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Virtual reality (VR) is a set of technologies (such as Oculus' Rift or HTC's VIVE) creating digital environments that stimulate a person's senses in a way that tricks the mind into believing it is somewhere other than where it really is. The popularity of this technology, which dates back to the 1960s, has risen and fallen a number of times over the years. Recently, thanks largely to advancements in smartphones and mobile computing, the capabilities of VR have become much more impressive and practically viable. This has caused a resurgence of interest. A related and increasingly popular technology, augmented (or mixed) reality (AR/MR), superimposes computer-generated graphics on the real world, allowing the user to experience a blend of the digital and physical worlds (for example, Microsoft HoloLens and Meta 2).
Both VR and AR are expected by some to have a disruptive effect on a number of industries, including real estate, video games, travel, and education (Adams 2016). Due to the effect that these technologies could have on education, and because of the growing number of educational experiences they currently provide, a small number of libraries have begun to take an interest in creating services around them. For example, many public libraries in California now allow patrons to check out Oculus' Rift VR headset (LeFebvre 2017), as do academic libraries such as Harvard Library (Harvard Library 2017) and the North Carolina State University (NCSU) Libraries (NCSU Libraries 2017). These two academic libraries also allow users to check out the Microsoft HoloLens. In addition, the NCSU Libraries has spaces where its users can experience VR and AR technology, and it also offers assistance for those who want to use these technologies for research projects (NCSU Libraries 2017).
VR and AR at the McGill Library
Considering the educational applications of these technologies, in 2017, the McGill Library invested in an innovation project that involved establishing a dedicated VR and AR space at its Humanities and Social Sciences Library that's open to the entire university community. The space was intended to both support campus research projects and allow members of the McGill community to explore the various educational media and software available for both VR and AR. This article will explain the thought process that went into selecting...