Reality is shifting before our very eyes! We all know that technology has been a growing influence in society as it further shapes and encourages innovation. Like any other emerging technology that disrupts our norms, Virtual Reality (VR) and Augmented Reality (AR) challenge the traditional ways of learning, entertainment, and pleasure with the new applications it offers. Let’s look at how these unfamiliar technologies create potential opportunities and threats in a library setting.
Advantage: Enhanced engagement and learning
A considerable benefit of VR and AR to library services is the ability it has to build upon programs and establish further projects that can increase a library’s reach with patrons. This is evident from a survey conducted at several Washington State Libraries that endorsed VR programs with feedback that described greater immersion that allowed impossibilities such as 3D space and further thrilling experiences (Dahya et al., 2021, p. 926).
Likewise, there are studies that have investigated the value of AR in library locations with various uses across age groups and content. In the UK, a project was started to introduce AR technology into a children’s event where participants were able to experience magical realism that adds another level to the immersive encounter that explored children’s books and historical locations (Reynolds et al., 2020, pp. 504-506). Similarly, this technology was adapted to be used in an academic environment with humanities and social sciences courses that allow for learning in different spaces that can lead to a better understanding of materials and contexts (Hannah et al., 2019, pp. 286-288).
Disadvantage: Accessibility and training
While VR and AR can grant new and exciting possibilities in a library space, the application can propose some difficulties regarding accessibility and training. When concerning accessibility, there can be participants that would like to have a go but have a negative reaction from the experience from the audio, visual, or environmental factors (Bureau of Internet Accessibility, 2020). Accessibility can also be affected by the number of equipment required and the upkeep necessary to continue utilising the technology. Training poses its own set of complications as VR and AR being new technology means staff must develop procedures, safety protocols, and familiarise themselves confidently before being able to offer the equipment and other involved events to the public (Cunneen, n.d.).
Both VR and AR offer libraries the exciting opportunity to expand their programs and services and further engage with their audience beyond their normal means. However, successfully adapting these technologies in a library setting will come with its own set of difficulties when addressing its accessibility needs and the training required to support it.
References:
Bureau of Internet Accessibility. (2020). Accessibility considerations for augmented and virtual reality for the classroom and beyond. https://www.boia.org/blog/accessibility-considerations-for-augmented-and-virtual-reality-for-the-classroom-and-beyond#:~:text=AR%20and%20VR%20accessibility%20has,underscoring%20the%20need%20for%20inclusivity.
Cunneen, W. (n.d.). Virtual reality training: 5 issues and their solutions. Roundtable Learning. https://roundtablelearning.com/5-problems-with-virtual-reality-training-they-dont-want-you-to-know/
Dahya, N., King, W. E., Lee, K. J., & Lee, J. H. (2021). Perceptions and experiences of virtual reality in public libraries. Journal of Documentation, 77(3), 617-637. https://doi-org.ezproxy.csu.edu.au/10.1108/JD-04-2020-0051
Hannah, M., Huber, S., & Matei, S. A. (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
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