OLJ Task 12: Virtual and augmented reality
Virtual reality (VR) and augmented reality (AR) open up new worlds to users accessing these technologies. The immersive and realistic experiences offered by VR and AR, that essentially transports users to another place or time without them having to go anywhere creates opportunities one may not be able to access otherwise. VR experiences take place in artificial and imaginary environments, whereas AR experiences take place in real-world environments (International Federation of Library Associations and Institutions, 2023). As pointed out by the American Library Association (2017), libraries have historically been where people first have the opportunity to experience new technologies and are as Dahya et al. (2020) highlight, great locations for introducing and promoting new technologies, and this is no different when it comes to VR and AR. However, like with any new technology, there exists both advantages and disadvantages associated with the use of VR and AR specifically in the context of libraries. The primary advantage of AR and VR, specifically in the context of libraries is the opportunities that it creates when used as a learning tool and how it can engage users in their learning as well as promote social engagement (Dahya et al., 2020). These technologies allow people to have immersive and interactive experiences that they may not be able to access in real life such as visiting and learning about new places all from the comfort of their local library. When looking at the disadvantages of AR and VR, the one that jumps to the forefront is the cost associated with these technologies. Specifically, when considering libraries where funding is a significant issue (Leach & Stilwell, 2023) and that libraries have never been reliably or sufficiently funded (Leach & Stilwell, 2022), the implementation may be halted pending the required funds. As Reynolds et al. (2020) discuss, as AR, and VR technology is still developing and advancing, which may result in substantial costs associated with the time and infrastructure required to implement it, not to mention the learning and training required to make AR and VR accessible to library users who come with varied skills and knowledge. However, libraries are in a prime position, to provide shared access to VR and AR technologies by removing the cost and lack accessibility of the technologies to the individual by adding it their library spaces so they can be accessed by everyone. In conclusion, advantages and disadvantages exist for any new technology, with it being no different for AR and VR, and the goal is to find a way to through move past the disadvantage to ensure, that learning and connection through AR and VR are available to library users.
Word count – 440
REFERENCES
American Library Association (ALA). (2017, June 16). Virtual reality https://www.ala.org/tools/future/trends/virtualreality
Dahya, N., King, W. E., Lee, K. J., & Lee, J. H. (2020). Librarian perspectives on the role of virtual reality in public libraries. Proceedings of the Association for Information Science and Technology, 57(1), n/a. https://doi.org/10.1002/pra2.254
International Federation of Library Associations and Institutions (IFLA). (2023, June 5). Augmented reality in libraries https://www.ifla.org/news/augmented-reality-in-libraries/
Jacobs, S. (2019). [Photograph of a person wearing a virtual reality headset and engaging in the technology]. Unsplash. https://unsplash.com/photos/person-using-vr-headset-4lSz1Jv0Vkc?utm_content=creditCopyText&utm_medium=referral&utm_source=unsplash
Leach, A., & Stilwell, C. (2022). Historical development and the funding of libraries for the public: England. Sabinet African Journals 40(4), 8. https://doi.org/10.25159/2663-659X/11099
Leach, A., & Stilwell, C. (2023). Historical development and the funding of libraries for the public in the United States. Mousaion, 41(2). https://doi.org/10.25159/2663-659X/12641
Reynolds, K., Schofield, T., & Trujillo-Pisanty, D. (2020). Children’s magical realism for new spatial interactions: Augmented reality and the David Almond archives. Children’s Literature in Education, 51(4), 502-518. https://doi.org/10.1007/s10583-019-09389-2