Saturday, April 28, 2018

VR in Library Science


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.



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