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Challenges and Strategies for Educational Virtual Reality

Information Technology and Libraries

Abstract

Virtual reality (VR) is a rich visualization and analytic platform that furthers the library’s mission of providing access to all forms of information and supporting pedagogy and scholarship across disciplines. Academic libraries are increasingly adopting VR technology for a variety of research and teaching purposes, which include providing enhanced access to digital collections, offering new research tools, and constructing new immersive learning environments for students. This trend suggests that positive technological innovation is flourishing in libraries, but there remains a lack of clear guidance in the library community on how to introduce these technologies in effective ways and make them sustainable within different types of institutions. In June 2018, the University of Oklahoma hosted the second of three forums on the use of 3D and VR for visualization and analysis in academic libraries, as part of the project Developing Library Strategy for 3D and Virtual Reality Collecti...

Key takeaways

  • In June 2018, the second forum was held at the University of Oklahoma on the topic of 3D/VR Visualization and Analysis and considered the following research questions: RQ1: What are effective strategies for addressing common challenges faced by academic libraries as they implement 3D and VR programs?
  • Forum participants discussed how developing management plans for 3D/VR hosting spaces is essential to ensure successful initiation of VR programs.
  • Some libraries check out all the VR pieces separately, while others are experimenting with full VR kits.
  • One potential bottleneck identified by public forum participants was VR content creation.
  • The size and diversity of the public library and K-12 user communities were reflected in the feedback provided by public forum participants concerning ways in which these types of institutions can participate in VR.