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
407-823-1218