What Augmented Reality might look like in an RMIT library
by Jeremy Kean
Augmented reality (AR) has established itself in our society since the global popularity of the Pokémon GO game in 2016 and and a variety of face altering apps (Avila, 2017, p. 191). Nevertheless, the long-term success of AR is still uncertain considering the recent failure of AR technologies such as the private use of Google glass eyewear (Levy, 2017). AR’s long-term success is a hard question to answer but if it is to succeed, I believe that its main advantage to users will be its ability to engage users in a new way. For example, the academic library at RMIT university could benefit from using AR technology through using gamification similar to that used in the Pokémon GO game (Avila, 2017, p. 196., Lichty, 2019, p. 226). Students could be engaged by advertisements on campus that prompt them to download an AR game app. The game app would then interact with certain AR-enabled items in the library, such as a poster, which would then trigger audio-visual content about the library on their phone’s app (Avila, 2017, p. 195). This game app could be designed with an incentive for the user such as free AR resources for the first ten people who trigger all the AR-enabled items in the library (Avila, 2017, p. 195). I can also see such AR apps being used in RMIT library classes as interactive ways for students to engage with information literacy and new technology. These concepts can also be experienced through items in the library space that trigger a computer-generated, three-dimensional learning experience via their phone app.
Conversely, I think that AR technology could have a distinct disadvantage for the RMIT library should a potential AR project fall apart due to unforeseen copyright barriers to AR resource acquisition (Hannah, Huber & Matei, 2019, p. 281). According to Hannah et al (2019, p. 281), AR software and hardware often require paid subscriptions to access the content which would restrict RMIT library from collecting the AR materials needed to incorporate into coursework and promoting the library. This of course does not mean that RMIT librarians cannot acquire publicly licensed AR resources from various sources on the internet. Yes this would be a time-consuming process, but I believe it would be fruitful once a collection of links to resources, or a repository, can be established for students to access quality AR resources. (Hannah, Huber & Matei, 2019, p. 292).
Reference
Avila, S. (2017) Implementing Augmented Reality in Academic Libraries. Public Services Quarterly, 13(3), 190-199. DOI: 10.1080/15228959.2017.1338541
Hannah, M., Huber, S., & Matei, S. M. (2019) Collecting Virtual and Augmented Reality in the Twenty-First Century Library. Collection Management, 44(2-4), 277-295. DOI: 10.1080/01462679.2019.1587673
Levy, S. (2017). Google Glass 2.0 Is a Startling Second Act. Retrieved from https://www.wired.com/story/google-glass-2-is-here/
Lichty P. (2019) The gamification of augmented reality art. In: Geroimenko V. (eds) Augmented Reality Games II. Springer, Cham.