Showing posts with label VR. Show all posts
Showing posts with label VR. Show all posts

Sunday, May 12, 2024

How libraries can create safe spaces with VR!

 Pelley, Carlos

CP

Tanaka, C. (2023). Virtual Reality in Libraries: Does VR create a Safer Space for 2SLGTBQ+         and IBPOC people? Pathfinder: A Canadian Journal for Information Science Students and         Early Career Professionals, 4(1), 162-. https://doi.org/10.29173/pathfinder75

Summary: The article "Virtual Reality in Libraries: Does VR create a Safer Space for 2SLGTBQ+ and IBPOC people?" explores the potential of VR in creating a safer and more inclusive space in libraries. The research question is whether VR can create a "Fourth Space" that is safer for individuals with intersectional identities to explore. VR offers unique qualities such as immersion and interactivity, but its success in creating a safer space largely depends on various factors including the VR content, the librarian's strategy, and the understanding of what constitutes learning.

Evaluation: The research question aims to determine if VR can create a "Fourth Space" that is secure for individuals with diverse and intersecting identities to explore. VR provides unique features such as immersion and interactivity, but its effectiveness in creating a safer space depends on various factors, including the VR content, the librarian's approach, and the definition of learning. If libraries can provide inclusive access and monitor to ensure safe experiences, a path to the 4th space could be achieved.

Sunday, April 28, 2019

Getting Started with AR/VR Mixed Reality

Ishizuka, K. (2019). Get Started With AR/VR/Mixed Reality. SLJ Webcasts.


In this fifty minute webcast, AR/VR Mixed Reality tools, resources, digital forums, and curriculum-aligned lessons are discussed.

AR/VR (Augmented Reality/Virtual Reality) is a not-so-new tool that is increasingly gaining steam in the educational setting. With the introduction of affordable tools and curriculum aligned content, libraries are becoming the hub for offering AR/VR. One of the speakers, Aditya Vishwanath, Ph.D student at Stanford University, has found that with AR/VR student engagement is increasing in content-related lessons. Through VR/AR students are asking higher level questions that focus on the "why" instead of the "how." With inquiry-based learning and increased critical thinking, students are gaining knowledge and experiencing content while immersing themselves in the curriculum. AR/VR is a resource that will expand collections, make connections, and open doors for people to experience the world through their school or public library.