Today’s virtual reality (VR) technologies enable students to traverse immersive learning environments populated with highly engaging course content that closely resembles real-world artifacts and sites, scientific specimens, and otherwise inaccessible training scenarios. The relative affordability of the latest generation of VR hardware has further increased the uptake of VR across academic, but careful consideration must be given to how the technology is deployed for classroom use. This paper draws on a range published research literature, and the authors’ experiences implementing VR in an academic library, to present guidelines and case studies that can be used by library practitioners to craft effective VR course assignments.Immediate ac...
This chapter is a review of VR Hardware, VR apps, and use cases for VR's application to research and...
The purpose of this paper is to report the results of a case study on virtual reality (VR) learning ...
Virtual Reality (VR) is at the forefront of how users in the future will interact with each other an...
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...
Presented at LOEX 2017, May 12, 2017.Virtual reality (VR) platforms provide exciting opportunities f...
Virtual reality (VR) is a rich visualization and analytic platform that furthers the library’s missi...
In developing a Virtual Reality (VR) project, the library creates a democratic home for ateaching an...
This chapter is a review of VR Hardware, VR apps, and use cases for VR's application to research and...
VR is no longer just gaming. It’s increasingly being deployed across academic campuses and is becomi...
This volume, comprising eight chapters from experts in a variety of fields, examines the use of thre...
In recent years many schools have begun to incorporate virtual reality tools and programs into their...
Virtual Reality content has quickly become embedded into popular culture and everyday purposes. Inte...
Abstract In this video paper we report on our experiences of deploying a VR point at a public libra...
This poster presents the methodology and initial findings of a mixed-methods research project curren...
This chapter is a review of VR Hardware, VR apps, and use cases for VR's application to research and...
The purpose of this paper is to report the results of a case study on virtual reality (VR) learning ...
Virtual Reality (VR) is at the forefront of how users in the future will interact with each other an...
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...
Presented at LOEX 2017, May 12, 2017.Virtual reality (VR) platforms provide exciting opportunities f...
Virtual reality (VR) is a rich visualization and analytic platform that furthers the library’s missi...
In developing a Virtual Reality (VR) project, the library creates a democratic home for ateaching an...
This chapter is a review of VR Hardware, VR apps, and use cases for VR's application to research and...
VR is no longer just gaming. It’s increasingly being deployed across academic campuses and is becomi...
This volume, comprising eight chapters from experts in a variety of fields, examines the use of thre...
In recent years many schools have begun to incorporate virtual reality tools and programs into their...
Virtual Reality content has quickly become embedded into popular culture and everyday purposes. Inte...
Abstract In this video paper we report on our experiences of deploying a VR point at a public libra...
This poster presents the methodology and initial findings of a mixed-methods research project curren...
This chapter is a review of VR Hardware, VR apps, and use cases for VR's application to research and...
The purpose of this paper is to report the results of a case study on virtual reality (VR) learning ...
Virtual Reality (VR) is at the forefront of how users in the future will interact with each other an...