virtual reality - Public Libraries Online https://publiclibrariesonline.org A Publication of the Public Library Association Thu, 01 Aug 2019 19:27:34 +0000 en-US hourly 1 https://wordpress.org/?v=6.4.5 Introducing Virtual Reality to Your Community https://publiclibrariesonline.org/2019/08/introducing-virtual-reality-to-your-community/?utm_source=rss&utm_medium=rss&utm_campaign=introducing-virtual-reality-to-your-community https://publiclibrariesonline.org/2019/08/introducing-virtual-reality-to-your-community/#respond Thu, 01 Aug 2019 19:27:32 +0000 http://publiclibrariesonline.org/?p=15060 Once viewed as a bleeding-edge technology, virtual reality (VR) has seen explosive growth. A three-billion-dollar industry in 2017, virtual reality is currently forecast to surpass $50 billion in market value by 2023, driven by commercial VR headsets.1 Despite the increasing availability of VR technology, the cost can still present a barrier to access for many library patrons. Additionally, as with all emerging technologies, there can be a hesitancy to try something new. With this in mind, how can libraries work to introduce VR technology to our communities?

The post Introducing Virtual Reality to Your Community first appeared on Public Libraries Online.

]]>
Nick is Assistant Director of the South Huntington Public Library in Huntington Station (NY) and the author of Making the Most of Digital Collections through Training and Outreach.  He is currently reading The Way of Kings by Brandon Sanderson.

Once viewed as a bleeding-edge technology, virtual reality (VR) has seen explosive growth. A three-billion-dollar industry in 2017, virtual reality is currently forecast to surpass $50 billion in market value by 2023, driven by commercial VR headsets.1 Despite the increasing availability of VR technology, the cost can still present a barrier to access for many library patrons. Additionally, as with all emerging technologies, there can be a hesitancy to try something new. With this in mind, how can libraries work to introduce VR technology to our communities? 

Equipment Selection 

A PC-connected headset offers the most immersive experience for the consumer market. Devices like the HTC Vive and Oculus Rift fit this category. As suggested by the name, these systems require a fairly powerful computer to provide the processing power. While the cost of these systems is similar in price to a modern game console, a properly spec’d computer can easily add a thousand dollars or more to the total cost. At a price point comparable to a 3D printer, the library is similarly well-positioned to step in where the individual user may balk. Alternatively, all-in-one VR headsets like the Oculus Go operate independently of a computer or additional device, providing a less immersive, but more affordable option. Finally, there are smartphone-powered headsets. These include Google Cardboard and the Samsung Gear VR. While the least expensive, they require a modern smartphone in order to function. 

Providing Experiences 

To provide an experience, a library needs to curate content, grant access to the technology, and offer technical assistance in operating the equipment. In the case of a PC-connected or stand-alone headset, content curation requires that you download free or purchased content in advance of making your equipment available to the public. Content may include games, videos, and experiences. Consideration should be given to age-appropriateness, as well as the intensity of the experience; strolling through a garden versus riding a rollercoaster engages the senses in very different ways! It may be helpful for both staff and public to keep an annotated list describing the available content in your VR library. If the library equipment includes smartphone-powered headsets, providing a bibliography of VR resources can offer patrons some suggested content to download on their personal devices. 

As you look to provide access, consider whether your VR equipment will be made available upon request, scheduled as a program, or offered by appointment. Unless you have a designated VR space in your library, prescheduling is generally preferable, particularly with a PC-connected system and its large footprint. As some VR users may experience dizziness, motion sickness, nausea, or seizures, and the potential risk of falling, libraries may wish to require a signed waiver to use their equipment, requiring a level of staff mediation. When planning a program, consider thinking thematically. For example, 2019 marks fifty years since the Apollo 11 moon landing. A library could look to download lunar-themed experiences, including recreations of the Apollo Mission, allowing patrons to experience the event in a very personal way. 

As you offer VR experiences to your patrons, staff may need to be on hand to provide technical support. If you are working with a new user, this will mean describing how the equipment works and how to navigate the software. Here, having a projector or large screen to mirror the VR experience can allow a staff member to see through the patron’s eyes, rather than having an issue described to them. Additionally, a screen will provide other attendees with a viewing experience while they wait. A staff member should monitor attendees for any discomfort or disorientation, as well as troubleshooting any technical difficulties that may arise. Consider keeping a set of disposable masks on hand so you can cycle multiple users between equipment cleanings. 

Equipment Lending 

With the portability of smartphone-powered and all-in-one virtual reality headsets, libraries are increasingly looking at device lending programs. Device lending offers library patrons the opportunity to experience virtual reality from home, at a time that is convenient to them. Such lending programs are now taking place at libraries and library systems of all sizes. 

Through a Broward County (FL) Library System pilot program, nine locations are loaning a total of ninety Merge AR/VR headsets. These headsets require users provide their own Android or iPhone to function, and grant users access to kid-safe content, including three hundred VR apps and 360-degree video experiences.2 While many VR headsets are recommended for age thirteen and up by the manufacturer, Merge headsets are age ten and up. The soft foam construction also makes them fairly durable and easy to clean—important attributes in a lending program. 

Libraries seeking to lend smartphone-powered VR headsets built more for an adult audience may wish to emulate Indian Prairie Public Library (Darien, IL). There, the Samsung Gear VR is available to check out and take home as part of the library’s Tech Takeout program.3 While the Gear is a high-performance headset, it does come with the drawback of only being compatible with Samsung devices. Libraries seeking an option with broader Android compatibility can invest in the Google Daydream View, though it comes with a smaller selection of games. 

An emerging option for virtual reality headset lending are all-in-one devices including the Oculus Go and the Oculus Quest.4 An all-in-one device operates independently, without the need for a connected computer or smartphone, making it an excellent candidate for an equipment lending program. Mukwonago (WI) Community Library has embraced virtual and augmented reality within their makerspace (MetaSpace 511), and that enthusiasm has extended to loaning out the Oculus Go.5

When loaning out all-in-one VR headsets, library staff will need to download free or paid content, similar to lending programs for preloaded e-readers. Your VR loaning service can be highly responsive, adding patron requests to headsets. Some libraries may wish to require that patrons sign a hold-harmless waiver covering injury, as well as acknowledging the replacement cost of a lost or damaged headset. As a best practice, you should ensure that there is a descriptive list of games and experiences on your headsets, particularly when that content varies on different devices. 

The increasing portability and affordability of VR is creating the conditions necessary to add the technology to library programming and equipment lending collections. By investing in virtual reality, libraries have an opportunity to offer experiences that indulge patron curiosity and provide critical access to an emerging technology. PL 

References 

  1. Virtual Reality (VR): Worldwide Market Size & Share, Trends and Forecast (2018-2023),” Business Wire, Feb. 4, 2019, accessed Apr. 28, 2019.
  2. Broward County Library Now Offers MERGE Virtual Reality Headsets,” Feb. 1, 2019, accessed Apr. 29, 2019.
  3. Tech Takeout,” Indian Prairie Public Library, accessed Apr. 30, 2019.
  4. Ben Kuchera, “The Oculus Quest Is Virtual Reality’s next Big Leap Forward,” Polygon, Apr. 30, 2019, accessed May 1, 2019.
  5. Virtual Reality,” Mukwonago Community Library, accessed May 2, 2019.

The post Introducing Virtual Reality to Your Community first appeared on Public Libraries Online.

]]>
https://publiclibrariesonline.org/2019/08/introducing-virtual-reality-to-your-community/feed/ 0
Bringing Virtual Reality to Our Senior Patrons https://publiclibrariesonline.org/2017/09/bringing-virtual-reality-to-our-senior-patrons/?utm_source=rss&utm_medium=rss&utm_campaign=bringing-virtual-reality-to-our-senior-patrons https://publiclibrariesonline.org/2017/09/bringing-virtual-reality-to-our-senior-patrons/#respond Tue, 05 Sep 2017 18:33:38 +0000 http://publiclibrariesonline.org/?p=12485 For libraries in possession of VR hardware, the technology offers an incredible new avenue for serving our senior communities.

The post Bringing Virtual Reality to Our Senior Patrons first appeared on Public Libraries Online.

]]>
Libraries have long provided specific services to their senior populations, from Music & Memory programs to homebound access. Increasingly, libraries are adopting virtual reality technology into their service model. For libraries in possession of VR hardware, the technology offers an incredible new avenue for serving our senior communities.

A recent article in Wired Magazine[1] described the work of BettVR With Age, which created a series of cinematic virtual reality experiences intended to be used with seniors experiencing impairment to mobility and/or cognition. These films were largely focused on entertainment: museums, concerts, and travel. Loaded onto an Android phone and then placed in a Gear VR, a homebound tester was able to visit a nightclub on the Upper East Side and enjoy a musical performance he could otherwise only dream about.[2] For some time, music has shown to benefit a person’s memory. According to Music & Memory, Inc:

“Even for persons with severe dementia, music can tap deep emotional recall. Favorite music or songs associated with important personal events can trigger memory of lyrics and the experience connected to the music. Beloved music often calms chaotic brain activity and enables the listener to focus on the present moment and regain a connection to others.”[3]

As virtual reality can provide an extremely immersive experience, it is increasingly being viewed as a tool to combat declining memory. While the study of VR technology’s effect on brain chemistry is still young, signs are encouraging.[4] Beyond this application, this technology has the ability to virtually transport a homebound patron to another place they may no longer be able to visit! Rather than simply deliver materials to these patrons, we can grant them a digital avenue to experience the world! So where do libraries come in?

Providing the Hardware:

Virtual reality hardware comes in many forms. There are VR headsets that can piggyback onto a smartphone such as the Samsung Gear for Android, as well as many other options that are iPhone compatible. These could be made available for short or long-term loan. This is a very inexpensive solution, however, there are drawbacks. For starters, the recipient or their caregiver would need to provide their own smartphone. Additionally, VR experiences would need to be downloaded, and in the case of paid content, purchased by the borrower.

More robust solutions including the Occulus Rift and the HTC Vive (as well as an appropriately spec’d computer) can provide the most immersive experience available–at a cost of well over $2,000. Apps can be managed by a library using a cloud-based Steam account. The size and complexity of such systems seem best suited to providing outreach to senior communities, assisted living facilities, and other areas with centralized aged populations. There, libraries can arrange sessions by appointment and have staff available to oversee it all. Another option would be to train a facilities employees and provide equipment on long-term loan.

Curating Content:

In a Music & Memory program, the library creates a playlist tailored to the recipient. In a virtual reality setting, we instead need to tailor experiences. Past vacation destinations and favorite public facilities like museums and art galleries are all widely accessible as a virtual reality experience. More often than not, these are also free. For patrons with impaired mobility, Google Earth VR is an incredibly versatile app that can take a person to nearly any destination from the comfort of their home! Whether using the aforementioned Steam account to oversee a library of content or providing a new form of VR advisory for patrons downloading their own apps, the library can and should stand ready to assist.

Too often, we fall into the trap of tying youth to technology. As our libraries continue to explore the possibilities of virtual reality, and emerging technologies more broadly, let us ensure that we do not forget our senior citizens!


References

[1]Pilon, Mary. “For Senior Citizens, the Future of VR Lies in the Past.” Wired. June 02, 2017. Accessed July 11, 2017. https://www.wired.com/2017/04/vr-for-seniors/.

[2] Ibid

[3] “Brain-Music Connection.” Music and Memory. Accessed July 11, 2017. https://musicandmemory.org/about/brain-music-connection/.

[4] Wolpert, Stuart. “Brain’s reaction to virtual reality should prompt further study, suggests new research by UCLA neuroscientists.” UCLA Newsroom. November 24, 2014. Accessed July 11, 2017. http://newsroom.ucla.edu/releases/brains-reaction-to-virtual-reality-should-prompt-further-study-suggests-new-research-by-ucla-neuroscientists.

The post Bringing Virtual Reality to Our Senior Patrons first appeared on Public Libraries Online.

]]>
https://publiclibrariesonline.org/2017/09/bringing-virtual-reality-to-our-senior-patrons/feed/ 0
Oculus Rift Pilot Brings Virtual Reality To California Libraries https://publiclibrariesonline.org/2017/06/oculus-rift-pilot-brings-virtual-reality-to-california-libraries/?utm_source=rss&utm_medium=rss&utm_campaign=oculus-rift-pilot-brings-virtual-reality-to-california-libraries https://publiclibrariesonline.org/2017/06/oculus-rift-pilot-brings-virtual-reality-to-california-libraries/#respond Wed, 07 Jun 2017 10:38:15 +0000 http://publiclibrariesonline.org/?p=12221 Today, Oculus Rift, the company that pioneered Virtual Reality (VR), launched a pilot program that provides 100 Virtual Reality kits […]

The post Oculus Rift Pilot Brings Virtual Reality To California Libraries first appeared on Public Libraries Online.

]]>
Today, Oculus Rift, the company that pioneered Virtual Reality (VR), launched a pilot program that provides 100 Virtual Reality kits to libraries in California. These kits include Oculus headsets, hand controls, and computers needed to run the software. The program includes several software titles as well, designed to aid in education.

The program is a pilot that started as a smaller pilot by John MacLeod of VAR Libraries, who started a small program on his own before ever interacting with Oculus. Once Oculus saw the interest in the program, they decided to partner with VAR Libraries, the California State Libraries, and Califa to expand the program into 100 California libraries.

Of course, even 100 libraries is a relatively small pilot program, as there are more than 1,100 libraries in the state, so coverage is less than 10 percent of California, but the idea is to allow this to be a testing ground to see how the program will work long term.

Education

“We’re early in our understanding of how VR works with education,” Cindy Ball, program manager for Oculus Education said on the phone Monday June 5. “The driver for VR has been so far, and will continue to be gaming. We want to focus on understanding how VR can also have a unique and positive impact on learning.”

This means that in addition to libraries, Oculus will soon be partnering with 30 research groups and nonprofits to test how VR really works. Essentially the researchers will take an existing science curriculum and that perhaps uses simulations and gaming, and “transform those programs using VR,” said Ball. “We would then compare the student outcomes in the programs with and without VR. These results will show us whether VR is a good at enhancing that area of learning or it wasn’t. We are approaching this with an open mind, understanding VR may not be the solution in every area.”

Research groups are focusing on several areas from STEM education to the arts and storytelling. “Our definition of learning is broad. Using VR for drug intervention and situational training is something we are very interested in,” she said

Operational Challenges

There is also the operational side of things to figure out, Ball said. “It is best that people not use these units alone, so staffing will be an issue. Hygiene and general safety are big concerns.” The hope is that the libraries experience with the first 100 devices will generate sufficient interest for the state to drive further expansion.

Califa, the California Library Association, is very active nationally. It is hoped that as they feel the positive effects for their patrons, they will evangelize the importance of VR in libraries in other states.

Washington State has already showed interest, and Oculus has already had discussions with Cindy Aden, the state librarian, about putting pilot programs into four to five libraries throughout the state hopefully by the end of 2017. Expansion in Washington would be demand-driven and involve well-educated decision making based on the success of the California program along with the pilot program in Washington.

“Oculus and Facebook both care about encouraging and attracting passionate technology talent,” Ball said. “Hopefully, this initiative inspires more people to consider taking part in our industry, helps them understand the many different skills and opportunities involved in creating VR experiences, and lets them envision being a part of that ecosystem.”

Project Goals

This project has three primary goals, which will help inform future Oculus Education projects. “The primary goal of the library project is to support equitable access to technology. Regardless of your gender, race, religion, or socioeconomic status, you are welcomed at the library and have free access to all the resources it provides,” Ball said. The program aims to get as many people as possible to give VR a try.

Many industries are starting to transform through AR/VR technologies, and as that increases, career opportunities will evolve. If everyone is going to have a shot at participating in those new VR-based roles and economies, it’s important that as many people as possible are exposed to VR and thereby inspired to participate in the industry.

Second the hope is that this program will help Oculus to understand the benefits and challenges of deploying a program like this at scale. For states and other organizations to scale large programs in the future, it’s important they understand what works well and what doesn’t.

And third, Oculus plans to encourage the layering of more educational content and experiences to add to the educational benefits. Collaborations with Facebook’s TechStart and inspirED programs, experiences developed through our educational research investments, as well as the educational content available through the Oculus Store will be just the start.

Libraries have a great opportunity to share technology with the communities they serve, and VR is just a small part of that. Oculus aims to help with that effort. California and now Washington will be the testing ground for this program, but it certainly won’t stop there as interest builds, and VR becomes an integral part of education and other areas of our lives.

“If I had magical powers, I would accelerate and expand the educational programming across libraries, Ball said. “The end-goal is for more people to be inspired, educated and empowered. We’ll get there—I just want to get there faster!”

Oculus Educational Titles

The post Oculus Rift Pilot Brings Virtual Reality To California Libraries first appeared on Public Libraries Online.

]]>
https://publiclibrariesonline.org/2017/06/oculus-rift-pilot-brings-virtual-reality-to-california-libraries/feed/ 0
Don’t Go There: Are Libraries Appropriate Places to Catch Pokémon? https://publiclibrariesonline.org/2016/07/dont-go-there-are-libraries-appropriate-places-to-catch-pokemon/?utm_source=rss&utm_medium=rss&utm_campaign=dont-go-there-are-libraries-appropriate-places-to-catch-pokemon https://publiclibrariesonline.org/2016/07/dont-go-there-are-libraries-appropriate-places-to-catch-pokemon/#comments Fri, 15 Jul 2016 17:47:54 +0000 http://publiclibrariesonline.org/?p=9868 The Pokémon GO sensation has skyrocketed in a short period of time, going from a much anticipated game release to a global sensation. It illustrates a couple of things: first, that augmented reality is the future of gaming, and second, that people are ready for that future.

The post Don’t Go There: Are Libraries Appropriate Places to Catch Pokémon? first appeared on Public Libraries Online.

]]>
The Pokémon GO sensation has skyrocketed in a short period of time, going from a much anticipated game release to a global sensation. It illustrates a couple of things: first, that augmented reality is the future of gaming, and second, that people are ready for that future.

But there are immediate issues. Criminals immediately took advantage of the fact that players were revealing not only where they were, but where they were going.[1] Privacy issues were also raised, and if you are playing you should check your privacy settings, although Niantic says they are working on a solution.[2] Then Pokémon GO players immediately started showing up in some odd places to try to fill their Pokedex. The question rose: Where is it appropriate to capture Pokémon? Is anywhere fair game?

The Holocaust Museum says no and has asked visitors to stop hunting there.[3] It seems like common sense would dictate the inappropriateness of this behavior, but it hasn’t. The drive to capture that last Meowth to fill a Pokedex is being used to excuse all kinds of inconsiderate behavior.

Some locations are embracing the trend. Rangers in the National Mall will even help visitors hunt Pokémon, but they have set some limitations. “There are some places in national parks, all over the country, but even here in D.C. on the National Mall, where it may not be appropriate to play Pokémon Go,” says one. “For instance, at the Vietnam Veterans’ Memorial—a place that is designed to be a site of solemn reflection….”[4]

What about libraries? As they have increasingly transformed from places of quiet research and librarians shushing visitors into community centers with makerspaces, Wi-Fi access, and classes and events, should visitors GO there?

GO Can be Used to Teach

From elementary schools to colleges, games and the gamer mentality are being used to teach students. “Imagine that you’re now playing a game, that you’re exploring the Earth, exploring Mars, you’re searching for habitable planets; everything you’re doing in the game is based in physical reality, biological reality, and chemical reality,” says Michael Crow, president of Arizona State University. “Students will be able to pass any of those tests in chemistry, physics, or biology, just taking that subject by playing the game.”[5]

The reason the rangers are helping players on the National Mall? “Players come to catch a Pokémon, but are led around and then see all of the great historical things here.”[6] Visitors might come for the Pokémon GO, but they stay for what they discover around them.

A similar strategy could be used at libraries. GO brings patrons in: the other offerings of the library inspire them to stay.

GO can be a Distraction

On the other side of things, GO can be a huge distraction to non-GO players. Imagine you are sitting doing research on a kiosk, and over your shoulder you see a person walking, eyes fixed intently on their screen. You ignore them, but a moment later you hear a loud cheer, even through your earbuds.

Coffee shops fill with Pokémon GO players, and some shops even post signs declaring Pokémon are for paying guests only. What should be good for business can instead be detrimental if spaces are filled with non-paying Pikachu seekers.

GO Hype Will Normalize (Maybe)

Pokedex will be filled. Those who have started playing out of curiosity will drop out of the game if they don’t become addicted or dedicated. The history of games like Angry Birds and others has proven this. We exist in a period of hype. Pokémon GO has drawn in users by the thousands, and to ignore the long lasting effects of that would be foolish.

Many businesses and other institutions are trying to cash in on the craze; some libraries have already joined them. Should yours? There is a balance to be struck, but if we can draw in more visitors without being disruptive, it may be time for us to GO. Libraries must decide if they have appropriate spaces and resources to manage the traffic that might come with allowing game play.

Now shhh. I am hunting a Dratini. I am pretty sure he is hiding in the Reference section.


Resource

Everything Librarians Need To Know About Pokemon Go!


References
[1] Rob Thubron, “Criminals use Pokémon Go to lure victims and rob them at gunpoint,” TechSpot, July 11, 2016.
[2] Joseph Bernstein, “You Should Probably Check Your Pokémon Go Privacy Settings,” BuzzFeed, July 11, 2016.
[3] Andrea Peterson, “Holocaust Museum to visitors: Please stop catching Pokémon here,” Washington Post, July 12, 2016.
[4] Paul Ollig, “National Park Rangers Will Help You Hunt Pokémon On The National Mall” by Chris Geidner, BuzzFeed, July 11, 2016.
[5] Michael Crow, “Dr. Michael Crow,” (keynote presentation, ASU GSV summit, San Diego, CA, April 18–20, 2016).
[6] Paul Ollig, “National Park Rangers Will Help You Hunt Pokémon On The National Mall” by Chris Geidner.

The post Don’t Go There: Are Libraries Appropriate Places to Catch Pokémon? first appeared on Public Libraries Online.

]]>
https://publiclibrariesonline.org/2016/07/dont-go-there-are-libraries-appropriate-places-to-catch-pokemon/feed/ 3
Emerging Tech Trends Require Change Management https://publiclibrariesonline.org/2016/07/emerging-tech-trends-require-change-management/?utm_source=rss&utm_medium=rss&utm_campaign=emerging-tech-trends-require-change-management https://publiclibrariesonline.org/2016/07/emerging-tech-trends-require-change-management/#respond Fri, 01 Jul 2016 17:03:11 +0000 http://publiclibrariesonline.org/?p=9616 Change has become the norm for libraries as it has with many other businesses who wish to remain competitive. The rise in popularity of the e-book and digital libraries, the transformation to digital centers featuring computer and Wi-Fi access, and libraries as community meeting centers has challenged what used to be the norm, and replaced it with an ever evolving one instead. Here are five emerging technology trends that will benefit both staff and patrons.

The post Emerging Tech Trends Require Change Management first appeared on Public Libraries Online.

]]>
Recently I wrote here about extremely accurate facial recognition software could literally change the face of how libraries do business. It’s one of many amazing advancements on the horizon, and all of them will transform libraries from what they are now to something…well, we don’t know yet.

All this can only come about if libraries adopt a form of change management. Change has become the norm for libraries as it has with many other businesses who wish to remain competitive. The rise in popularity of the e-book and digital libraries, the transformation to digital centers featuring computer and Wi-Fi access, and libraries as community meeting centers has challenged what used to be the norm, and replaced it with an ever evolving one instead.

Here are five emerging technology trends that will benefit both staff and patrons.

Tablet Loaner Programs

Desktops once lined the tables of library computer centers. It is certainly easier however, to read an e-book on a tablet or Chromebook instead. While fiction books were the first to make the transition, many nonfiction and reference books have made the move to e-format. So patrons can, instead of browsing the stacks, sit with a tablet or iPad and read the same materials, even printing parts they need for later reference.

Many magazines and newspapers have also digitized their archives, making them searchable. Special collections from libraries (such as this one from the University of Idaho) have at least part of their records available online. Local search engines housed on tablets or laptops may become a vital part of any research library.

Virtual Reality

Virtual reality is emerging as a new form of storytelling and educational gaming. Creating virtual reality spaces in libraries will provide patrons access to this content.

Virtual field trips conducted from libraries can be enhanced by directing patrons to other related content when the field trip has been completed. Educational games can become a regular part of children’s programs, and making documentaries and other films a part of the libraries digital collection will further enhance educational opportunities.

This will not only increase patron visits and engagement but also provide access to this technology to visitors who would not otherwise be able to utilize it.

3-D Printing

Maker stations are not new, but new uses for them are always emerging. Some libraries have managed to leverage this technology creatively. The following are examples from WebJunction:

  • Fayetteville Free Library was able to locate its FabLab in a previously unused space, which was formerly (and appropriately) part of the Stickley Furniture factory, renowned makers in the Arts and Crafts movement.
  • The Westport (CT) Public Library chose to locate its makerspace right in the middle of the library and now has an active event and activities calendar.
  • The Arrowhead Library System (WI), has a mobile makerspace that is shared between seven libraries in southern Wisconsin.
  • In the Netherlands, a mobile FabLab is bringing twenty-first-century making to primary and secondary schools in rural and remote communities.[1]

3-D metal printing will be the next production method for many objects, as it is both less expensive and faster than conventional methods.[2]

Libraries engaging adults as well as children in this activity are potentially helping prepare them for the future in many job markets.

Robotics

This is not the kind of robot that will replace the librarian; rather, this is the kind of robot that can, among other things, teach kids to write computer code. Some libraries are even acquiring robots that can be checked out by patrons, just like other library materials.

Maxine Bleiweiss, director of the Westport Library, which already has 3-D printers, says, “We believe robotics is the next disruptive technology that people need to know about.”[3] The library was the first in the nation to acquire sophisticated humanoid robots made by the French robotics firm Aldebaran.

The robots don’t do anything they are not programmed to do, and so patrons learn the Python language to make them perform tasks from reading stories to children to dancing. The library is even talking about doing robot poetry slams, since the robots gesture when they talk just like humans do.

Drones

Much like robotics, this emerging field is being explored by libraries in a number of ways. Besides keeping patrons informed of FAA regulations regarding drones, including the need to register any drone that is over .55 pounds (8.8 ounces) when flight ready, some libraries are providing demonstrations and instruction as well.[4]

The potential uses for drones extend far beyond demonstrations and patron education, including book drop offs and pickups for patrons unable to make it to the library, content creation, and research.

Drones will likely be a part of the technology resources offered by libraries. The library at the University of South Florida even experimented with lending drones to students.[5]

These are just a few ways emerging technology can help both patrons and librarians going forward. The library is changing, and in the future they probably will not look much like they do today, but through change management and the embracing of new technology, libraries will continue to be the community centers they have always been.


References
[1] Betha Gutsche, “3D Printers: a revolution headed for your library,” WebJunction, November 9, 2015.
[2]3D Metal Printing | 3D Printing Technologies,” YouTube video, 5:00, courtesy of Ex One, posted by “i.materialise,” December 10, 2010.
[3] Maxine Bleiweiss, “Beyond bookshelves: Meet your public library’s robots” by Mark Herz, Marketplace, October 10, 2014.
[4] Andrew Stengel, “Your Drone Christmas Gift Could Cost You $27,000 Or More: FAA Requires UAS Registration,” Huffington Post, January 4, 2016.
[5] Jareen Imam, “Check it out: Florida university library to lend drones to students,” CNN, June 23, 2014.

The post Emerging Tech Trends Require Change Management first appeared on Public Libraries Online.

]]>
https://publiclibrariesonline.org/2016/07/emerging-tech-trends-require-change-management/feed/ 0
Virtual Reality in the Library: Creating a New Experience https://publiclibrariesonline.org/2016/02/virtual-reality-in-the-library-creating-a-new-experience/?utm_source=rss&utm_medium=rss&utm_campaign=virtual-reality-in-the-library-creating-a-new-experience https://publiclibrariesonline.org/2016/02/virtual-reality-in-the-library-creating-a-new-experience/#respond Thu, 25 Feb 2016 00:14:36 +0000 http://publiclibrariesonline.org/?p=8135 At Bibliotheque et Archives Nationales du Quebec, in Montreal, Canada, the Alberto Manguel/ Robert Lepage collaboration “La bibliotheque, la nuit,” a virtual reality exhibition of the interiors of libraries, is on display. “The experience felt so real it was disconcerting to look down and not see my own body in the virtual space,” says Jeff Peachey, a recent visitor, in his blog. “Overall, it was an oddly reflective and poetic.” But what, if any, is the future of virtual reality (VR) in the library? What kind of role does this technology play? Libraries have become much more community centers centered around education and experience as much as they are books. Patrons visit for free Wi-Fi and computer access, 3D printing labs, and other programs not directly related to the hundreds of volumes housed in the stacks.

The post Virtual Reality in the Library: Creating a New Experience first appeared on Public Libraries Online.

]]>
At Bibliotheque et Archives Nationales du Quebec, in Montreal, Canada, the Alberto Manguel/ Robert Lepage collaboration “La bibliotheque, la nuit,” a virtual reality exhibition of the interiors of libraries, is on display. “The experience felt so real it was disconcerting to look down and not see my own body in the virtual space,” says Jeff Peachey, a recent visitor, in his blog. “Overall, it was an oddly reflective and poetic.”

But what, if any, is the future of virtual reality (VR) in the library? What kind of role does this technology play? Libraries have become much more community centers centered around education and experience as much as they are books. Patrons visit for free Wi-Fi and computer access, 3D printing labs, and other programs not directly related to the hundreds of volumes housed in the stacks.

Many patrons already check out books virtually and don’t visit the actual physical library too often, if at all. Are virtual reality labs, tours, and workshops the next step for libraries? The answer is a solid maybe as the technology develops and makes its way out of gaming and movies and into education and everyday experiences.

Facebook’s $2 billion purchase of Oculus tells us two things: first, VR is going to be a thing. It is here to stay. Second, it tells us that the social media of the future will be more than just a web page: it will be a world of its own. Status updates, news stories—all will be experienced rather than just read. Beyond social media, there are many more practical uses of Virtual Reality.

Virtual Travel and Experience Teaching children and adults about other places becomes easier if they can experience them firsthand. Flying over New York City and having the ability to look around while in the air is something few people can do in reality, but virtual reality can make such experiences accessible to many. Visiting museums and national landmarks, once such material is available, becomes quite simple. And since visiting the worlds created by popular authors is not possible, the learner can explore a place outside of our reality.

Virtual Gaming and New Skills Gamification in the classroom, at work, and elsewhere is already catching on. Combining such efforts with virtual reality not only will engage learners of all ages but can also be used to teach them new skills in an authentic context. This tends to motivate the students to replicate what they have done virtually in “the real world.”

Virtual Reality Levels the Playing Field No longer are height, weight, gender, or race a factor in acceptance in the virtual reality world, whether in gaming or any other virtual experience. If even for a little while, the absence of stigmas and even disabilities from virtual worlds is an important factor in child development.

How might some library programs use virtual reality? There are several exciting possibilities:

Storytelling One of the prime objectives of libraries still is to share and tell stories. With apps like vrse, inspiring readers to explore stories is a whole new way is made easy.

NASA Education Want to inspire your visitors to learn more about space and space exploration? NASA brings apps to Oculus that let users experience what it’s like to ride in many of its spacecraft. Using the same technology and adding an Xbox One Kinect, users can control a robot arm using their bodies.

Driver Safety Programs Want to offer something unique in your community? Toyota has also released a virtual reality driving simulator to instruct teens about the dangers of distracted driving. The simulation allows users to have the feel of driving, and attempts to distract them with simulated text messages and virtual friends in the back seat.

Field Trips Recently, Google released a beta version of Google Exhibitions Pioneer Program, What has been up to now a limited program where schools signed up, and then waited for a visit from the Google team is now available on Android. There is a little waiting involved, but you can sign up to be a beta tester here, and the process is faster than it once was.

budget

But what does this cost the average library? Well, there are a couple affordable options that won’t break the bank. While the Oculus Rift, which provides an intense VR experience, is out of the range of most organizations and requires a fairly powerful PC to run, there are simpler, consumer-oriented systems that cost much less.

Samsung Gear VR Samsung offers a relatively affordable virtual reality system powered by your phone. The advantage it has over many others is that it was developed with Oculus, and uses apps available exclusively to that operating system. The clear disadvantage is that it works only with certain Samsung phones, at least so far.

Another option, the Zeis VR One, has trays compatible with iPhone or Samsung Devices. It is likely that, similar to other devices, templates will be created for other devices that can be 3D printed by the consumer—another opportunity for libraries with this type of lab to get patrons through the door.

Google Cardboard By far the simplest and most varied of devices; there are several variations of Google Cardboard on the market, and several templates available online that can be 3D printed. Working with the Google platform has other advantages as well. The company is already working with educators and libraries with apps and games designed for specifically for education, with some specifically for library use not far behind.

There are also templates for making your own Google Cardboard from, well, cardboard. The instructions are relatively simple and make a great craft project. As more apps and games are developed, there will be more and more uses of VR in libraries, and affordable options to implement programs.

A note on Augmented reality: While virtual stacks and tours of libraries are cool, Augmented or Altered reality may have more impact on libraries than simple Virtual reality. Using a camera in conjunction with the software, reality as the user sees it is altered in some way, while they can still move around freely. A user could use a virtual card catalog or indexed search, and a colored line could lead them through the stacks to their selection.

Sound like science fiction? Well, it all does, to a certain extent. However, rapid advances are making what once seemed far-fetched a reality. Like many things, libraries will have to adapt again to a new digital format. What role virtual and augmented reality will play in the library, if any, is still uncertain.


References:

1 Jeff Peachey. “Virtual Reality in the Library,” jeff peachey [blog], January 19, 2016.

The post Virtual Reality in the Library: Creating a New Experience first appeared on Public Libraries Online.

]]>
https://publiclibrariesonline.org/2016/02/virtual-reality-in-the-library-creating-a-new-experience/feed/ 0