Virtual Reality (VR) and Augmented Reality (AR) Technologies in Public Libraries. Immersive Storytelling Project Awarded Funding. Immersive Storytelling Project Awarded Funding 02 April Ricky Koopman, Georgina Davison and Louise Wheller Library Officer - Programming Ricky Koopman (left), Library Manager Georgina Davison and Louise Wheller view the old and the new, with Virtual Reality technology that scans old photographs of local buildings and overlays them with an image from the current day.
The Mount Gambier Library will bring Virtual Reality technology to local residents in aged care facilities as part of an immersive storytelling project. It follows SA Minister for Health and Wellbeing Stephen Wade’s announcement that a $16,900 Age Friendly SA grant will support the roll out of the initiative, as one of eight successful projects across the state. “An emerging trend across the world is the use of VR technologies as therapy with the aim of improving the quality of life of those in care,” Library Manager Georgina Davison said. Kristi Leamey and Stephen Wade. VR meets the real world_Library Journal. In a virtual world_American Libraries Magazine. Blurred Lines—between virtual reality games, research, and education_IFLA WLIC 2018 Conference Paper.
Virtual Reality and Public Library Tech - StateTech Magazine. Still, the library was only getting seven or eight people to show up for such programs, according to Jones, making it difficult to justify the marketing and staffing efforts, as well as the setup time and expenses.
“Where we’re at today is a strategy of synergizing with other programs,” Jones says. “We’re not trying to do standalone VR events. We’re taking a break on that. We’re finding opportunities that might benefit from the enhancement of a VR experience and joining up with other events.” In addition to the climate change program, those include a telescope-lending program that enables users to experience outer space in virtual reality. At Topeka & Shawnee, there is not a permanent VR hardware display, but the library is about to purchase an Oculus Quest and a lower-end HTC VIVE product when it comes out, King says. VR attracts people who may be more interested in tech, programming or gaming and less interested in watching a movie or reading a book, King says. Introducing Virtual Reality to Your Community_The Wired Library. How virtual reality can help us preserve the past.
Virtual reality unearths ancient Indigenous artefacts / Featured news / Newsroom / The University of Newcastle, Australia. Modern technology is providing a glimpse into the world’s oldest surviving culture, with 3D digital scanning and virtual reality re-creating a 6,500-year-old archaeological site in Newcastle, Australia.
Approximately 5,500 various artefacts removed from a small, rectangular dig roughly the size of a family swimming pool reveal that the area was once a work site for Aboriginal people. Archived in the University of Newcastle Cultural Collections, the artefacts have been brought off the shelf and into the 21st Century by this exciting new project. With the permission of Traditional owner groups, a 3D scanning facility was established to digitise the artefacts and transform them into a Deep Time virtual reality experience.
Undertaken within the University’s GLAMx (i.e., Galleries, Libraries, Archives and Museums) Digitisation Lab in collaboration with the IT Innovation Team, almost 50 stone tools have been painstakingly scanned and uploaded into the digital platform. Future learning Related news. Augmented & Virtual Reality: Navigating the Emerging Legal Terrain — VR/AR Association - The VRARA. With a continuously expanding market for Virtual Reality technology, from Google’s Daydream to Facebook’s Oculus Rift, the legal landscape is beginning to follow suit.
According to market intelligence provider TrendForce, merchandisers sold 14 million virtual reality devices worldwide in 2016, and it projects that VR device sales and software will snowball into a $70 billion market by 2020. With such expansion, the recent $500 million verdict in the U.S Zenimax v Oculus case suggests that intellectual property disputes in virtual reality tech may become the next litigation “cash cow”, with billions riding on the outcome of each case. As AR/VR technologies continue to evolve quickly, they have led to the development of considerable intellectual property and other assorted legal issues in the AR/VR space. Disputes over who holds the copyright to VR software will be an important source of liability in the future. By: Marius Adomnica, Associate and Natasha Vlajnic, Law Student.