Imagine for a minute you are attending a library read
aloud. You are surrounded by a group of
inner city youngsters who are enjoying a timeless classic, Verdi. When you finish your book you put on your VR
glasses and take a guided tour of the rainforest with a guide showing you the
animals and plants. Then you reread this
book again, this time with more understanding and newly activated schema firing
in the little ones’ brains.
According to Marshall, (2016), Virtual Reality or 3D images,
at least, have been around for a long time.
Charles Wheatstone invented a 3D image viewer called a stereopticon. Then in 1935, Stanley G. Weinbaum wrote a
story about a professor that has a pair of goggles that allow the user to see,
taste, smell and feel (Marshall, 2016). As I child, I remember playing with a “View-Master” that let me see Miss Piggy as
if she were standing right in front of me.
There is something magical about being able to see something right in
front of you that you know is not there.
Here is an ad from Google showing off how their technology works in a classroom setting:
Here is an ad from Google showing off how their technology works in a classroom setting:
With the rising popularity and quality of VR these days, not
to mention the dropping prices, it is no surprise that some libraries are
taking advantage of the increasingly better and less expensive virtual reality
(VR) market. For example, North Carolina
State University has a space where they lend VR headsets and motion controllers
and allow patrons to use the equipment for classes or for creating (Ford,
2017).
Virtual reality is not without concerns. For example, Alex Faaborg, a Google VR
designer, discussed in a TedTalk (2015) how difficult creating a comfortable VR
experience can be. He mentions that we
need to be mindful of not only keeping people from getting motion sick by using
improved technology, but also to consider the emotional responses they have to the virtual environment. Being so immersed in a virtual environment can cause actual physiological responses.
Faaborg mentions that if you are watching a virtual sky full of planets and one
comes flying toward your head, you are going to duck (Tedx Talks, 2015). There are many videos on the internet of people playing a game where you are
walking a simulated plank 60 stories above ground. The experience feels real as their heart rates
race and their survival brain takes over… even when they are completely aware
they are standing in the middle of a safe room! Another consideration is that whenever someone is creating a story or
information, or in this case a whole new world, it is important to see how it
is presented and what biases are at work within the piece.
And the potential is not just in virtual reality, where you
are removed from one place and put in a virtual place. Instead there is a lot of opportunity with
augmented reality. According to Marshall (2016), "augmented reality experiences do not remove the user from the real world." Instead they add a layer of complexity to the real world. One example of well know augmented reality is Google Glass. This pair of specialized glasses lets the user see the world, while interacting with the internet at the same time.
Have you ever come across a beautiful old text that you wish
you could share, but it is just too old and fragile for handling? What if, with
augmented reality, you could wear a set of glasses that throw the original text
on blank pages of a simulated book and as you turn the pages, the virtual text
turns too. Is the text in old English? No
problem, you can translate it as well or find out more about a particular
illustration, author or passage. While
this is hypothetical uses of augmented reality, there are already some
interesting library uses for AR. Beth
Mulch (2014), a high school librarian, used a student directed virtual overly
to give new life to the yearly library orientation. Students were given the
task to film, direct, and share one library section or resource they enjoyed. Students came in for orientation and received IPads and wandered around
the library listening to their peers explain different areas or share favorite
books from that section as they went into that area (Much, 2014).
Photo by Sergiu Vălenaș on Unsplash
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There are definitely some exciting things as well as some
discussions to be had over the use of virtual and augmented reality in
libraries and other areas of life.
References
Ford,
A. (2017, September 1). Making Virtual Reality a Reality. Retrieved from https://americanlibrariesmagazine.org/2017/09/01/making-virtual-reality-a-reality/
Marshall, P. (2016, February 26). Virtual reality. CQ Researcher, 26, 193-216.
Retrieved from http://library.cqpress.com/
Mulch,
B. E. (2014). Library Orientation Transformation: From Paper Map to Augmented
Reality. Knowledge Quest, 42(4), 50-53. Retrieved from http://web.b.ebscohost.com.ezproxy.palomar.edu/ehost/pdfviewer/pdfviewer?vid=7&sid=5af10958-dada-4262-b89e-613e4e5143fa%40sessionmgr101
TEDx Talks. (2015, September 8). Designing for virtual reality and the impact on education, Alex Faaborg TEDxCincinnati.[Video File]Retrieved from
I really liked your post. I especially like your idea of how VR can enhance our library experience.
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