Virtual Reality in Libraries - Charis J
image credit: Niño usando gafas de realidad virtual by Julia M Cameron under License CC0 1.0 Universal Public Domain Dedication. https://commons.m.wikimedia.org/wiki/File:Pexels-julia-m-cameron-4145251.jpg
image title translation: Boy using virtual reality glasses
The development of virtual reality (VR) technology has grown and developed over the years. It’s led many people, institutions, corporations and businesses to utilize it. For those who may be unfamiliar with VR technology, it allows users to interact with a virtual 3D environment. Virtual reality can particularly immerse those who use it into the environment they see using the program. I think virtual reality could be a great tool for libraries and another creative way libraries can expand themselves. Furthermore, depending on the demographic of users of libraries, this may be library users’ first interaction with VR expanding their knowledge and giving them new experiences as well.
Now that we have a bit more understanding as to what virtual reality entails, let’s discuss libraries’ potential role with it. Libraries strive to serve those in their communities and support their search for knowledge and resources. As technology has advanced libraries have had to as well, finding ways to incorporate new technology to continue meeting the evolving needs of the community. Virtual Reality is a part of this newer technology librarians and library staff should become comfortable with and think about implementing on the library; as the need for it may continue to increase over time, “it is important for libraries to be ready to offer support with virtual reality, just as we’ve offered support with prior technologies including tablets, laptops, computers, 3-D printers, etc” (Kirsch 5). The use of virtual reality can span both educational to recreational, as well as age groups too. Virtual reality could be an added bonus to your library, but it should be noted that most people will have a learning curve when using it. So like any inquiries in the library, staff should be properly trained to handle these inquiries or guide the library user to a staff member who may be more knowledgeable in this area.
Some libraries are finding ways to make virtual reality a more permanent part of their programming and education both in the US and internationally. For example, Oral University utilized virtual reality technology to create a tour with the goal of minimizing library anxiety experienced by students. They were able to conduct a small study with the participation of Oral University students to help navigate their thoughts about the usefulness virtual tour, “…we are encouraged that this tool that will assist our students in reducing library anxiety, with the result that they will visit and use the library more often to their benefit” (Sample, p 23-24). The ability to find a way to mitigate some of the common library anxiety, students or library users will feel can be a great asset to libraries. It helps bridge the gap for people and takes some of the pressure off of using the library. Whether a library chooses to use VR technology for more recreational or educational purposes, I think they should consider implementing VR into their libraries in ways they see fit best for their users and their staff.
Work Cited:
Kirsch, Breanne. “Virtual Reality: The Next Big Thing for Libraries to Consider.” Information Technology & Libraries, vol. 38, no. 4, Dec. 2019, pp. 4–5. EBSCOhost, https://doi-org.ezproxy.palomar.edu/10.6017/ital.v38i4.11847.
Sample, Angela. “Using Augmented and Virtual Reality in Information Literacy Instruction to Reduce Library Anxiety in Nontraditional and International Students.” Information Technology & Libraries, vol. 39, no. 1, Jan. 2020, pp. 1–29. EBSCOhost, https://doi-org.ezproxy.palomar.edu/10.6017/ital.v39i1.1172
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