Exploring Cost Effective AR & VR Options for your Library Sandy Avila, MLIS, MA Interim Science Librarian University of Central Florida Libraries
What is Augmented Reality (AR)? Understanding the Terminology 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. Photo credit: http://bgr.com/2017/02/13/iphone-8-specsaugmented-reality-features/ Buzz words: enhanced, interactive, blended, overlaid, transforming, and supplemented
What is Virtual Reality (VR)? An artificial environment created by computergenerated 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. Photo credit: https://boygeniusreport.files.wordpress.com /2015/11/impacto-virtual-reality.jpg 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
Side by Side Comparison Photo credit: https://augmentedstories.files.wordpress.com/2015/01/screenshot-2015-01-30-at-2-25-41-pm1.png
Rise in Mobile Technology Use Why Get Hip to the Reality Kick? 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/factsheet/mobile/
Technology and Education 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!
ALA s The Future of Libraries Trend Library www.ala.org/transforminglibraries/future/trends Why the Library, and Why Now? 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 Public Services Examples 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
Three Cost Effective AR Solutions 1. Aurasma Augmented Reality App www.aurasma.com www.studio.aurasma.com **FREE** Pick a TRIGGER image Then add an OVERLAY (image/video/animation) TRIGGER + OVERLAY = AN AURA
2. Blippar Augmented Reality App www.blippar.com Blippar for Education **FREE**
3. ARToolkit- DIY Augmented Reality App www.artoolkit.org **FREE**
1. Zeiss VR One under $130 comparable to Oculus Rift HMD at $500 Three Cost Effective VR Solutions 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.
2. Google Cardboard under $15-$20 each 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.
3. DIY -Virtual Reality Viewer Under $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/
ISTE 24 Resources for Bringing AR and VR to the Classroom https://www.iste.org/explore/articledetail?articleid=883&category=in-theclassroom&article AR & VR Online Resources 50 Virtual Reality Technologies in Architecture & Engineering https://www.viatechnik.com/resources/50-virtual-reality-technologies-inarchitecture-engineering-and-construction/ 32 Augmented Reality Apps for the Classroom from EdShelf http://www.teachthought.com/the-future-of-learning/technology/32- augmented-reality-apps-for-the-classroom-from-edshelf/ Virtual Reality for Education https://virtualrealityforeducation.com/resources/ How Reality Technology is Used in Education http://www.realitytechnologies.com/education
Thank you!!! Sandy Avila, MLIS, MA Interim Science Librarian UCF Libraries savila@ucf.edu 407-823-1218