Troy
Lambert, of the public library association, said in his article, “Public
Libraries Online,” “But what, if any, is the future of virtual reality (VR) in
the library?” To answer this question, you have to examine how VR is
already being used in libraries, and then prognosticate, based on possible
advances in how VR is already being used.
Currently,
libraries are offering experiences beyond books, such as free Wi-Fi and
computer access, 3D printing labs, computer-based storytelling, and
presentation programs. So, in one sense, libraries may offer VR as just
another development tool, such as a VR computer lab. But, VR offers a
whole new experience that may be developed and expanded in the future by
libraries.
Just
as software programs exploded with the invention of personal computers, with
the invention of VR, content providers may start developing more and more VR
content for public consumption, such as VR tours, VR training, VR gaming, and
even VR worlds where people can go and interact with other people throughout
the world through avatars of themselves. Also, new VR versions of
textbooks, history books, and all number of other topics and titles may be
created and libraries, to keep up with this media explosion, will need to
expand, offering VR helmets and rooms where these new VR experiences can occur
safely.
Troy
Lambert, “Virtual Reality in the Library: Creating a New Experience,” http://publiclibrariesonline.org/2016/02/virtual-reality-in-the-library-creating-a-new-experience/) offers some other
possibilities for virtual reality in libraries, such as:
1) Virtual travel and experience. Not
everyone can afford to travel everywhere these days, and some places are not
safe for everyone to visit. VR offers the opportunity for an enriching
experience with those places at an accessible price.
2) Virtual gaming and new skills.
Gaming can offer a creative way to learn or to compete.
3) Virtual reality levels the playing
field. VR can help people overcome issues with disability, or diverse
issues such as height, weight, gender, or race.
4) Story telling. Apps like vrse may
help libraries tell stories using VR.
5) NASA education. Not all of us can
go to space, but NASA offers a VR experience through Oculus that allows users
to experience the wonders of space craft exploration.
6) Driver safety programs. VR offers a
unique and safe way to simulate an experience so that novice drivers can
experience challenging situations safely and learn to be safer drivers.
This kind of simulation experience could also apply to many situations, such as
flying a plane or operating heavy machinery.
7) Field trips. Google recently
released “Google Exhibitions Pioneer Program.” This and other programs
like it could be used in schools to give VR “hands on” experiences for eager
students.
Other ways that VR
could be used is putting the library itself in a VR program, so that instead of
just searching online by topic, title, or author, a patron could browse the
library in VR, pull titles from the shelves and sample them, then check them
out in VR then access the full version online, or pick it up later at the RL
library.
One limiting factor
for the utilization of VR will be balancing the acquisition budget of the
library between traditional sources, internet sources, and VR resources.
What may be technologically capable may not be economically feasible, so VR may
be limited for some time to “laboratory” access usage, where there are VR
stations and any access to content may have to be purchased by patrons on a pay
per use basis. Still, VR offers a whole new medium for learning,
storytelling, and experiencing the world as it is, as it was, as it may be
someday, and even fantasy worlds. Libraries will have to find a way to
keep up with this next wave of media.
No comments:
Post a Comment