17 DIGITAL MODE IN LIBRARY SCIENCE WITH SPECIAL REFERENCE TO VIRTUAL
REALITY Ms. Neha Goel Librarian, SHGC Bhopal
Abstract- Virtual reality replicates or simulates an environment. This environment could be real or imaginary; it also could be created using photography, videography, computer animation, or a combination. This paper deals with the notion of virtual or augmented reality and its suggested uses in libraries to support the teaching of information literacy.
The computer-generated simulation of images or whole environments that can be experienced using special electronic equipment – is progressing in several ways, including traditional virtual reality that creates environments, allowing people to be “present” in an alternative environment.
Keywords: Virtual Reality, Simulation, Animation, Information Literacy.
1. INTRODUCTION
The term "virtual" has been used in the computer sense of "not physically existing but made to appear. The goal of VR is to provide human beings with a virtual environment where we can interact with a computer just as we do in the real world, that is, by talking with a virtual human in a spoken language, by writing a letter, or by drawing a picture. With the portability of smartphone-powered and all-in-one virtual reality headsets, libraries are increasingly looking at device lending programs. Device lending offers library patrons the opportunity to experience virtual reality from home, at a time that is convenient to them.
Virtual Reality strives to completely simulate an immersive sensory experience indistinguishable from the real […] often using technologies like headsets that attempt to completely deprive human sensory organs like the eyes from any stimuli outside of that which is artificially generated by the VR technology.
Virtual Reality strives to completely simulate an immersive sensory experience indistinguishable from the real […] often using technologies like headsets that attempt to completely deprive human sensory organs like the eyes from any stimuli outside of that which is artificially generated by the VR technology.
Virtual Reality strives to completely simulate an immersive sensory experience indistinguishable from the real […] often using technologies like headsets that attempt to completely deprive human sensory organs like the eyes from any stimuli outside of that which is artificially generated by the VR technology.
Virtual Reality strives to completely simulate an immersive sensory experience indistinguishable from the real […] often using technologies like headsets that attempt to completely deprive human sensory organs like the eyes from any stimuli outside of that which is artificially generated by the VR technology.
Virtual Reality strives to completely simulate an immersive sensory experience indistinguishable from the real […] often using technologies like headsets that attempt to completely deprive human sensory organs like the eyes from any stimuli outside of that which is artificially generated by the VR technology.
2. DIGITAL REALITY
Digital reality refers to the wide spectrum of technologies and affordances that include Augmented Reality, Virtual Reality and Mixed Reality that simulate reality in various ways.
Digital Reality represents the next digital transformation. It changes how we engage with technology, through augmented-, virtual-, and mixed-reality, 360 video, and immersive experiences that are at once intuitive and data-rich, and which put the human user at the center of design. ... During a maintenance task, you use your I Pad to scan an AR code from a machine and see 3D-animated KPIs through your display.
18 A digital library, also called an online library, an internet library, a digital repository, or a digital collection is an online database of digital objects that can include text, still images, audio, video, digital documents, or other digital media formats or a library accessible through the internet. Objects can consist of digitized content like print or photographs, as well as originally produced digital content like word processor files or social media posts. In addition to storing content, digital libraries provide means for organizing, searching, and retrieving the content contained in the collection.
3. VIRTUAL 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. Virtual Reality (VR) is a computer-generated environment with scenes and objects that appear to be real, making the user feel they are immersed in their surroundings. This environment is perceived through a device known as a Virtual Reality headset or helmet.
3.1. Types of Virtual Reality
The only limits to a VR experience are the availability of content and computing power.
There are 3 primary categories of virtual reality simulations used today: non-immersive, semi-immersive, and fully-immersive simulations.
1. Non Immersive- Non-immersive virtual reality is a type of virtual reality in which you interact with a virtual environment usually through a computer where you can control some characters or activities within the experience, but the virtual environment is not directly interacting with you.
2. Semi-Immersive-Semi-immersive virtual reality refers to a specific type of VR that allows users to experience virtual three-dimensional environments while remaining connected to real-world surrounding visuals, auditory, smells, and hap tics as well as keeping control over physical objects.
3. Fully Immersive- Fully-immersive VR is a digital technology that allows users to experience artificial environments as the real world. In other words, users perceive virtual computer-generated surrounding using visuals, auditory, and hap tics. The main destination of this technology is to make it impossible for users to recognize they’re in a simulation rather than a real-world environment.
19 4. E-BOOK READING IN VIRTUAL REALITY ENVIRONMENT
4.1. Virtual Book Reading
The Virtual Book Reading Session envisaged by Dr Kiran Bedi; is an initiative to inspire young minds by real life stories. While inculcating the habit of reading, it also ingrains in every participant –values of strong character and nation building.
4.2. Virtual Reality in Library
The concept of the virtual reality library is introduced and defined as a new form of OPAC.
Since a desktop virtual reality package is needed to construct a virtual reality library the expected functionality of such software is discussed in general terms. Virtual 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.
Virtual reality, 3D data, and other spatial technologies are being adopted in libraries as innovative and immersive tools for enhancing research and teaching. VR provides a highly realistic, interactive visualization platform for engaging with 3D data, such as models produced from cultural heritage sites or medical imaging data, presenting many potential applications for a range of academic fields.
5. IN ACADEMICS LIBRARY
The academic library is a body reflecting the contribution of its core employees. As such, the roles performed by academic librarians are crucial to its development and existence.
The purpose of this paper is to explore the role of academic librarians as change champions in an information age that has been, still is, and is expected to be continuously pervaded by varying and widespread changes in librarianship and scholarship coupled with the ever changing and expanding user needs and expectations. This article proposes the digital library working as something beyond than a mere repository (in general terms, a place where open-access documents are stored), and also as an educational proposal of innovative services, incorporating virtual reality (VR) to influence both formal (through the provision of scientific content resources) and informal educational processes (through generating resources and services with a social focus for the general public). Under this perspective, digital libraries and VR are positioned as two key elements within a systemic work mode.
6. CHALLENGES AND STRATEGIES FOR EDUCATIONAL VIRTUAL REALITY
Virtual Reality (VR) environments offer new ways and formats to consume and process information. Despite multimedia offerings, most information remains to be presented via text. VR has the potential to deliver immersive reading experiences while compensating for some of the drawbacks of rather static e-books. To allow readers to step into virtual books, we developed a 3D reading environment with three page-turning techniques for VR. Readers either move the camera position from page to page or control the page flow as positioned in a sequential or radial arrangement.
Virtual 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. E-learning is a new teaching model nowadays. It gets further development and improvement with the impetus of the Virtual Reality (VR) technology, which can build a friendly human machine interface. VR is
20 becoming increasingly important as a learning tool in the schools as well as in universities, due to its interactive and animated features. VR can be an effective method for teaching and reinforcing complex concepts by allowing students to interact with the visualization tools.
The pattern which integrates the VR and e-learning technology not only riches teaching patterns but also improves learners' ability of analyzing and solving problems. The virtual learning environment provides a new study method for students to understand certain events which have proven inappropriate and difficult in traditional education. This paper highlights and discusses the issues and challenges associated with implementing a virtual reality based e-learning environment. It explores educational uses of an e-learning environment in combination with VR technology. Libraries and Institution of memory have been challenged to find new form, of dialogue with their user and have turned to VR Technology to entertain and inform their Audience. Affordability, accessibility and user friendly platform are all determent virtues for any technology introduced in the Library.
7. Scope
Information Technology and Libraries publishes original material related to all aspects of information technology in all types of libraries. Topic areas include, but are not limited to, library automation, digital libraries, metadata, identity management, distributed systems and networks, computer security, intellectual property rights, technical standards, geographic information systems, desktop applications, information discovery tools, web- scale library services, cloud computing, digital preservation, data curation, virtualization, search-engine optimization, emerging technologies, social networking, open data, the semantic web, mobile services and applications, usability, universal access to technology, library consortia, vendor relations, and digital humanities.
8. CONCLUSION
This paper aims to propose an Immersive Virtual Reality program to teach Information Literacy skills to college students. The proposal aims to expand the horizon of instruction into cyberspace. The purpose of this paper hinged on the concept of smart libraries and their development for the furtherance of information access, dissemination and information resources. We will also see the influence of VR in the education industry, healthcare, entertainment, engineering etc.
The digital library is the extension of the traditional library in the information age. It not only includes the functions of the traditional library, but also integrates some functions of other information resources institutions, such as museums, archives, publishing houses, etc., which can provide comprehensive public information access service. VR immersion training is an effective teaching method to help medical and health professions students develop empathy and is a budding area for library partnerships. As the technology becomes more affordable and accessible, it is important to develop best practices for using VR in the library.
REFERENCES
1. Research on Digital Library Based on Virtual Reality/Cuiyuan Zhag.
2. Challenges and Strategies for Educational Virtual Reality/Matt Cook.
3. Virtual reality in libraries is common sense/ Felicia Ann Smith.
4. Hahn, J. (2017). Virtual Reality Library Environments. In Mobile Technology and Academic Libraries:
Innovative Services for Research and Learning.
5. Challenges and Issues in Building Virtual Reality/Marwa
6. Strategies for inclusive and safe education using virtual reality: from the digital library perspective/Lourdes.
7. Using virtual and augmented reality in the library.
8. Researching and developing virtual Scotland – a perspective from the Centre for Digital Library Research.