Exploring Cost Effective AR & VR Options for your Library · A Pew Research Center study from...

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Exploring Cost Effective AR & VR Options for your Library

Sandy Avila, MLIS, MA

Interim Science Librarian

University of Central Florida Libraries

Understanding the

Terminology

What is Augmented Reality (AR)?

A form of technology available via mobile device apps which allows users to have an interactive experience with a layered computer generated enhancement to their existing real-world environment.

AR uses apps via hand held mobile devices that pick up augmented media in the form of digital images, sound, graphics, or GPS data.

Buzz words: enhanced, interactive, blended, overlaid, transforming, and supplementedPhoto credit:

http://bgr.com/2017/02/13/iphone-8-specs-

augmented-reality-features/

What is Virtual Reality (VR)?

An artificial environment created by computer-generated software using outside stimuli (sights and sounds) via head-mounted displays or gloves with sensors, that allows users to interact with a three dimensional space in a highly physical and immersive way closed off from actual space and place in time.

The use of virtual reality relies on the outer stimuli accessories of head-mounted displays, or viewers that block a user’s connection with its real world.

Buzz words: artificial, immersive, illusion of reality computer-generated simulation, & interactive

Photo credit: https://boygeniusreport.files.wordpress.com/2015/11/impacto-virtual-reality.jpg

Side by Side Comparison

Photo credit: https://augmentedstories.files.wordpress.com/2015/01/screen-shot-2015-01-30-at-2-25-41-pm1.png

Why Get Hip to the Reality Kick?

Rise in Mobile Technology Use

A Pew Research Center study from 2016 shows that :

95% of Americans own a cell phone

77% of Americans own a smartphone which is up from 35% in 2011

This is across- gender, race, age, education, and income lines

More of us are “connected on the go” than ever before!

Pew Research Center. (2017). Demographics of Mobile Device Ownership and Adoption in the United States. Retrieved from http://www.pewinternet.org/fact-

sheet/mobile/

Technology plays a huge part of every day life

If used correctly, technology can enhance our teaching and learning

Technological developments occur all the time!

Technology and Education

Why the Library, and Why Now?

ALA’s The Future of Libraries Trend Library

www.ala.org/transforminglibraries/future/trends

Seven Trends Areas:Society, Technology, Education, Environment, Politics & Govt.,

Economics & Demographics

NMC’s Horizon Report

Library Edition

A comprehensive effort established in 2002 that identifies and describes important developments in technology poised to have a large impact on technology planning and decision-making in education around the world.

Highlighted are six trends, six challenges, and six developments in technology likely to enter mainstream use within the next five years

Potential Uses for AR & VR

in a Library Setting

• Outreach• Subject Librarian Newsletters around campus• Collaborate with Faculty or patrons on AR & VR projects• Library Tour• Library Scavenger Hunt

• Marketing • Augmented physical signage collaboration with

Circulation Department• Collaboration between Special Collections and University

Archives for exhibits and displays• Advertise library general events or programs

• Technology Programming• Hands-on “sandbox” technology workshops• Circulating AR enabled devices• Circulating VR hardware

Public Services Examples

ThreeCost Effective AR Solutions

1. Aurasma Augmented Reality App

Pick a TRIGGER image

Then add an OVERLAY

(image/video/animation)

TRIGGER + OVERLAY = AN AURA

www.aurasma.com

www.studio.aurasma.com

**FREE**

2. Blippar Augmented Reality Appwww.blippar.com

Blippar for Education

**FREE**

3. ARToolkit- DIY Augmented Reality Appwww.artoolkit.org

**FREE**

ThreeCost Effective VR Solutions

1. Zeiss VR Oneunder $130 comparable to Oculus Rift HMD at $500

The VR One is a head-mounted viewer for the virtual reality content that is playing on your phone. You feed the phones into a slot on the VR One using a tray specifically designed for exact positioning of the display in front of the lenses. It is similar to the Gear VR by Samsung and Oculus, except for its cheaper price.

The Cardboard consists of a folded cardboard holder with

lenses. Through pairing Google Cardboard with a

compatible smart phone, one can experience ‘3D models’ in

a similar way to the Oculus Headset.. What’s more, it is

portable and can be customized.

2. Google Cardboardunder $15-$20 each

3. DIY -Virtual Reality ViewerUnder $5.00 each once you get supplies

Required Materials

1. Google Cardboard templates

2. Scissors

3. Exacto knife (stencil cutter)

4. Glue

5. Quick dry Epoxy

6. Clear plastic bottle made of PET (Polyethylene Terephthalate)

7. Syringe with needle

8. Velcro or rubber band

9. Glue stick and glue gun

https://diyhacking.com/diy-virtual-reality-headset/

AR & VR Online

Resources

ISTE 24 Resources for Bringing AR and VR to the Classroomhttps://www.iste.org/explore/articleDetail?articleid=883&category=In-the-classroom&article

50 Virtual Reality Technologies in Architecture & Engineeringhttps://www.viatechnik.com/resources/50-virtual-reality-technologies-in-architecture-engineering-and-construction/

32 Augmented Reality Apps for the Classroom from EdShelfhttp://www.teachthought.com/the-future-of-learning/technology/32-augmented-reality-apps-for-the-classroom-from-edshelf/

Virtual Reality for Educationhttps://virtualrealityforeducation.com/resources/

How Reality Technology is Used in Educationhttp://www.realitytechnologies.com/education

Thank you!!!

Sandy Avila, MLIS, MA

Interim Science Librarian

UCF Libraries

savila@ucf.edu

407-823-1218

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