At first glance, virtual reality might seem like it has no place in any sort of library. It does not involve reading, research, or literacy; but the real benefit it offers is in community engagement. VR headsets are a great way to draw in crowds, and get people of all ages excited about coming to the library. It can also promote an interest in computer science, coding, and other STEM related fields. Libraries are ultimately a place to come for information, not specifically information from books. VR headsets can be used for fun, such as games and competitions, but also for more practical purposes, such as architecture, and emergency preparedness training. A VR headset can be a valuable asset to target a wide audience of library patrons.
- “How VR Is Changing the Way You Use the Library.” J.Willard Marriott Library, YouTube, 20 Feb. 2018, www.youtube.com/watch?v=vxyg-3ZZLYI.
- Johnson, Janine. “Jumping into the World of Virtual & Augmented Reality.” Knowledge Quest, vol. 47, no. 4, Mar. 2019, pp. 22–27. EBSCOhost, login.ezproxy.palomar.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=a9h&AN=134920240&site=ehost-live&scope=site.
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