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VR Application for Technology Education in a Public Library

Published: 25 November 2018 Publication History

Abstract

In this video paper we report on our experiences of deploying a VR point at a public library for the purpose of educating library patrons on VR technology. The primary application offered at the VR point is called Virtual Library, a VR application developed specifically for the Oulu City Library. The Virtual Library application provides an immersive virtual interface into selected library services, as well as allows library patrons to browse literature recommendations inside genre-specific fantasy realms. Based on the observations of the first week weeks of deployment, the VR point and the Virtual Library are successful approaches for technology education in a public library.

References

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Svanhild Aabø, Ragnar Audunson, and Andreas Vårheim. 2010. How do public libraries function as meeting places? Library & Information Science Research 32, 1 (2010), 16--26.
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Nonny De la Peña, Peggy Weil, Joan Llobera, Elias Giannopoulos, Ausiàs Pomés, Bernhard Spanlang, Doron Friedman, Maria V Sanchez-Vives, and Mel Slater. 2010. Immersive journalism: immersive virtual reality for the first-person experience of news. Presence: Teleoperators and virtual environments 19, 4 (2010), 291--301.
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Gerard Llorach, Alun Evans, and Josep Blat. 2014. Simulator sickness and presence using HMDs: comparing use of a game controller and a position estimation system. In Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology. ACM, 137--140.
[4]
Matti Pouke, Johanna Ylipulli, Ilya Minyaev, Minna Pakanen, Paula Alavesa, Toni Alatalo, and Timo Ojala. 2018. Virtual Library - Blending Mirror and Fantasy Layers into a VR Interface for a Public Library. In Accepted to the 17th International Conference on Mobile and Ubiquitous Multimedia.
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Lisa Rebenitsch and Charles Owen. 2016. Review on cybersickness in applications and visual displays. Virtual Reality 20, 2 (01 Jun 2016), 101--125.
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Jesper Simonsen and Toni Robertson. 2012. Routledge international handbook of participatory design. Routledge. 86--116 pages.
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Pertti Vakkari, Svanhild Aabø, Ragnar Audunson, Frank Huysmans, and Marjolein Oomes. 2014. Perceived outcomes of public libraries in Finland, Norway and the Netherlands. Journal of Documentation 70, 5 (2014), 927--944.
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YLE News. 2018. Finnish libraries experience renaissance with renewed investment. (September 2018). https://yle.fi/uutiset/osasto/news/finnish_libraries_experience_renaissance_with_renewed_investment/10395160 Accessed 9 September 2018.
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J. Ylipulli, A. Luusua, and T. Ojala. 2017. On Creative Metaphors in Technology Design: Case "Magic". In Proceedings of the 8th International Conference on Communities and Technologies (C&T '17). ACM, New York, NY, USA, 280--289.

Cited By

View all
  • (2024)Metaphoric Spaces in Virtual Reality Design: From Simulation to Participatory Functionalism as a Design ApproachProceedings of the 27th International Academic Mindtrek Conference10.1145/3681716.3681730(46-57)Online publication date: 8-Oct-2024
  • (2024)Education in cinematography and VR- technologies: the impact of animation on the film perceptionInteractive Learning Environments10.1080/10494820.2024.2372831(1-15)Online publication date: 10-Jul-2024
  • (2024)Design and implementation of an interactive virtual library based on its physical counterpartVirtual Reality10.1007/s10055-024-01023-x28:3Online publication date: 13-Jun-2024
  • Show More Cited By

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Information & Contributors

Information

Published In

cover image ACM Other conferences
MUM '18: Proceedings of the 17th International Conference on Mobile and Ubiquitous Multimedia
November 2018
548 pages
ISBN:9781450365949
DOI:10.1145/3282894
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 25 November 2018

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Author Tags

  1. Digital library services
  2. fantasy worlds
  3. hybrid space
  4. mirror world
  5. participatory design
  6. technology education

Qualifiers

  • Extended-abstract
  • Research
  • Refereed limited

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MUM 2018

Acceptance Rates

MUM '18 Paper Acceptance Rate 37 of 82 submissions, 45%;
Overall Acceptance Rate 190 of 465 submissions, 41%

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Cited By

View all
  • (2024)Metaphoric Spaces in Virtual Reality Design: From Simulation to Participatory Functionalism as a Design ApproachProceedings of the 27th International Academic Mindtrek Conference10.1145/3681716.3681730(46-57)Online publication date: 8-Oct-2024
  • (2024)Education in cinematography and VR- technologies: the impact of animation on the film perceptionInteractive Learning Environments10.1080/10494820.2024.2372831(1-15)Online publication date: 10-Jul-2024
  • (2024)Design and implementation of an interactive virtual library based on its physical counterpartVirtual Reality10.1007/s10055-024-01023-x28:3Online publication date: 13-Jun-2024
  • (2023)Public libraries as a partner in digital innovation project: Designing a virtual reality experience to support digital literacyFuture Generation Computer Systems10.1016/j.future.2023.08.001149(594-605)Online publication date: Dec-2023
  • (2023)Impact of virtual reality technologies in the context of the case method on engineering students’ competenciesEducation and Information Technologies10.1007/s10639-023-12123-729:6(7341-7359)Online publication date: 14-Aug-2023
  • (2022)Engaging with Immersive Technologies in Medical Library: An Investigation of Students’ Perceived Affordances and ConstraintsProceedings of the 2022 Conference on Human Information Interaction and Retrieval10.1145/3498366.3505827(277-283)Online publication date: 14-Mar-2022
  • (2020)Exploration of Time-Oriented Data in Immersive Virtual Reality Using a 3D Radar Chart ApproachProceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society10.1145/3419249.3420171(1-11)Online publication date: 25-Oct-2020
  • (2020)“Oh, that’s where you are!” – Towards a Hybrid Asymmetric Collaborative Immersive Analytics SystemProceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society10.1145/3419249.3420102(1-12)Online publication date: 25-Oct-2020
  • (2019)Meso-Level Strategies for Design Participation and EducationProceedings of the FabLearn Europe 2019 Conference10.1145/3335055.3335078(1-2)Online publication date: 28-May-2019
  • (2019)Without libraries what have we?Proceedings of the 9th International Conference on Communities & Technologies - Transforming Communities10.1145/3328320.3328387(92-101)Online publication date: 3-Jun-2019

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