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Challenges and Strategies for Educational Virtual Reality: Results of an Expert-led Forum on 3D/VR Technologies Across Academic Institutions

dc.contributor.authorHall, Nathanen
dc.contributor.authorLischer-Katz, Zacken
dc.contributor.authorCook, Matten
dc.contributor.authorHardesty, Julieten
dc.contributor.authorJohnson, Jenniferen
dc.contributor.authorMcDonald, Robert H.en
dc.contributor.authorCarlisle, Taraen
dc.date.accessioned2020-05-28T02:39:36Zen
dc.date.available2020-05-28T02:39:36Zen
dc.date.issued2019-12-16en
dc.date.updated2020-05-28T02:39:31Zen
dc.description.abstractVirtual reality (VR) is a rich visualization and analytic platform that furthers the library’s mission of providing access to all forms of information and supporting pedagogy and scholarship across disciplines. Academic libraries are increasingly adopting VR technology for a variety of research and teaching purposes, which include providing enhanced access to digital collections, offering new research tools, and constructing new immersive learning environments for students. This trend suggests that positive technological innovation is flourishing in libraries, but there remains a lack of clear guidance in the library community on how to introduce these technologies in effective ways and make them sustainable within different types of institutions. In June 2018, the University of Oklahoma hosted the second of three forums on the use of 3D and VR for visualization and analysis in academic libraries, as part of the project Developing Library Strategy for 3D and Virtual Reality Collection Development and Reuse(LIB3DVR), funded by a grant from the Institute of Museum and Library Services. This qualitative study invited experts from a range of disciplines and sectors to identify common challenges in the visualization and analysis of 3D data, and the management of VR programs, for the purpose of developing a national library strategy.en
dc.description.versionPublished versionen
dc.format.extentPages 25-48en
dc.format.extent24 page(s)en
dc.format.mimetypeapplication/pdfen
dc.identifier.doihttps://doi.org/10.6017/ital.v38i4.11075en
dc.identifier.issn2163-5226en
dc.identifier.issue4en
dc.identifier.orcidHall, Nathan [0000-0002-0676-9916]en
dc.identifier.urihttp://hdl.handle.net/10919/98569en
dc.identifier.volume38en
dc.language.isoenen
dc.publisherInformation Technology and Librariesen
dc.relation.urihttps://ejournals.bc.edu/index.php/italen
dc.rightsCreative Commons Attribution Non-Commercial 4.0 Internationalen
dc.rights.urihttp://creativecommons.org/licenses/by-nc/4.0/en
dc.subject0806 Information Systemsen
dc.subject0807 Library and Information Studiesen
dc.subjectInformation & Library Sciencesen
dc.titleChallenges and Strategies for Educational Virtual Reality: Results of an Expert-led Forum on 3D/VR Technologies Across Academic Institutionsen
dc.title.serialInformation Technology and Librariesen
dc.typeArticle - Refereeden
dc.type.dcmitypeTexten
dc.type.otherArticleen
dcterms.dateAccepted2019-07-19en
pubs.organisational-group/Virginia Tech/Libraryen
pubs.organisational-group/Virginia Tech/Library/Information Technologyen
pubs.organisational-group/Virginia Tech/Library/Information Technology/Digital Imaging and Preservationen
pubs.organisational-group/Virginia Techen

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