Is #VR coming to libraries? Yes! But how and why? Librarians have always been in the forefront of innovative technology and have fearlessly adopted changing information formats for centuries. Virtual reality is simply another information format and certainly librarians are exploring uses.
Circulating VR Experiences as Resources
While the Covid 19 Pandemic may have closed many library buildings and slowed the use of VR headsets within them, many libraries plan to provide VR experiences to patrons in the near future including educational simulations such as going inside the human body, exploring space, viewing art museums or encountering historical events. Most librarians and educators agree that VR headsets should not be used by persons under the age of 13 or by those with health problems. Virtual reality on a desktop includes environments like Minecraft which has been widely recognized as an educational space for young people. Researchers currently seek to identify the best practices and purposes for virtual reality for various age groups and perhaps the library is a good place for this exploration.
Libraries Built Inside Virtual Spaces
Putting on a headset to “go inside a book” such as The Diary of Anne Frank might provide a powerful experience, particularly for visual learners. Yet sharing VR as “library resources” is not the only way to utilize virtual environments. The library itself can be built in a virtual space so that patrons can enter together and talk with real people in the same way one might in a physical space. Library programs such as exhibits, storytelling, book discussions, special events, workshops, anything we think of doing in a physical library, can take place in a virtual library. In fact, some things that cannot possibly be experienced in the physical world can happen virtually, such as falling down the rabbit hole in Alice in Wonderland or walking on Mars.
The Community Virtual Library is an example of a “real library in a virtual world” with a main branch in Second Life and outpost branches in numerous other virtual spaces including both desktop and headset VR. Librarians, educators, and lifelong learners can collaborate and learn best practices for virtual environments at CVL and the partnering educational institutions of the Virtual World Education Consortium hosted in sky pavilion above the virtual library.