IMMERSIVE TECHNOLOGIES IN THE LIBRARY: ORGANIZATION OF INNOVATIVE SERVICE FOR SCIENCE AND EDUCATION
Keywords:virtual reality, virtual reality, augmented reality, immersive technologies, augmented reality technologies, scientific libraries, library service, and innovation.
Introduction. The need to raise the efficiency of scholarly research and to create conditions for the production of new knowledge and its exchange actualizes the study of the cognitive potential of immersive technologies.
Problem Statement. The research deals with issues related to unlocking the potential of immersive technologies for the organization of an innovative library and information service to promote the development of science and education.
Purpose. The purpose is to substantiate the need to introduce immersive technologies in the practice of scientific libraries in order to provide information and technological support for research and educational activities, to develop theoretical and methodological approaches to the organization of library services based on immersive technologies.
Materials and methods. The study is based on information of scientific library websites, thematic resources (MIT Media Lab Research portal, websites of software development corporations and official virtual reality hackathon websites), professional publications covering the specifics of immersive technologies, experience in their use in scholarly research and library practice. Systemic, functional methods, methods of observation, hypotheses in combination with the social communication method have been used.
Results. The expediency of introduction of immersive technologies into the practice of scientific libraries as an innovative tool of information and technological support of science and education development has been shown. The cognitive potential of immersive technologies has been emphasized. Theoretical and methodological frameworks for organization of complex library and information service based on immersive technologies have been developed. Case studies of efficient use of these frameworks by scientific libraries have been given.
Conclusions. The positive effect of using the cognitive potential of augmented reality in educational practice and research actualizes the development of strategies for organizing a comprehensive library and information service in scientific libraries to provide access to immersive technologies.
Marcotte, A. (2019). Tech Trends. Library Tech Leaders Recommend Their Favorite Tips and Tools. American Libraries, March 1. URL: https://americanlibrariesmagazine.org/2019/03/01/tech-trends-libraries/ (Last accessed: 20.01.2020).
Speicher, M., Hall, B. D., Nebeling, M. (2019). What is Mixed Reality? CHI Conference on Human Factors in Computing Systems Proceedings (CHI’2019), Glasgow, Scotland. 537, 1–15. doi: https://doi.org/10.1145/3290605.3300767.
Mann, S., Furness, T., Yuan, Y., Iorio, J., Wang, Z. (2018). All Reality: Virtual, Augmented, Mixed (X), Mediated (X,Y), and Multimediated Reality. Arxiv.org, April 8. URL: https://arxiv.org/pdf/1804.08386.pdf (Last accessed: 20.01.2020).
Wingrave, C., Hix, D., Schmalstieg, D., MacIntyre, B., Bowman, D., Mine, M. (2003). Mixed Reality: the Continuum from Virtual to Augmented Reality. Proceedings IEEE Virtual Reality, 22-26 March, 2003. Los Angeles, California. 121–124 (Last accessed: 20.01.2020). doi: 10.1109/VR.2003.1191129.
Huang, K.-T, Ball, C., Francis, J., Ratan, R., Boumis, J., Fordham, J. (2019). Augmented Versus Virtual Reality in Education: An Exploratory Study Examining Science Knowledge Retention When Using Augmented Reality/Virtual Reality Mobile Applications. Cyberpsychology, Behavior and Social Networking, 22(2), 105–110. doi: 10.1089/cyber.2018.0150.
Johnson, J. (2019). Jumping into the World of Virtual and Augmented Reality. Knowledge Quest, 47(4), 22–27. URL: https://eric.ed.gov/?id=EJ1207783 (Last accessed: 20.01.2020).
Klymniuk, V. Ye. (2018). Virtual Reality in the Educational Process. Scientific Works of Kharkiv National Air Force University, 2(56), 207–212 [in Ukrainian].
Trach, Yu. (2017). VR-technology as a Method and Means of Training. Educological discourse, 3–4 (18–19), 309–322 [in Ukrainian].
Silva, R. L. S., Rodrigues, P. S., Oliveira, J. C., Giraldy, G. (2004). Augmented Reality for Scientific Visualization: Bringing DataSets inside the Real World. LNCC–National Laboratory for Scientific Computing. URL: https://cutt.ly/nkPgB1Y (Last accessed: 20.01.2020).
Gopalan, V., Bakar, J. A. A., Zulkifli, A. N., Alwi, A. (2018). A Review of Augmented Reality Elements in Science Learning. Journal of Telecommunication, Electronic and Computer Engineering, 10(1–10), 87–92.
Shabrov, N. N., Kurikov, N. N. (2011). Analysis and Visualization of Scientific Research Results with Virtual Reality Technologies. St. Petersburg State Polytechnical University Journal, Science and education, 4, 200–205 [in Russian].
Massis, B. E. (2015). Using Virtual and Augmented Reality in the Library. New Library World, 116(11/12), 796–799. doi: 10.1108/NLW-08-2015-0054.
Oyelude, A. A. (2017). Virtual and Augmented Reality in Libraries and the Education Sector. Library Hi Tech News, 34(4), 1-4. doi: 10.1108/lhtn-04-2017-0019.
Avila, S. (2017). Implementing Augmented Reality in Academic Libraries. Public Services Quarterly, 13(3), 190–199. doi: 10.1080/15228959.2017.1338541.
Santos, J. F., Esposo-Betan, S. M. (Ed.). (2017). Advantages and Challenges of Using Augmented Reality for Library Orientations in an Academic/Research Library Setting. Proceedings of the 38th Annual IATUL Conferences, Bozen, Italy, June 18-22. Paper 7. URL: https://docs.lib.purdue.edu/iatul/2017/challenges/7 (Last accessed: 20.01.2020).
Cook, M. (2018). Virtual Serendipity: Preserving Embodied Browsing Activity in the 21st Century Research Library. The Journal of Academic Librarianship, 2018, 44(1), 145–149. doi: 10.1016/j.acalib.2017.09.003.
van Arnhem, J.-P., Elliott C., Rose M. (Ed.). (2018). Augmented and Virtual Reality in Libraries (LITA Guides). Lanham, MD: Rowman & Littlefield Publishers.
Varnum, K. J. (Ed.). (2019). Beyond Reality: Augmented, Virtual, and Mixed Reality in the Library. Chicago, IL: ALA Editions.
Joiner, I. A. (2018). Emerging Library Technologies: It’s Not Just for Geeks (Chandos Information Professional Series). Chandos Publishing.
MitMediaLab. (2020). Never Mind: Using AR for memorization. URL: https://www.media.mit.edu/projects/nevermind/overview/ (Last accessed: 20.01.2020).
Matthews, D. (2018). Virtual-Reality Applications Give Science a New Dimension. Nature, 557, 127–128. doi: 10.1038/d41586-018-04997-2.
Seth, A., Vance, J. M., Oliver, J. H. (2011). Virtual Reality for Assembly Methods Prototyping: a Review. Virtual Reality, 15, 5–20. doi: 10.1007/s10055-009-0153-y.
Roelandse, M., Wallerius, K. (2018). How Augmented Reality and Virtual Reality Can Revolutionize Science. Scientific American, Oct. 30. URL: https://blogs.scientificamerican.com/observations/how-augmented-reality-and-virtual-reality-can-revolutionize-science/ (Last accessed: 20.01.2020).
Arivis. (2020). arivis InViewR. URL: https://www.arivis.com/en/imaging-science/arivis-inviewr (Last accessed: 20.01.2020).
Meadows, A. (2019). Mixed Realities, Virtual Reality, and Augmented Reality in Scholarly Publishing: An Interview with Markus Kaindl and Martijn Roelandse. The Scholarly Kitchen, Jan 17. URL: https://scholarlykitchen.sspnet.org/2019/01/17/mixed-realities-virtual-reality-and-augmented-reality-in-scholarly-publishing-an-interview-with-markus-kaindl-and-martijn-roelandse/ (Last accessed: 20.01.2020).
Weber, R. (2016). Crytek’s VR First initiative partners with IEEE. gamesindustry.biz. Apr. 07. URL: https://www.gamesindustry.biz/articles/2016-04-07-cryteks-vr-first-initiative-partners-with-ieee (Last accessed: 20.01.2020).
The VR/AR Association. (2020). URL: https://www.thevrara.com/ (Last accessed: 20.01.2020).
EuroVR. (2020). About EuroVR. URL: https://www.eurovr-association.org/about-eurovr/ (Last accessed: 20.01.2020).
Peckham, J., Osborne, J. (2019). Hands on: Microsoft HoloLens 2 review. TechRadar, June 26. URL: https://www.techradar.com/reviews/microsoft-hololens-2 (Last accessed: 20.01.2020).
HTC Corporation. (2018). HTC VIVE Rolls out Virtual Reality Library Program to California and Nevada State Libraries. June 20. URL: https://www.vive.com/us/newsroom/2018-09-06-3/ (Last accessed: 20.01.2020).
Craig, A. B. (2020). Virtual Reality is a Medium, a Means by Which Humans can Share Ideas and Experiences. VARLIIBRARIES. URL: http://www.varlibraries.com/cavrxperience/ (Last accessed: 20.01.2020).
OU University Libraries. (2020). Virtual Reality @ OU Libraries. URL: https://libraries.ou.edu/content/virtual-reality-ou-libraries (Last accessed: 20.01.2020).
Greene, D., Groenendyk, M. (2018). Blurred Lines – Between Virtual Reality Games, Research, and Education. IFLA WLIC 2018 Kuala Lumpur. URL: http://library.ifla.org/2133/1/075-greene-en.pdf (Last accessed: 20.01.2020).
Oculus V. R. (2018). Announcing Oculus Education Pilot Programs in Taiwan, Japan, and Seattle. Aug 28. URL: https://www.oculus.com/blog/announcing-oculus-education-pilot-programs-in-taiwan-japan-and-seattle/?locale=en_US (Last accessed: 20.01.2020).
Teple Misto. Grants. (2017). Virtual Reality in the Library. URL: https://warm.if.ua/grants (Last accessed: 20.01.2020) [in Ukrainian].
みたらし [Mitarashi]. (2018). VRで「図書館づくり」をシミュレーション同志社大ら共同開発 [Simulation of "library creation" with VR Doshisha University and others joint development]. MoguraVRとは.Oct. 31. URL: https://www.moguravr.com/library-vr-2 (Last accessed: 20.01.2020) [in Japanese].
How to Cite
Authors published in the journal “Science and Innovation” agree to the following conditions:
Authors retain copyright and grant the journal the right of first publication.
Authors may enter into separate, additional contractual agreements for non-exclusive distribution of the version of their work (article) published in the journal “Science and Innovation” (for example, place it in an institutional repository or publish in their book), while confirming its initial publication in the journal “Science and innovation.” Authors are allowed to place their work on the Internet (for example, in institutional repositories or on their website).