Presented at LOEX 2017, May 12, 2017.Virtual reality (VR) platforms provide exciting opportunities for students to interact with educational content in new ways. At the University of Oklahoma Libraries, students and faculty leverage VR and 3D technology to facilitate learning and disseminate knowledge. These innovative technologies also create opportunities for productive collaborations between librarians, technology specialists, and faculty. This presentation presents a case study of using VR technology for an assignment in an undergraduate anthropology course. The presenter will detail the planning process for integrating VR into the class and the collaborative process between the professor, technologists, and the anthropology subject lib...
Virtual Reality (VR) is at the forefront of how users in the future will interact with each other an...
This study seeks to extend wicked problems analysis within the context of a library’s support for vi...
183-190The paper aims to determine whether AR and VR library services are useful and, if so, what ar...
In developing a Virtual Reality (VR) project, the library creates a democratic home for ateaching an...
In developing a Virtual Reality (VR) project, the library creates a democratic home for ateaching an...
Virtual reality (VR) is a rich visualization and analytic platform that furthers the library’s missi...
This volume, comprising eight chapters from experts in a variety of fields, examines the use of thre...
The rapid advent in the technologies of augmented and virtual reality (VR) in the last several years...
Today’s virtual reality (VR) technologies enable students to traverse immersive learning environment...
In developing a Virtual Reality (VR) project, the library creates a democratic home for ateaching an...
During the 2019 EDUCAUSE Annual Conference, a large proportion of programs were about virtual realit...
VR is no longer just gaming. It’s increasingly being deployed across academic campuses and is becomi...
The University of Utah's Marriott Library introduced VR systems to patrons in 2016. Back then, set-u...
During the COVID-19 pandemic, seven library faculty and staff investigated how virtual reality (VR) ...
The libraries at the University of Wisconsin - Madison, have been offering access to virtual reality...
Virtual Reality (VR) is at the forefront of how users in the future will interact with each other an...
This study seeks to extend wicked problems analysis within the context of a library’s support for vi...
183-190The paper aims to determine whether AR and VR library services are useful and, if so, what ar...
In developing a Virtual Reality (VR) project, the library creates a democratic home for ateaching an...
In developing a Virtual Reality (VR) project, the library creates a democratic home for ateaching an...
Virtual reality (VR) is a rich visualization and analytic platform that furthers the library’s missi...
This volume, comprising eight chapters from experts in a variety of fields, examines the use of thre...
The rapid advent in the technologies of augmented and virtual reality (VR) in the last several years...
Today’s virtual reality (VR) technologies enable students to traverse immersive learning environment...
In developing a Virtual Reality (VR) project, the library creates a democratic home for ateaching an...
During the 2019 EDUCAUSE Annual Conference, a large proportion of programs were about virtual realit...
VR is no longer just gaming. It’s increasingly being deployed across academic campuses and is becomi...
The University of Utah's Marriott Library introduced VR systems to patrons in 2016. Back then, set-u...
During the COVID-19 pandemic, seven library faculty and staff investigated how virtual reality (VR) ...
The libraries at the University of Wisconsin - Madison, have been offering access to virtual reality...
Virtual Reality (VR) is at the forefront of how users in the future will interact with each other an...
This study seeks to extend wicked problems analysis within the context of a library’s support for vi...
183-190The paper aims to determine whether AR and VR library services are useful and, if so, what ar...