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Haptic Technology - Potential For Library Services: Magdalena Wójcik
Haptic Technology - Potential For Library Services: Magdalena Wójcik
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Background
The latest information and communication technologies undoubtedly have a major impact
on the way that libraries operate, both in designing internal processes and in terms of user
services. On a large scale, libraries have adapted the capabilities of computers, mobile
devices, the internet and social media, to name but a few examples (Husain and Nazim, 2015;
Wójcik, 2015; Margam and Dar, 2017). Technology is, however, constantly evolving, as are
the needs and habits of users; therefore, in order to remain relevant to users, libraries must
constantly monitor the changing social and technological trends. One such trend is haptic
technology defined as a group of solutions that aim at giving users tactile feedback often,
but not always, in the context of their interaction with technology. It is a broad subject that
is well developed in many disciplines – computer science, management science or cultural
studies – however is still virtually absent from library and information science. This is
surprising because haptic technology can presumably have an impact on the way libraries Library Hi Tech
design new services for users. Today’s haptic technologies are most often aimed at Vol. 37 No. 4, 2019
pp. 883-893
© Emerald Publishing Limited
0737-8831
The author would like to thank Mike Timberlake for proof-reading. DOI 10.1108/LHT-11-2018-0155
LHT recreating tactile sensations in users interaction with electronic resources to make using
37,4 technology more intuitive and friendly, although it is worth noting that relying on the sense
of touch is deeply rooted in the tradition of librarianship. In this context, a traditional book
that can give strong haptic sensations – the structure of paper, the weight of the book, the
touch of pages being turned over – can be treated as a precursor of user-information
resources interactions based on tactile sensations. It is in such a broader context that the
884 considerations in this paper will be carried out, however, mainly with an emphasis on
haptics related to the development of electronic sphere.
A direct inspiration for this paper was a list of key social, economic and technological
trends published by American Library Association – Center for the Future of Libraries (2018),
in which haptic technology was indicated as one of 36 issues that may heavily influence the
future of libraries. Also inspiring was a short paper by Peter Fernandez, published in Library
Hi Tech News, in which the author outlined the idea and scope of using haptic technology
(Fernandez, 2017). The author pointed out crucial directions of the future development of
haptic technology and described its role in various aspects of communication that may help to
provide a richer experience for users. Fernandez’s paper provides a solid basis for discussion
about the potential of haptic technology in libraries; however, additional reflection on the
possibilities of using haptic technology directly in library services is necessary. Therefore, the
purpose of this paper is to continue and complement the problems pointed out by Fernandez,
mostly in the aspect of using haptic technologies in library practice, and – hopefully – to
initiate further discussion on this topic.
Based on
sense of
touch
Based on
Widely used
interaction
in electronic
with physical
devices and
and virtual
virtual reality
objects
Features
Performed
Aim to create via different
rich user tools and
experience technologies
Figure 1.
Haptic technology
main features
Source: Own research, 2018
Haptic technology, often in the context of 3D printing, is also used as a new medium of Haptic
expression in art, for example in the form of haptic painting that can be not only seen but also technology
felt by the audience. Touching specially created surfaces and feeling the texture of the image
becomes here a means of communication and artistic expansion (Vi et al., 2017). It is also
widely used in the entertainment sector to enrich the user experience, for instance in virtual
reality games. As Fernandez pointed out, via haptic technology, particularly different sensors,
users can “feel” the surfaces they touch, which increases the impression of immersion in the 887
artificially generated world. It can also enrich the experience of playing video game by
including haptic signals, for instance in the form of vibrations send by remote control to the
user in response to what is happening on the screen (Fernandez, 2017). Webb et al. (2017)
highlighted the fact that haptic technology is also very useful in education. Haptic
reinforcements can complement the process of acquiring knowledge with the help of other
senses – sight or hearing – and stimulate the processes of memorizing content. It is especially
important and useful for people who struggle with cognitive and verbal problems, for example
people on the autism spectrum. In this context touching objects (e.g. pictures or icons
symbolizing concepts) can – to some degree – replace or facilitate verbal communication
which is often difficult for people with emotional, verbal and cognitive problems. The ability to
physically learn objects through touch, in general, helps with understanding of concepts such
as distance, depth, temperature or shape (Im et al., 2017), which is useful in many areas of
education, for instance mathematics, physics, geography and others. Research by Im et al.
(2017) also showed that according to teachers working with developmental disorder, children
haptic feedback can help with increasing the attractiveness of education for children, as well
as their motivation and commitment (Figure 2).
The provided list of the main usage areas of haptic technology does not, of course, cover the
whole range of applications, but only gives an outline of the main directions of its development.
Navigation for
Business the blind
people
Areas
of use
Art, culture,
Military
entertainment
Medicine Education
Figure 2.
Main areas of use of
haptic technology
Source: Own research, 2018
LHT In summary, it can be concluded that haptic technology can be used wherever there is a
37,4 need for providing a rich multisensory experience for users. Using tactile stimuli can
facilitate interaction with electronic devices, help in better understanding and assimilation of
information, facilitate testing and simulation of different procedures and be a new means of
artistic expression and a source of entertainment. It seems that the scope of use of this
technology is very broad, but it remains to be established to what extent haptic technology can
888 be used in library services.
Special
Education needs
education
Special
services for
Services
disabled
users
• Services for visually
• Haptic interfaces in the
disabled
information services
• Services for users with
intellectual, emotional and Figure 3.
cognitive problems
Main areas and ways
of using haptic
technology in libraries
Source: Own research, 2018
LHT Based on the literature on the subject published so far, it is difficult to predict other areas of
37,4 library services in which haptic technology could be useful. It is possible that this
technology could be used not only in services for users, but also in internal library
processes, for example in cataloguing, analyzing, or describing resources. According to the
American Library Association – Center for the Future of Libraries (2018), “The integration
of haptics into media may add a new descriptive feature to information objects, requiring
890 libraries to rethink their systems for describing, classifying, or even retrieving resources.” It
is currently difficult, however, to find examples of such implementations, as well as to
predict how exactly this solutions may be useful. The assessment of the potential of haptic
technology for libraries requires a broader discussion both in the scientific community and
among practitioners.
Discussion
There are many advantages of introducing new technologies in libraries: they can help,
among others, to build a positive image of the library as a modern institution and offer
new opportunities to design services and deliver popular existing services in an
innovative way; however, it is worth considering the difficulties that may be associated
with this process.
First of all, due to the fact that there are not many examples of implementations of haptic
technology in cultural institutions such as libraries, all activities must be performed by the
trial and error method. There are currently not many examples of good practices that would
allow this know-how to be developed. As Tiwari (2016) pointed out, “Haptic technology is
still not very common and faces challenges in terms of cost, complexity, portability and
debugging issues” (p. 82). There are still a lot of technical issues that need to be solved, as
well as organizational aspects that need to be thought through to allow successful
implementation of haptic technology in public institutions. This can be seen as a negative
aspect and an argument against the introduction of haptic technologies in libraries.
However, without attempting to put this technology into practice in library services, it will
never be refined for the needs of non-commercial institutions. Libraries, like all institutions
operating in a competitive market, must take risks and meet new challenges – only in this
way will they remain current and relevant to users’ needs. As Fernandez (2017) pointed out:
“[…] haptic technology is poised to influence areas that we are already familiar with,” (p. 14)
so libraries must keep up with the changes that take place in the habits of their users.
During this process, however, it must be remembered that although library users are
increasingly so-called “digital natives” – people who were brought up on new technologies
and who appreciate modern solutions – libraries should not forget the older generations of
users for whom such solutions are surprising and can cause discomfort. All new
technologies should be introduced gradually, and using them should be an option, not a
necessity. It is also important to remember that apart from haptics connected with the
electronic environment; there are also other methods of offering tactile reinforcements also
through a traditional book. An example of this can be the use of a convex font that facilitates
reading to the visually impaired and the use of 3D illustrations and diagrams specifically in
scientific and educational books which may help in better understanding and remembering
of information, especially those that require understanding the depth, distance or
relationship between objects. This can be a solution for users who – for various reasons –
are not ready for innovation.
Another factor that often discourages the introduction of new technologies is the fact
that implementation of haptic technology, like any other technology, involves financial
expenditure in the purchase and operation stage, which can be difficult especially for
smaller libraries. In addition to these direct costs, organizational issues also arise: designing
services in terms of the implementation of new technology requires a new approach that
usually requires training of employees and employment of IT specialists and other experts. Haptic
In this context, however, a good argument for justifying the expenditure is the social utility technology
of haptic solutions for a wide group of users – the elderly, the disabled, but also children
starting school and all other users for whom touch is an important sense to facilitate the
acquisition of information. All in all, these expenditures may turn out to be profitable in the
context of the economic value of library services. Calculating the economic value of non-
commercial services, including libraries, based on their measurable impact on the local 891
community is slowly becoming a standard. In this context, offering services based on haptic
reinforcement, which may be useful for groups at risk of social exclusion, and also for all
other users, seems very profitable. Local authorities and other stakeholders want to invest in
services that will bring tangible benefits to a wide audience. In this context, offering services
based on haptic reinforcement, which may be useful for groups at risk of social exclusion,
and also for all other users, seems very profitable. Investing in new technologies can
increase the value of library services for the local community, bringing new opportunities to
obtain financing.
Conclusions
Haptic technology should be more often employed in library and information science
because it has the potential to make library services more accessible and attractive to
different groups of users. It seems that the two most important areas in which haptic
technology could be applied in libraries are education and services, especially for disabled
users that have special educational and service needs. Although it could be very helpful for
disabled users, haptic technology can also be used in various contexts to provide more
responsive and intuitive user interfaces for electronic library services. All in all, it can be
concluded that haptic technology may be used in a variety of ways to improve the quality of
library services. Importantly, services based on haptic technologies can more easily justify
their economic value as they can be tailored to the needs of specific groups of recipients,
while remaining useful for a wide range of library users. In this context, it is surprising that
this topic is so rarely undertaken in the librarianship subject literature. This is a gap in
research that needs to be filled. It is necessary to simultaneously conduct scientific research
in this field and try to implement these solutions in practice. Only close cooperation between
scientists and librarians can result in full exploitation of the potential of this new and
interesting technology.
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About the author Haptic
Magdalena Wójcik is PhD and Lecturer at the Jagiellonian University, Kraków, Poland. Wójcik is technology
interested in new technologies, particularly Web 2.0, augmented reality, wearable computing and
Internet of Things and their impact on libraries’ services. Wójcik’s newest publications are: the use of
Web 2.0 services by Urban Public Libraries in Poland: changes over the years 2011–2013. Libri,
Vol. 65 No. 2, pp. 91-103, Potential use of augmented reality in LIS education. Education and
Information Technologies, Vol. 21 No. 6, pp. 1555-1569, Internet of Things – potential for libraries,
Library Hi Tech, Vol. 34 No. 2, pp. 404-420 and Holograms in libraries – the potential for education, 893
promotion and services. Library Hi Tech Vol. 36 No.1, pp. 18-28. Magdalena Wójcik can be contacted at:
magda.wojcik@uj.edu.pl
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