It seems there is a boot camp for just about everything these days. But have you heard of a boot camp for scientists that teaches best practices for writing and managing code? That's just what the organization Software Carpentry (SWC) is about.
Celebrate the life and works of the great American musician and activist Pete Seeger by listening to some of his recordings available in Smithsonian Global Sound (SUNeT ID required for access).
Monday, January 20, is Martin Luther King, Jr. Day. Green Library will be open for its usual hours: 8:00 am to 1:00 am. Come in and see us!
A trial of bX Recommender has been added to SFX (the Find it at Stanford links) maintained by the Stanford Libraries. Thanks to Alexis Manheim and Holly Thomasen for their work to customize this tool for SUL.
bX Recommender is a service developed by ExLibris to work with SFX to help researchers discover additional relevant articles. Recommendations are based on the usage of millions of researchers around the globe. Starting with the article the user is looking at, bX Recommender checks what other articles were used together with that article and then displays a list of other relevant articles on the SFX results page.
Global Game Jam
Members of the Stanford community are invited to help create a video game from scratch during the Global Game Jam (GGJ) January 24-26, 2014. The GGJ is a yearly 48-hour game design challenge in which teams from around the world share their passion for games, programming, and graphic design. The goal is for each team around the world to design, test, and develop a new game inspired by the Game Jam’s theme. This year’s theme will be announced during the opening video keynote at 5PM on January 24th. All members of the Stanford community are encouraged to participate regardless of their technical skills and prior game design experience.
For more information, and to register, please visit the Stanford University Global Game Jam website.
When: 5 PM January 24th to 5 PM January 26th.
Where: Meyer Library Room 184
1) Visit the Stanford University GGJ Registration Website.
2) Click the "Join This Jam Site" button.
3) Create a GGJ Profile.
Stanford’s Global Game Jam team is sponsored by Stanford University Libraries (SUL) and Academic Computing Services (ACS). Please contact the event’s co-organizers, Academic Technology Specialist Carlos Seligo (firstname.lastname@example.org), and Academic Technology Lab manager Paul Zenke (email@example.com), if you have any questions.
Using a feed reader is a highly efficient and effective way of staying current on topics of interest, and easily sharing items with colleagues and friends.
RSS (Rich Site Summary, or Real Simple Syndication) is a mechanism by which a digital information source sends out links to newly added content. A feed reader lets me gather, organize, and edit these various streams of new content links in a single, user-friendly interface (I use Feedly). When I subscribe to a feed, new content is automatically sent to my feed reader as soon as it is made available, 24/7. Oh, and it’s free!
The Stanford Libraries has utilized digital signage for many years. We have always looked to move from the monotonous static systems of the past to a communicative system that was more dynamic and interactive. There are many digital signage solutions available on the market – both open source and commercial – that have the features and functionality for building a robust digital signage system, but none that offers the features and personal touch like Oalla.
During the fall of 2013, Stanford University Libraries (SUL) convened a working group to investigate the current state of access to audio and moving image materials held within its various collections, notably rare materials within its different special collections departments, along with those held at the Hoover Institution Library and Archives.
Following many weeks of investigation, the Media Access Working Group (MAWG) produced a report in December 2013 outlining its findings, along with various recommendations to help tackle the issues discovered. The group considered issues relating to use cases, copyright status, available technologies - including media streaming, and content usage.