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Showing posts with label Virtual Reality. Show all posts
Showing posts with label Virtual Reality. Show all posts

15 May 2025

Presentation Tools - Virtual Reality and Libraries

Libraries in the Metaverse: Embracing Virtual and Augmented Reality

By Amber Scroggy

    Since the beginning of the Digital Age, approximately 1990, librarians have taken the opportunity to embrace innovative technologies. They adopted computers and the internet as a means to revolutionize resources through digitization and to better serve their communities. Now, Librarians are exploring how virtual reality like three dimensional graphics (3D), simulated spaces, and even gaming can change learning and collaboration.

    By embracing virtual reality libraries can expand access and services. In his article Editorial Board Thoughts: The Promise of Immersive Libraries, Jerome Yavarkovsky, Emeritus University Librarian at Boston College, explores the potential uses of virtual reality by libraries in an article publish in 2013. Here is a summary of potential uses he discusses:

  • Collaborative workspaces: Augmented reality space where students, teachers, and researchers can work together on projects, assignments, and presentations eliminating limitations to physical space, (Yavarkovsky, 2013). 
  • Access to resources: In a virtual library there would be the ability to access digital resources such as search engines, online catalogs, media and interactive media like 3D models and simulations, (Yavarkovsky, 2013).
  • Enhanced Learning Opportunities: where libraries will offer immersive interactive experiences like virtual study representations of 3D dimensionally digitized resources such as Mayan Pottery with related resources including historical archives, (Yavarkovsky, 2013).
  • Information Literacy: Libraries and other educators can use virtual spaces to host immersive programs for information literacy, research consultations, and document delivery services to their communities, enhancing their ability to find, evaluate and effectively use information, (Yavarkovsky, 2013).
  • Distance Education: Libraries and can support distance learning through the use of virtual reality by enabling access to resources and collaborative spaces from anywhere in the world, (Yavarkovsky, 2013).

    Additionally, Elizabeth Zak, adjunct instructor at Dominican University, discussed augmented reality in her article 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 defining Augmented Reality (AR) as a blending of physical environment with digital elements. She explores how AR can transform the library by expanding access and services, (Zak, 2014). In the library she say’s “AR can improve library instruction, provide information retrieval about shelved books through recognition applications, reconstruct and restore artifacts, and deliver services at point of need through QR codes,” (Zak, 2014).

    Having embraced the transformative potential of the Digital Age, librarians stand on the cusp of another exciting evolution: virtual and augmented reality.

This video looks at how one library has embraced virtual reality:


If you made it all the way here....

Thank you for reading!😁

Yavarkovsky, J. (2013). Editorial Board Thoughts: The promise of immersive libraries. Information                 Technology and Libraries, 32(4), 5–7. https://doi.org/10.6017/ital.v32i4.5267

Zak, E. (2014). 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. Information Technology and Libraries, 33(4), 23–50. https://doi.org/10.6017/ital.v33i4.5638


09 May 2025

Virtual Reality and Libraries


Virtual Reality and Libraries

By Delyssa Story

    Libraries are continuously evolving beyond traditional spaces, and one of the most exciting developments is the incorporation of virtual reality into library services. Virtual reality (VR) is an immersive technology where a headset worn by an individual can simulate a three dimensional environment, and allow a user to explore and interact with the virtual surrounding. VR is a useful tool to transport patrons beyond the walls of the library, and into places far in both space and time. “One of the most prominent applications of VR and AR in libraries is the creation of immersive learning experiences. Through VR headsets, patrons can embark on virtual tours of historical sites, wander through ancient libraries, or explore distant galaxies. These experiences transport users to different times and places, allowing for deeper understanding and engagement with historical events and cultural artifacts” (Augmented Reality). Libraries can also use VR tools for immersive storytelling, to share important news events or share stories (Virtual Reality). 


    Public and academic libraries have incorporated VR into programming as an immersive learning tool, that can promote engagement and digital equity for the community. Want to learn more about how libraries are using Visual Reality? Watch these videos to see how VR can be used in a library setting:



  • This YouTube discusses how an academic library, the University of Oklahoma, is using virtual reality to provide students with a in depth experience on academic topics and research using VR: https://www.youtube.com/watch?v=tmL3T28Ud1k


Works Cited


“Augmented Reality and Virtual Reality in Libraries.” Pacific University, Oregon, 16 Feb 2024. https://www.lib.pacificu.edu/augmented-reality-and-virtual-reality-in-libraries

“Virtual Reality.” American Library Association. https://www.ala.org/future/trends/virtualreality. Accessed 9 May 2025.

06 May 2025

Virtual Reality and Libraries



What’s Next? 

American Library Association. (2019, March 6). Augmented, virtual, and mixed reality in the library.





 

16 April 2025

Virtual Reality and Libraries


 By Jenny Arucan

Libraries are often considered as one of the public’s key location for new and emerging technology. The introduction to virtual reality (VR) in libraries gives the public an equal opportunity to explore and experience VR, regardless of race, gender, income, location, etc., which in turn increases a more diverse patron base. What is virtual reality? Virtual reality is a computer-generated simulation of three-dimensional images or 360-degree environments that users can interact with. Although VR has been around for some time, it is still uncommon for the average household to own VR equipment.

VR gives users an immersive experience that can improve learning, engagement, and accessibility. Those with disabilities that prevent them from physically visiting popular locations, such as a museum or landmarks, can now experience touring the location in a life-like experience. Those with visual impairments can also benefit from VR with specially designed altered colored or high-contrast visuals. It is important, though, to caution users in case of vertigo or other physical ailments VR can potentially cause.

Another benefit of VR is the preservation of artifacts. Imagine being able to handle rare and fragile items that you normally would not have access to. The possibilities are endless!

The San Jose Library offers weekly classes to explore VR experiences. Check with your local library for VR classes and join in the fun.

Works cited

Moore, Michael. “The Renaissance of Public Libraries in the Digital Age.” The Renaissance of Public Libraries in the Digital Age, Millennial American Dream, 21 Aug. 2023, millennialdream.substack.com/p/the-renaissance-of-public-libraries. 

“How Your Library Can Benefit from Emerging Library Technologies like AR and VR.” GR Tech, www.grtech.com/blog/benefit-of-emerging-library-technologies. Accessed 16 Apr. 2025.