Today, Oculus Rift, the company that pioneered Virtual Reality (VR), launched a pilot program that provides 100 Virtual Reality kits to libraries in California. These kits include Oculus headsets, hand controls, and computers needed to run the software. The program includes several software titles as well, designed to aid in education. The program is a […]
Posts Tagged ‘virtual reality’
The Pokémon GO sensation has skyrocketed in a short period of time, going from a much anticipated game release to a global sensation. It illustrates a couple of things: first, that augmented reality is the future of gaming, and second, that people are ready for that future.
Change has become the norm for libraries as it has with many other businesses who wish to remain competitive. The rise in popularity of the e-book and digital libraries, the transformation to digital centers featuring computer and Wi-Fi access, and libraries as community meeting centers has challenged what used to be the norm, and replaced it with an ever evolving one instead. Here are five emerging technology trends that will benefit both staff and patrons.
At Bibliotheque et Archives Nationales du Quebec, in Montreal, Canada, the Alberto Manguel/ Robert Lepage collaboration “La bibliotheque, la nuit,” a virtual reality exhibition of the interiors of libraries, is on display. “The experience felt so real it was disconcerting to look down and not see my own body in the virtual space,” says Jeff Peachey, a recent visitor, in his blog. “Overall, it was an oddly reflective and poetic.” But what, if any, is the future of virtual reality (VR) in the library? What kind of role does this technology play? Libraries have become much more community centers centered around education and experience as much as they are books. Patrons visit for free Wi-Fi and computer access, 3D printing labs, and other programs not directly related to the hundreds of volumes housed in the stacks.