Virtual Reality and Libraries: Is this something
we need? By Kathy Meengs
Virtual reality (VR) is a captivating, still relatively
emerging, technology that basically permits the user to enjoy ‘real-life’ visual
experiences by taking 2D images and videos and adding depth and distances to
mimic a 3D experience. It’s not a fad; it’s not just for gamers; it’s here to
stay. People love it. In 2016, I hosted an event at a retail bookstore where I allowed
customers to try out some new VR viewers, and they loved it. They didn’t even
know how they were going to use it, but they had to have the viewers. And as
with all important new technologies, libraries need to be involved, helping to
expose and educate the community and using VR in relevant and creative ways to offer
services, programming, collection experience and other mission-related
activities.
According to a 2018 American Libraries article, many
libraries have begun to embrace VR: school libraries, academic libraries,
specialty libraries and public libraries. They are using it to engage teens and
new adults, educate underserved communities and simulate learning experiences
(heart surgery at the University of Washington Health Sciences Library!)
(Figueroa, 28). The equipment can be expensive, and many of the librarians
interviewed indicated that they’ve used grant monies to help fund their VR
programs (Figueroa, 29), but hopefully as time passes, prices will come down as
they do for so much of developing technology. The libraries in 2018 acknowledged that they
were still in the early stages of how they would use VR (Figueroa, 30). I viewed
a video where a library was experimenting using VR for collection discovery
within the stacks.
The Pandemic that began in March 2020 has probably slowed
the adoption of VR into libraries, since most of its applications involve an
in-person dynamic. But libraries cannot stop exploring the possibilities and
looking for ways to include VR in their offerings. One of my favorite VR
stories involves the Fresno County Community Library. Community Librarian
Jessica Hall has used the VR program Google Expeditions, and a modest
grant-funded investment in equipment, to reach out to seniors and veterans in
her community. She visits VA and senior homes, taking with her the VR equipment
and a wi- fi hotspot, and spends an hour or so with groups of 5 (the number of
viewers she has) allowing them to travel the world with Expeditions and then
engaging them in conversation about what they’ve seen, places they’ve visited,
and other journey experiences. Because of the relationship she has built with
these sites, she now visits weekly, alternating the VR with reading aloud to the
residents (Hall, 1-2). To me, this is a terrific example of community librarianship
and partnership-building. Hall has delivered an experience to people who not only
cannot travel, but can’t even visit the library, and she has reminded them of
what the library offers and made patrons of this part of the community. And she’s
also shown that VR is not just for teens, or the tech-savvy. We library staff
need to take note and stay open-minded about the many ways we can use new technology.
Works Cited
Figueroa, Miguel. “IN A
VIRTUAL WORLD: How School, Academic, and Public Libraries Are Testing Virtual
Reality in Their Communities. (Cover Story).” American Libraries, vol. 49, no. 3/4, Mar. 2018, pp. 26–33. EBSCOhost,
https://search-ebscohost-com.ezproxy.palomar.edu/login.aspx?direct=true&db=lxh&AN=128259003&site=ehost-live&scope=site.
Hall, Jessica. “Journey with Veterans: Virtual Reality
Program Using Google Expeditions.” Information Technology & Libraries, vol.
39, no. 4, Dec. 2020, pp. 1–3. EBSCOhost,
https://doi-org.ezproxy.palomar.edu/10.6017/ital.v39i4.12857.
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