 My name is Chad Hutchins. I'm the head of digital collections at the University of Wyoming and with me I have Tyler Kerr. Tyler is our coordinator of what's called the Student Innovation Center, which is a makerspace in the libraries that's also a collaborative effort with the College of Engineering and University IT. So we're excited to come talk to you all about this. This is a good turnout and welcome. We're going to be speaking about 3D scanning and augmented reality as a method to deliver and promote digital collections in libraries and museums, and I guess we should have thrown in archives there for good measure. In this case, this is a collaborative effort between the UW libraries on a number of levels with the University of Wyoming Geological Museum. So this is obviously a paleontology collection that we're talking about, but there's a lot of other applications that we can apply this to. Before we jump into this, we have an app that we've developed for this. If you haven't already started to download this, it's available for iOS and Android users. If you just search for wild fossil, that's all one word in the Google Play Store or the Apple Store, you can download it. Hopefully the wireless works out with everybody, and it actually can come down. And if those of you who just joined us want, we have the augmented reality cards up here. A lot of people in the audience already have them, but if you don't have them, please feel free to come up and grab. We have five different ones up here that we'll be talking about. So like I said, this is a collaborative effort between a number of places on campus, my office in the libraries, Tyler's group in the Makerspace and Innovation Center, and we have to make sure that we give Dr. Vietti credit for this. She's the Museum and Collections Manager at the UW Geological Museum. She came up with a lot of the ideas that we're going to be talking about today, and she funded a good portion of the augmented reality piece of what we've been doing, whereas the libraries have funded a lot of the scanning and the digital storage for some of this, and Tyler has been doing a lot of the other work. So just for a little bit of context about this, the Geological Museum is on the west side of campus at the University of Wyoming, and it's a fossil vertebrate collection. Many of you have been to museums like this before. There's a public side of it that's on display, and there is a back-of-the-house side of it that houses a lot of the content that is not on display to the public. This spans 40,000 specimens, 6,000 species, and across 2600 localities or locations. And as you might imagine, we have large things like Big Al here. It's an allosaurus skeleton. And then we have a large apoptosaurus that spans the entire length of the museum, down to smaller things, which is typically what we've scanned and are offering up through this augmented reality application, are smaller things that are, I suppose, a couple feet in length all the way down to something that's about the size of your thumb, but also about 75% of the collection is comprised of these small teeth that are about the size of a pin head. So there's about 3 or 30,000 of them that sit in stores that very few people actually ever see. So, we've been working on this project for a number of years, and in true project update, I came to CNI in 2017 and talked about how we first got started with this, and I'm not going to spend a lot of time talking about how we scanned these and what the equipment was, but I will touch on it a little bit, but two or three years ago when we first jumped into this, we really wanted to just learn how to do 3D imaging, and Tyler was actually one of the students that we hired at the time to get us going on all of this, which was great. Tyler has a degree in paleontology, a master's degree from the University of Wyoming, so that's been really helpful for this particular project for obvious reasons. But Dr. Vietti also wants to do a lot of outreach to K-12, and this is a good way of delivering that without requiring people to come to Laramie, Wyoming, which is in the southeast corner of the state. Wyoming is a big state. It's a lot of small towns and a lot of distance between things, and obviously we get very bad weather for most of the year, including probably tomorrow when we're flying back. But at any rates, we also wanted to see if we could legitimately do digital preservations of fossil specimens that sometimes get dropped or destroyed or destroyed for research purposes. Remote access to hidden collections won't be lost on anybody here, and then also the use of 3D digital models. Open educational resources are a pretty big topic now in libraries and across the country in higher education and K-12, and this is a really good melding of two really interesting trends in academia right now, so we'll talk a little bit about that later. So I want to touch a little bit on specimen digitization equipment that we use for this particular project. For this one, this was our first foray into this instead of doing something like photogrammetry, we decided that we would purchase a structured light scanner. In this case, we used a David or HP, HP purchased David a number of years ago, HP SLS scanner, and this is a fairly easy to use scanner in terms of learning curve and whatnot, and it's done a pretty good job for what our purposes are. It's also fairly accessible, produces really good results in terms of resolution, it's about 4,500 bucks to get into this at first. You also have to have a machine that's capable of doing 3D modeling and manipulation and things of that sort, but it's a relatively low cost barrier to get into this, if that's what you're looking for. We have a lot of documentation about this, I'm not going to go into this right now. If you are so inclined, you can go look at the presentation I did from 2017, and it goes into a lot more detail than I'm going to do today. But suffice it to say, the David scanner is actually pretty a good piece of equipment for these purposes. So I want to touch on where we're at today. After a couple of years of doing 3D imaging with the Geological Museum, we run Islandora at UW for our Digital Collections Repository, and that's where we load all of our content. As of today, we have about 600 specimens that we've scanned and are available for download and you can 3D print these. We have some of the prints of our specimens here with us today that Tyler got heckled for by the TSA. For stealing fossil specimens, at any rate, these are all available there. Do be aware, we're still working on some metadata issues within our repository system, and I'll talk about that in a little bit. So I want to speak briefly about challenges that we've had with putting these things in a repository system that's not designed for 3D. Most of you are pretty aware, more than likely, that most library and archival museum repository systems are not built for 3D yet. We're just not there. So what we've done is a bit of a colluge, or a lot of a colluge, I should say. This is just a brief display of one of, this is a Fox skull, but we have the UW specimen number that's assigned at the museum. That's the UW 3480 and the species information. To give users an idea that this is a 3D model, we just have an animated GIF that spins around when you load this page. And then in the upper right, you'll see a link that is basically a zip archive of all the models that we produce for each specimen. So within that zip archive, we have two different directories. We have a low resolution directory of 3D models, and then we have a higher resolution directory. And then within each one of those directories, we have three popular 3D file formats, or most useful 3D file formats for 3D printing, especially the STL, PLY, and OBJ files. So these zip packages are fairly large. So we have some challenges with web delivery on this, especially when it comes to smart devices. We don't have an interactive viewer within Island Dora right now. So people can't come in and do lighting changes. They can't remove the texture apps. They can't do measurements or anything like that. They have to go into Island Dora, download that zip archive, unpack it, and then open whatever file they want in a local client application, which, you know, it's not a huge barrier, but it's certainly not the most user-friendly thing that we could possibly do. But it's what we were able to do with what resources we had. And it's still a 2D experience. You know, you're still looking at something on a 2D computer screen. As opposed to all of the two-dimensional content that most libraries do, books, newspapers, pamphlets, maps, et cetera, we're building all of our derivatives by hand instead of using the system to process it. So we're building thumbnails by hand of the rotating GIF by hand, the low-res 3D files, the high-res 3D files. We're packing the zip archive by hand, and then we put it into Island Dora. So it's a time-consuming process. I already mentioned that it's not smart, device-friendly. Downloading these big zip archives onto your phone is certainly possible, but maybe not the best thing that you could, the best thing that users want to do. So we've kind of, we were kind of thinking around with how are we going to get this stuff into people's hands easily? And this is not to disparage repository systems. We love repository systems. That's what we do in my department. But we wanted to find a different way to get this into people's hands in a much more accessible manner without incurring the cost of having to buy a virtual reality headset. Tyler will talk a lot about this. But a lot of what I'm talking about is just the fact that there's no content standards right now for 3D content. The good thing is that there are groups working on this, which is, and they're producing some really great things. But when I was talking about what file formats we store, there is no greed upon file format for 3D content right now, or an archival format. So when we settled on STL, OBJ, and PLY, we did that because that's what most programs are most easily using at this point in time. We could have done something else, but this is where, that's what we settled on. A lot of other things that we could work with in terms of metadata is, you know, what do we record? How do we record how we built these models? You know, we know what software we used, but our repository system is not pulling that in like it does with two-dimensional content automatically. Like I said, for this we're using a structured light scanner. We do photogrammetry as well. We do RTI capture. We have three different SLS scanners, different models. So there's lots of different ways to do this, but this is, we, for this particular project, we're using structured light scanners. And later this afternoon the CS3DP people are here and they're doing great work. If you're not familiar with it, they're speaking at one. Please go see their presentation. They're doing some really awesome things. So I'm going to hand it over to Tyler and he's going to talk about what we were doing and how we developed our augmented reality app. Okay, so like Chad said, the university has some really wonderful collections, much of which is being digitized into 3D files right now. And that sort of led us to the next question of how do we get this digital content into people's hands in perhaps the most accessible and easy to manage way. And first and foremost, I thought it'd be helpful to cover the difference between augmented reality and virtual reality. So when you put on those VR goggles, what you're truly doing is fully immersing yourself into a digital world with very little input or output from the real world. And in contrast to that, when we talk about augmented reality, it's in the name. It augments the world around you with an overlay of content. And so there's a couple advantages for us. Virtual reality is increasingly popular, but we see AR as a little bit of an easier and perhaps more appealing, approachable, immediate prospect for presenting this 3D data. Number one, the biggest appeal of AR is the cost. There's a low component cost as far as the tech required for augmented reality compared to VR. And then to that end, in terms of access, access to the technology that you would require for augmented reality is a little bit more accessible than the tech required for VR. Case in point, there's an order of magnitude more people who have smartphones both globally and in the US than there are folks who have VR right now. And then lastly, from a technological standpoint, a little bit easier to integrate AR content into pre-existing displays or technology. And like I said before, biggest take-home point here is that most folks already own the necessary tech. It's in your pocket. Sort of building off of that and breaking it down a little bit further, that advantage with AR regarding the popularity of it is really just how accessible it is. So 34% of the world's population has a smartphone, 15% of the world's population has a tablet, and only 2% of the world's population, which is still a sizable amount, has a VR headset. And another benefit of AR is the cost associated with it. So many consumers do already own a smartphone or a tablet that can easily run AR content. Not many people quite yet have the VR technological requirements. That said, if you don't have either and you're looking to get into this stuff, it's about a third of the cost to buy a smartphone and a fairly popular smartphone as opposed to about $1,300 to buy a fairly inexpensive but still powerful VR system. And a PC to run it. And I think it's really important here. We're not here to disparage VR at all. VR is absolutely wonderful. In terms of the immersion that you can get with a VR system, it's unparalleled. In terms of practical training that you can get through virtual reality, you know, you can learn to tune up your car or a drilling rig before you accidentally break that multimillion dollar piece of equipment. You can practice surgery ahead of actually doing so in a patient. And beyond that, it is hugely immersive. I'm sorry, it's hugely entertaining as well in regards to that immersion factor. Now, the biggest barriers to VR that we see right now are those top two bullet points. Number one, it's pricey. To get started is a little pricey. And then number two, VR systems do typically require you to carve out a small corner to run that VR station. You do need a designated space that is stationary in order to run it. Now the perks of AR is you can sort of adapt it to the room or the space or what have you. So it's fairly inexpensive. It's what's called casually accessible. So you can kind of just pick it up and go. There's not really setup required. It's as easy as sending a text or taking a photo. And it is, again, fairly easy to integrate into what already exists. And importantly here, I really want to stress this is not a replacement for repository function. We're not saying cards are the future. We're really saying that this sort of AR presentation or this means to disseminate information could be a way to supplement repositories, especially with this 3D content. And our intent really is to merge the two worlds, to merge traditional print media with web delivery itself. And again, we see AR as one such way to easily make repositories publicly accessible. I think this is pretty fun. So to give everyone a sample of what sort of companies, and I might get a little over excited about this stuff, have already implemented AR. I wanted to show you guys a fairly diverse range of applications, folks that are not just doing AR cards, but AR across the board. So I'm sure you guys recognize a couple of those folks. Our museum opted to do AR collectible cards that hopefully most of you have in front of you and are playing with. So that's similarly being done by Wizards of the Coast, which is up in the top left. If you guys are dorks like me, you know that those guys make Dungeons and Dragons. Yeah. And likewise, Nintendo is doing collectible playing cards. The New York Times and BBC News have developed augmented reality front page displays. Easiest way to picture that is perhaps a newspaper out of Hogwarts with moving imagery on the front. Cadbury has done AR packaging. IKEA is doing some really fun stuff with an augmented reality catalog where you can take the furniture you want to buy, stand in the room that you want to put that furniture in, and place it in real time to scale, which is pretty crazy. From an educational point of view, institutions like the Kennedy Space Center are doing narration and video to supplement some of the aircraft and equipment with actual stories from the astronauts themselves. And then of course, Smithsonian is doing a number of things, most popular of which might be skin and bones, which is an app they've developed where you can go into their exhibits, look at a traditional skeleton, and then actually overlay it with musculature or skin or fur and learn a little bit more about the creature itself. I mean, beyond this, the applications are boundless. We're talking, I've seen apps where you can scan your foot and try on a shoe before you go. I've seen some really cool apps where you can go to a hairstylist and scan your hair and see what you'd look like with blonde or brown hair or blue hair, and it actually tracks your hair's movement in real time, which is crazy. So tons of applications across AR, and so how did we land on printed cards instead of all of these other mediums? And for us, collectible cards are really appealing for a number of reasons. Number one, case in point with the cards you guys have, you can touch them, you can interact with them, spin them around, zoom in and out. You control what to look at, the angle and the focus. You can collect them so you can take them home, you can revisit them whenever you want. If you're like me, you can proudly hang them on your wall. You can file them away in card cases. You can always return to the museum too to collect more. And to that end, we can actually easily expand the number of cards we have. We have five demo cards today. That's not to say we can't have 10 or 100. It's really contingent on how fast we can scan and how fast we can design these cards, and that's really it. And then finally, they're very easily distributed. We can download them, we can mail them or ship them. Like Chad said, Wyoming has a lot of open space. We have 570,000 people in the whole state. And so that means there's a lot of open space and there's a lot of distance learning communities and remote communities. And so for these guys, a little bit difficult to visit the museum. And one of the wonderful things about AR cards is you can send them off. They can even just print them at home or in their classroom and do any number of different activities and lesson plans around those. So very briefly now I wanted to touch on how I built both the iOS and Android app and speak a little bit about the major components necessary for others to follow suit. First and foremost, knowing now that we wanted to build these cards, our next goal was really to figure out how to best disseminate the data in an easy to digest format. So there had to be a balance between visual appeal and content delivery. And an overarching goal here was really to ensure that the data shared in this cards was substantial and meaningful. So to do so, we actually had a couple options. Option one, we could just subscribe to any number of AR hosting companies. There are companies out there that will host your 3D data. And all you do is upload the cards according to their designs and their bounds. And then it's pretty much smooth sailing from there. Now the issue with a hosting site is that you give up a little bit of creative control. So option two is really just to build everything from scratch. And we chose option two. And so I want to add as a caveat here, I'm no programmer. I'm really just a simple paleontologist and STEM educator with a bit of a tech and graphic design streak. And I think most conveniently I just happen to lack enough of a social life that I could watch YouTube videos. And that's how I taught myself how to do this. And that's not to make fun of myself. That's really to drive home the point that anyone can make an app like this. It does not require an intense background in programming or coding or app design to do so. So there's two major components of the process to go from cards to AR content. First is a software development kit called Vuforia that allows you to host images like these guys as what are called target markers. And I'll talk about target markers in just a second for those who are unfamiliar with it. And then the second half of this is Unity. And I'll very briefly touch on Unity, which is the software used to build that and align the target markers with the 3D content. So when I say target markers like this, the easiest analogy here is really just a QR code, right? So in many of those paid or hosted app sites or companies, one of the things they want you to do when you develop a card is to have a custom QR code that they've designed placed prominently somewhere on the card. I wasn't a big fan of that. I really wanted to preserve the aesthetic of the card itself. And so I wanted the cards to serve as a unique fingerprint by themselves. And so that's actually something that Vuforia will let you do. It lets you treat these guys as what are called target markers. So you upload the cards you've designed to the Vuforia development portal and it can identify unique aspects of the cards themselves. So if you see the Alasaurus card, the third image here is what it looks like when Vuforia sort of analyzes it and says, here are the unique points of that fingerprint. So in such a way the card itself sort of serves as a giant QR code. So therefore, whenever you guys fire up the app that you've made in Unity, it will recognize each card from an internal database and then follow instructions to overlay content on top of that according to what you've programmed in Unity. So there's no real need to take up valuable real estate with a QR code on the front or the back, which we think is fairly nice. I won't dwell too much on Unity because I could talk for days about it, but Unity is a software used to develop app and games. Really the biggest highlight of Unity here is how user-friendly it is. And I'll talk about that in a little bit here, but more than anything, time is really the limiting factor. If you guys have the ability to watch YouTube videos, you can learn how to do this stuff. Or if you have grad students, disposable grad students who can watch this stuff too, that's an equally viable option. But once you learn how to do this, it is fairly smooth sailing. So one of the things I hope to do, and I'm not sure if this will work, is to highlight some of the cards we've designed. And then I'll talk about card design in just a little bit. But for those of you who have cards in front of you, hopefully, if all goes well, the app is working and things are moving around for you. But one of the other cool things is that it does not require physical cards. So I'm not sure if the back of the room can do this, but you can just point your phone at the screen. So these cards, it's not required by the size of the card. You can scale these up to the size of a poster. It's all contingent on how you design the cards and upload them as target markers. So what we did was highlight a couple of different animals from a couple of different time periods. Everybody from mammoths here. And you'll see that there's a couple others that are sort of faded out if you can see those. And the reason being, we're still focused on a challenge here of tracking multiple targets at once. So if you have two cards up at the same time, it has difficulty tracking and it tends to just sort of pick up on the one that's most prominent. So we had to sort of make them transparent for the time being, but we have mammoths. We have what's called an archaeotherium, which was a... This is our favorite one. It's terrifying. It's a horse-sized meat-eating pig-like animal. And its nickname, truly, was Terminator Pig or Devil Pig. So they were pretty... I want to say they're scavengers and I hope they were. And then we even have things as small as little horn corals. So you'd see those on the Devonian. They're the little corals that look like tiny little triangles that sit on a tiny, tiny base. So our goals with the cards was really to make them as information-rich as possible, but in a way that's still visually appealing. So to that end, there's quite a lot of content that visitors can pull from these cards. So most visually striking are the environmental scenes at the top of the card, which provide information on scientific name of the fossil, the specimen number for visitors to look up, and the common name of the animal. And then in addition, you can actually see there's an environmental scene where you can see the critter in its habitat with other flora and fauna to scale. Below that, we wanted to highlight temporal information. So show that guy in a geologic timescale, perhaps two with some iconic animals of the time to give you a sense of when they lived. There's also a quick blurb on the left with information on the critter. On the right, there's information on weight, length and diet. And then on the bottom right is some spatial information, a map of Wyoming that shows where the fossils in our collection were excavated. So there's a couple issues to overcome. We've designed the cards, we've uploaded them into the euphoria, we've started to upload our models, and one of the things we discovered is file size plays a fairly large issue. We don't want to give you guys an app that's absolutely monstrous in size, but when you scan a fossil using structured light software, you're capturing data both on the surface color and the object itself. And so what that means is you could often end up with an app that's unwieldy and large. So if I were to upload without doing anything to the simple five demo cards we did, we're looking at an app that's about 500 megs to a gigabyte. Show of hands, who would want to download that? Nobody. So essentially what we had to do is compress everything and make everything quite a bit smaller. So the easiest way to shrink the size of a 3D object is to reduce the number of polygons. And you can actually see here hopefully a sabertooth skull that we've slowly reduced the number of polygons and it does get a little bit more like 90s video game-esque as you reduce the polygon count, but it does reduce the file size. And so for us, a happy medium in terms of what we call decimating the object or reducing the number of polygons was about 6% the original size. So once you do that and then you wrap color around it again, you don't see too much of a difference in the object. There's a little bit when you zoom in and you might see that in the cards you're playing with. But that actually led us to discover a second issue. Whenever you scan something, especially with the David scanner, it's going to spit out that color data, that surface texture as a PNG texture file. So we're looking at once we wrap that small 2.6 megabyte skull with the texture file, it's about 180 megabytes. So again, that would add up for cards. So for us, we had to discover a new way to wrap the texture around it and reduce that texture quality, well texture without compromising the quality. And so we tried for a while to compress the PNG checksers, didn't have much success, and then we actually found out you can just upload a compressed JPEG. So we just uploaded things in Photoshop, saved them as a new file type and brought them into Unity. And the point there is to highlight again how user-friendly Unity is. We've worked with a huge amount of file types in Unity. Whatever you throw at it, it seems like it can handle. For those of you who have played with this wiggling Ictheosaur card, that's a Cinema 4D file. For those of you who have played with the Mammoth, that's a raw blender file. Unity can handle Maya projects, OBJs, STLs, PNGs, JPEGs, you name it. So it can handle a lot of different source material, which is great. And so the last thing I'll talk about before we start talking about applications here is a challenge that's ongoing. Even with the app as it stands, what we're talking about is for iOS users, an app that's about 130 megs for five cards, not great, and then for Android users about 55 megabytes. And the reason being all of the data, the 3D objects, the texture files are all stored in the app. So what that means is if we did have 10 cards or 100 cards, it would add up pretty fast. So we're exploring the idea of hosting things in a cloud server, which you can certainly do in Unity, and then call to them as needed. And the pros here is that the only size of the app would be how many target markers. So it'd be like 10 JPEGs, which is pretty easy. Now the cons of that, the app right now does not require internet access, but for some folks if we do pull from the cloud, that creates an issue where people wouldn't want to maybe use data or Wi-Fi to download 5 to 10 megabyte files at a pop, which we're still trying to find a balance for. And so lastly, before I turn it over to Chad, I wanted to talk about a couple other AR applications that you might see beyond AR cards. So you can imagine for one, AR might have a wonderful, wonderful application in terms of supplementing traditional, let's say, Victorian displays, or minimalist displays. Either for aesthetic reasons, a display is minimalist, or because it is traditionally from a time period where not a lot of information was shared besides provenance. You can build out AR apps that would help supplement information in the exhibit without affecting the aesthetic or historical legacy of the exhibit itself. You can make dynamic museum displays that come to life with animation or appear as they did in antiquity with color or even repaired. You can include AR content, including sound and video in 3D printed kits that visitors can rent or check out or buy. Museum in a Box is one such company that does that. You can develop teaching kits and supplementary interactive ways to engage in content. So picture animated maps of Magellan's route just over the map in your classroom or collectible chemistry cards. Again, Museum in a Box on the top right. These are particularly appealing for Wyoming where you have remote distance or distance learning communities. And then lastly, there's even an option for coffee table books. So you can picture a collections book that might highlight the most meaningful or impactful collections across your institution. It can stand alone with beautiful imagery and plenty of information. But it can also be supplemented with accompanying AR app. That perhaps brings to life the historic pressed flower collection or pulls up digital models of famous artifacts, sculptures and monuments. So I'll turn it over to Chad here. These last couple of slides I just wanted to talk about other 3D applications that we're working on right now. Tyler was talking about other hypothetical applications that you can certainly imagine that you could do with augmented reality. And I wanted to touch on a couple of other things that we're doing just to kind of hammer home that there are so many really interesting things that you can do with this that aren't necessarily new. Most people in this audience know what stereo views are. So about a year ago, we got a small grant from the State Historic Records and Archives Board to digitize some stereo views from a local museum, the Laramie Plains Museum, as well as content that was in our own special collections. A lot of this is from the turn of the century, so it's 150 years old. The stereo view down here on the bottom is from a Union Pacific collection. It's the highest point on the Union Pacific, which is right outside of Laramie. And these were originally intended to be not necessarily 3D, but certainly 2.5D, 150 years ago. And you just, you know, you hold your little headset up to it. And basically what we're going to do with these is we've already scanned all this. And yeah, you can put this in a repository and people can look at it there, but it really wasn't meant to be experienced that way in the first place. So what we'd like to do is something really similar to what we've already done with this. Take these, get these on a phone app so that you can, in this case, you would have to probably load it in a headset with stereo view goggles. But you know, you can get Google Cardboard or Mattel headsets for like 20 bucks. You don't have to buy a thousand dollar VR setup to get into something like this. And people don't have to come into your collection to use your handheld stereo viewer to do it either. So that's one potential application that we're working on right now. I also got a small grant through a humanities group on campus. This is a really fun project that we've been working on with a couple of students in archaeology and anthropology. These petroglyphs, so these are Native American rock art petroglyphs were literally blasted out of a face, or a cliff face in Northern Wyoming or on Grey Bull, which is east of Cody, Wyoming. And this was done back in the 60s, and this was a preservation thing that we used to do, apparently. And they were lost for 50 years, so they found them in a Kwanza hut literally about two years ago. So they came to UW, people can't access these. They're in this small storage room. You can see how big these things are. They're, you know, part of my other duties as assigned is apparently moving 500-pound rocks now. But we're, you know, we're reconstructing these so that we can put this cliff face back together so that the public can actually look at it again and put it back into public access mediums. So we're doing photogrammetry on it, and we're doing RTI imagery, which is reflectance transformation imagery. I'm not going to dig into that, but I think one of the coolest things about working with 3D is the connections we've been able to make with faculty across campus as well as the students themselves. You know, doing the 2D stuff is great, and we still do a lot of that, but when you walk in with these AR cards and put them in front of a faculty member, and you see their little light bulbs going off, it's a really powerful sort of thing that we aren't necessarily able to do with our repositories, I think. So this has been a great project. We were able to employ students and pay them a decent wage to learn a new technology that's applicable across so many different fields. It's just been a really rewarding experience, and this is one of our anthro students. They do most of the rock moving, which is great. But anyway, a couple other anecdotes that I wanted to share just to get people's ideas thinking. Tyler's group, my group, and IT held something called a tech jumpstart session in the makerspace near the end of last semester. It was kind of an open house where everybody that was doing some of this around campus came up, and we were kind of peddling our wares, and at the time we just had prototypes of the AR cards. We had this soil scientist walk in, and she looked at this and said, oh my gosh, this would be so useful for my students, and I know nothing about soil science whatsoever. I didn't know it even existed, really, but apparently they go around the world and collect these soil samples, they bring them back to Laramie, they put them in a lab, sometimes they drop them, sometimes they just fall apart, they have to schedule the students to get access to the rooms, it's a pain in the butt. And basically we started talking and we settled on, hey, you know, we have these open educational resource grants that we award through the libraries. Maybe we can apply this to what you want to do with basically a supplemental lab notebook of these basically lab notebook printed with images of the soil samples connected with the 3D models that we're going to make. Instead of having to go into the lab and do this at whatever hour they can open it at, they can just do it on their phone while they're working in the lab themselves. So this was a really cool thing that I would have never ever imagined this would have gone there. And then there's one last thing. We have a really interesting historic clothing collection on campus. It's distributed in boxes that are unlabeled, everything's folded, some of it's in special collections, some of it's in our archives, some of it's in some closet that I haven't seen. And long story short, it's the same set of problems that the last example was where they can't get these in the hands of the students to actually study them very easily. So we have all the 2D imagery of this in our repository which is useful in terms of getting a little bit of an idea of what it was, but the faculty member wanted to see one of the students to be able to experience these in 3D. So we're going to put these things on mannequins and build models. And one of their textile students is going to learn how to do photogrammetry, which is again a really great way to get students and faculty involved in something that even 2 years ago we wouldn't have even thought about. So with that I want to leave some time for questions, but again this was a very collaborative project. It's been personally and professionally rewarding. Tyler is an awesome person to work with. He was one of our students. So you can kind of see the progression of where this can take a student I think over time, which is I think a really cool thing to watch. So with that I'll stop blabbing and let you guys ask us questions.