(Module 3) OLJ task 6: Virtual and augmented reality

The emergence of virtual reality (VR) extends library service to unprecedented heights with outreaching capacity and provision of multi-sensory experience. Library service enhancement is a very big advantage that virtual reality brings to the society. VR provide opportunities for schools to supplement travel abroad with virtual tours of sites that are inaccessible (Hannah, 2019). Likewise, libraries have good opportunities to extend library tours, reading activities and subject talks in virtual and online mode to cover geographically bound users. Further, VR allows the addition of multi-sensory experience into the virtual session which could enhance impression of those knowledge to be acquired in these sessions. The multi-sensory elements produce new avenues for libraries to develop innovative reading activities. For instance, VR allows the provision of gamified media which will invite repeated usage and therefore serves the function of stock promotion. VR allows the creation of addictive media which has habit-forming qualities (Lichty, 2019). By providing a VR online environment that facilitate user-generated content will allow the users to learn by participation and will evolve into a new mode of service. Libraries may transform library space to a gamified one for changing pure entertainment to inspiring intellectual experience.

While VR brings immense advantage to the library service, there are challenges that libraries have to deal with for introducing VR. A major disadvantage it will bring to library service will be its incapability to fit into traditional libraries infrastructure and libraries will expose to a big challenge of 3D object preservation. This will require new storage infrastructure for libraries to cope with the new development. Adding space in existing repositories for VR becomes a big challenge for libraries in the 21st century. Libraries will anticipate challenges in restructuring existing repository to house functioning repository for 3D objects and developing metadata that fosters open access, sharing, and preservation. This does not only require development of hardware, but also digital literacy of librarians to operate and maintain 3D objects and relevant repository. Librarians must learn to adapt to the new scale of service in the VR era and navigate new ways to store, preserve, and make discoverable VR collections.

Despite dealing with disadvantages that VR are going to impact the library service could be very challenging, the advantages that VR will bring to the library service and the opportunities it opens worth information professionals to embrace and translate such challenges to development opportunities. I believe that such development is going to reward ourselves and our next generation with an advanced and pioneering information society.

References

Frost, M., Goates, M. C., Cheng, S. & Johnston, J. (2020). Virtual Reality. Information Technology and Libraries, 39(1).

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

Lichty, P. (2019). The gamification of augmented reality art. In: Geroimenko V (eds). Augmented Reality Games II. Springer, Cham.

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