Thursday, April 27, 2017

Virtual Reality in Libraries

Both augmented and virtual reality systems are in their infancy. As such, the need for them in libraries is minimal. However, demand is steadily growing. Virtual Reality consoles are headsets such as the Oculus Rift or Sony Vive. Augmented Reality systems can be as diverse as phone apps, such as Pokemon Go, or wearables such as Google Glass. Their visual nature makes them primarily suited for games and videos. As such, here is a walk-through of some of their offerings:


Educational Games

It is traditionally tough for libraries to allocate funds towards games. However the tide may be shifting in favor of educational games. In fact, “several foundations — including the Cooney Center, the Bill and Melinda Gates Foundation, the MacArthur Foundation and the Robert Wood Johnson Foundation — are pouring millions of dollars into figuring out how to use video games for education.”1 This gamification, turning traditional tasks into a game replete with challenges and rewards, is only growing: “According to a Pew Internet & American Life Project survey, half of the experts surveyed predicted that gamification would become a major factor in education, health care and the workplace by 2020.”2  In this area of gamification, virtual reality has much to offer. One advantage is 3D immersion, because “in an immersive environment, your brain can take in information at a broader scale and at a faster rate than looking at it on a TV screen.”2 Being immersed can thus help people progress faster in a gamified learning experience.

Google earth is one such educational virtual reality app, which can help in a wide variety of disciplines, such as geography and history. There are also educational design apps, with 3D drawing, painting, and sculpting apps that can be useful in the arts, architecture, and engineering. These design apps are particularly useful because real world design is costly, however, according to an article by technology writer Patrick Marshall, “if a digital model is built, changing its height, width, length, color, etc., is relatively cheap and extremely quick.”2 Soon, even the humanities may use virtual or augmented reality in the classroom. Indeed, it has already shown up in journalism, with The New York Times beginning to release virtual, immersive, stories.2


Fitness Games
Playing fitness games on both virtual and augmented reality can improve wellness. This I know this personally. Playing Pokemon Go encouraged me to walk much more than I would have otherwise, and the virtual reality games SuperHot and SoundBoxing make me work up a sweat without even realizing. Their biggest wellness draw? That they're so fun, I don't mind that I'm working out. In fact, I begin to enjoy it.


Never in VR have I felt like the sort of action hero that Superhot VR has made me.”3


Super Hot is a matrix-style fight game, with cartoonish graphics and the ability to slow down time. Gameplay only moves when you move, giving it a slow-motion effect, similar to the way bullets are seen in The Matrix. This gives you control of the situation, and allows you to think your way around problems. Superhot, and games like it, show that virtual reality games can be fun, intellectually challenging, and provide a great cardio workout, all at the same time. And in the end, you walk away feeling like a superhero.


Issues & Conclusion
There are a lot of issues surrounding virtual reality, and they are similar to issues that face many new technologies; from cost, to psychological effects, to privacy. While I understand the viewpoints, and do not wish to discount their validity, I also believe in the power of choice. I personally choose not to play games which I find frightening, just as I choose to turn off the immersive technologies when I want to. Because ultimately, I think that virtual reality technology has a lot of interesting potential which shouldn’t be discounted out-of-hand, and I strongly encourage libraries, and librarians, to consider it.




Works Cited
  1. Ault, Alicia. "Video Games and Learning." CQ Researcher 12 Feb. 2016: 145-68. Web. 28 Apr. 2017.
  2. Marshall, Patrick. "Virtual Reality." CQ Researcher 26 Feb. 2016: 193-216. Web. 28 Apr. 2017.
  3. Lang, Ben. “‘Superhot VR’ Review.” Road to VR. 6 Dec 2016. http://www.roadtovr.com/superhot-vr-review-oculus-touch-rift/
      
       *SuperHot Still image is from Lang's "'Superhot VR' Review," primarily to highlight his quote.

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