Archive for March, 2017

The Plausibility of a Virtual Library Concept

Mobile devices once represented a “new frontier” in library service, offering more access and connectivity than ever before. Today, Virtual Reality (VR) applications represent the next wave in libraries. Motion-controlled technology will enable us to step into another world, no longer tethered only to the physical library space. Users will no longer be spectators but participants in the virtual library.

This new technology offers exciting opportunities for knowledge management applications. For example, Kevin He, founder of Midas Touch, is developing physics-based animation games that incorporate real-world movements with the screen view. In the future, the availability of headsets will make it possible for library users to experience different worlds.

VR technology growth is an indicator that things are changing in the research landscape: academic librarians and/or provosts looking to enhance research experiences need to pay attention this topic. Investment in a VR space will enable institutions to offer more value to students; these spaces and technology programs can further enhance student success. For example, a VR program might provide an enhanced experience such as being at the Grand Canyon, adding a new way for students to use information.
Library planning for VR

Planning these spaces will require new program ideas with a flexible library design. This isn’t about individual learning; virtual reality library will be a group space. Additionally, we will need programs and designs that offer safeguards for the distracted. Incorporating this new technology will require a library program that will help drive collaboration, knowledge and innovation in order to meet the needs of tomorrow.

The five P’s–purpose, place, people, programs, and partnership–are a starting point for the library staff and knowledge management business teams. They will need to research how to blend library services in both physical and virtual worlds. They will need to offer cultural and educational experiences in both physical and virtual learning environments. VR technology has the potential to drive innovation, enabling research to happen all in one room or space. ACA can help libraries determine the hardware, software and spatial requirements for the virtual reality library.

Below is a picture of Project Morpheus for PS4

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