framework   for  Defining  User  Engagement  with  Technology,”  Journal  of  the  American  Society  For   Information  Science  &  Technology  59,  no.  6  (2008):  938–55.   55.    Liu  Shu,  “Engaging  Users:  The  Future  of  Academic  Library  Web  Sites,”  College  &  Research   Libraries  69,  no.  1  (2008):  6–27.   56.    Djilali  Idoughi,  Ahmed  Seffah,  and  Christophe  Kolski,  “Adding  User  Experience  into  the   Interactive  Service  Design  Loop:  A  Persona-­‐Based  Approach,”  Behaviour  &  Information   Technology  31,  no.  3  (2012):  287–303.   57.    Natalie  Pang  and  Don  Schauder,  “The  Culture  of  Information  Systems  in  Knowledge-­‐Creating   Contexts:  The  Role  of  User-­‐Centred  Design,”  Informing  Science  10  (January  2007):  203–35.     58.    Michelle  L.  Young,  Annette  Bailey,  and  Leslie  O’Brien,  “Designing  a  User-­‐Centric  Catalog   Interface:  A  Discussion  of  the  Implementation  Process  for  Virginia  Tech’s  Integrated  Library   System,”  Virginia  Libraries  53,  no.  4  (2007):  11–15.   59.    Shawn  R.  Wolfe  and  Yi  Zhang,  “User-­‐Centric  Multi-­‐Criteria  Information  Retrieval”  (paper   presented  at  the  32nd  International  ACM  SIGIR  Conference  on  Research  and  Development  in   Information  Retrieval,  Boston,  July  19–23,  2009).   60.    Mary  M.  Somerville  and  Mary  Nino,  “Collaborative  Co-­‐Design:  A  User-­‐Centric  Approach  for   Advancement  of  Organizational  Learning,”  Performance  Measurement  &  Metrics  8,  no.  3   (2007):  180–88.   61.    Tamar  Sadeh,  “User-­‐Centric  Solutions  for  Scholarly  Research  in  the  Library,”  Liber  Quarterly:   The  Journal  of  European  Research  Libraries  17,  no.  1–4  (2007):  253–68.   62.    Bettina  Berendt  and  Anett  Kralisch,  “A  User-­‐Centric  Approach  to  Identifying  Best  Deployment   Strategies  for  Language  Tools:  The  Impact  of  Content  and  Access  Language  on  Web  User   Behaviour  and  Attitudes,”  Information  Retrieval  12,  no.  3  (2009):  380–99.   63.    Gail  Clement  and  Melissa  Levine,  “Copyright  and  Publication  Status  of  Pre-­‐1978  Dissertations:   A  Content  Analysis  Approach,”  portal:  Libraries  and  the  Academy  11,  no.  3  (2011):  813–29,   http://dx.doi.org/10.1353/pla.2011.0032.     64.    Ibid.     INFORMATION  TECHNOLOGY  AND  LIBRARIES  |  DECEMBER  2014   49     65.    Eliza  T.  Dresang,  “Radical  Change,”  in  Theories  of  Information  Behavior,  ed.  Karen  E.  Fisher,   Sanda  Erdelez,  and  Lynne  McKechnie  (Medford,  NJ:  Information  Today,  2009),  298–302.   66.    Grace  M.  Jackson-­‐Brown,  “Content  Analysis  Study  of  Librarian  Blogs:  Professional   Development  and  Other  Uses,”  First  Monday  18,  no.  2  (2013):  2.   67     Dahlia  K.  Remler  and  Gregg  G.  Van  Ryzin,  Research  Methods  in  Practice:  Strategies  for   Description  and  Causation  (Los  Angeles:  Sage,  2011).   68.    Kangdon  Lee,  “Augmented  Reality  in  Education  and  Training,”  Techtrends:  Linking  Research   and  Practice  To  Improve  Learning  56,  no.  2  (2012):  13–21.   69.    YFS  Magazine,  “Interview:  Gravity  Jack  CEO,  Luke  Richey  Talks  Industry  Leadership,   Augmented  Reality  and  Why  Cash  Isn’t  King,”  Yfsmagazine.com  (blog),  December  19,  2012,   http://yfsentrepreneur.com/2012/12/19/interview-­‐gravity-­‐jack-­‐ceo-­‐luke-­‐richey-­‐talks-­‐ industry-­‐leadership-­‐augmented-­‐reality-­‐and-­‐why-­‐cash-­‐isnt-­‐king/  .   70.    Carol  Pitts  Diedrichs,  “Discovery  and  Delivery:  Making  it  Work  for  Users,”  Serials  Librarian  56,   no.  1–4 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