Beyond Gaming: 10 Other Fascinating Uses for Virtual-Reality Tech. Gamers and gadget hounds can now get their hands on the hotly anticipated Oculus Rift virtual-reality headset: The Facebook-owned company announced the commercial release of its virtual-reality device last week at CES in Las Vegas.
At a whopping $600, the Oculus Rift may seem expensive for a gaming device, but the technology has come a long way since the company first launched its Kickstarter campaign in 2012. Virtual-reality (VR) headsets are now being used in many industries as a way of training people or providing a new way to experience things. Home · OULibraries/edge Wiki. A Truly Virtual Library: Experiencing VR at the Natrona County Library. Virtual reality opens the world to aging seniors. For older adults who cannot travel or attend family events, the real world can become very small and stifling.
But they may be able to escape their isolation to a degree through virtual reality (a technology that generates visuals and sounds making users feel as if an artificial world is real) — and a number of entrepreneurs are developing programs to make that possible. Rendever is a company that specializes in creating virtual reality (or VR) for older adults by using algorithms that convert 360 panoramic photos. “We’re aggregating tons of wonderful content, like beach scenes,” says Dennis Lally, CEO of the company. “They can go to a Maui beach and watch the waves come in for 30 minutes, or swim with a whale in the ocean. VR in the Classroom: Early lessons learned from Google Expeditions - Google I/O 2016. Investigating virtual reality headset applications in construction. Weatherall ALIA paper. University of Adelaide - Virtual Reality Project. A small project team has been formed to investigate Virtual Reality (VR) technology, to determine how the University Libraries may interact with the technology and how we could use the technology to best serve our users.
Objectives The University Libraries will deliver a VR project that aims to: expose University Libraries staff to VR technology; build University Libraries’ VR knowledge; demonstrate the application of VR to an academic library environment; disseminate knowledge of VR to the University community; demonstrate applications of VR to staff and students; establish the University Libraries’ as an accessible point of reference for VR; pilot VR services of possible relevance to LOTF; promote the University Libraries with particular focus on the experience of the Barr Smith Library Reading Room, and the University Libraries’ role in developing users’ information literacy skills.
Project Overview. Virtual Reality in the Library: Creating a New Experience. By Troy Lambert on February 24, 2016 At Bibliotheque et Archives Nationales du Quebec, in Montreal, Canada, the Alberto Manguel/ Robert Lepage collaboration “La bibliotheque, la nuit,” a virtual reality exhibition of the interiors of libraries, is on display.
“The experience felt so real it was disconcerting to look down and not see my own body in the virtual space,” says Jeff Peachey, a recent visitor, in his blog. Virtual Reality: Soon to Become Mainstream in Libraries?