Thursday, May 9, 2024

VR and Libraries

 Virtual Reality and Libraries


by Rachel T.



Thinking of bringing Virtual Reality (VR) to your library?


VR technology has potential for entertainment, education, and more. However, the technology is expensive to invest in (both hardware and software) and poses difficulties in implementation (Cook et al., 2019). Waivers will likely be needed, as users/patrons may feel nauseous, dizzy, or experience seizures. With this and other factors in mind, on-site VR programs need active supervision by library staff. In addition, your library must have Information Technology staff to support any new VR programming, especially if you hope to create new virtual environments (new software) specific to your library. As you explore bringing VR to your library, consider where to place the VR system (will you have a dedicated space?) and who will maintain the system. In the following paragraphs, I will highlight some educational uses of VR.


One use of VR programs is to provide information on social and cultural issues. According to Sharon Whitfield, librarian at Rider University in New Jersey, certain programs are available for free from the Oculus website (Arata, 2022). At Rider University, they plan to offer programs focused on “experiences of Black Americans, refugees, and people without housing” (Arata, 2022). From my understanding, libraries that use Oculus headsets will have access to this free programming.


VR can also be used for digital literacy training in libraries. In Finland, a group of researchers worked with library staff and others to create a VR world that aimed to teach users about the library. They created a program called Forest Elf, where the user must complete certain tasks in different environments. One task was to match quotes with book genres on a bookshelf in the VR world (Ylipulli et al., 2023). In this project, the group decided on a forest world to increase engagement, as people enjoy nature. Though quite different from a library, the Forest Elf world offers active learning in digital literacy skills and allows individual libraries to add on or change the program (Ylipulli et al., 2023). 


Looking for explanations of VR and its uses?


* Check Out These Videos * 


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Works Cited:

Arata, H. (2022, May 17). A New Mechanism for Dialogue: Virtual Reality Programs in Academic Libraries. Programming Librarian, ALA American Library Association. https://programminglibrarian.org/articles/new-mechanism-dialogue-virtual-reality-programs-academic-libraries 

Cook, M., Lischer-Katz, Z., Hall, N., Hardesty, J., Johnson, J., McDonald, R., & Carlisle, T. (2019). Challenges and Strategies for Educational Virtual Reality: Results of an Expert-led Forum on 3D/VR Technologies Across Academic Institutions. Information Technology and Libraries, 38(4), 25–48. https://doi.org/10.6017/ITAL.V38I4.11075


Ylipulli, J., Pouke, M., Ehrenberg, N., & Keinonen, T. (2023). Public libraries as a partner in digital innovation project: Designing a virtual reality experience to support digital literacy. Future Generation Computer Systems, 149, 594–605. https://doi.org/10.1016/j.future.2023.08.001


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