Virtual Reality is
trending! This booming technology is becoming a hit in libraries, and you might
want to consider bringing it to yours. Virtual Reality, or VR, has been around
since the early ‘80s. It uses computer technology to create a three dimensional
world in which users can interact in different ways. It can be used for gaming,
education, entertainment, and more! Today, there is a wide range of VR systems
available. These systems range from cardboard headsets powered by a smartphone,
to large, intricate systems powered by a gaming computer. Each VR system will
have different apps and games available. How you plan to use VR in your library
will influence which system you purchase.
First, you should get
comfortable with some VR terms before you proceed:
Headset: a device that either contains a smartphone,
self-contained, or connected to a PC. Also called “VR Goggles.”
Tracking: used to monitor — or track — head and eye
motion
Latency: an important factor in VR; latency is
essentially the delay between a user’s motion or action and the response from
the VR headset. The lower the latency, the better the picture and user
experience. High latency can actually give a user a headache or make them
dizzy.
Haptic Feedback: Generally only found in VR controllers, haptic
feedback is a vibration or some sort of physical stimulation from a piece of VR
technology. For example, if you reach out to touch something in a virtual
environment, a controller might gently vibrate.
“Immersive Experience”: This term is used to indicate how deeply a VR
system can bring users into the virtual world. This experience depends on
picture quality, sound quality, and the level of user interaction in the
virtual environment.
There are so many
options for VR out there, and it’s good to research what will work best for
you, your library, and your community. Factors to consider when researching VR
can include:
- Cost
- Staff: who will learn how to
use these devices, maintain them, and how many staff members will be
trained in working with them
- Space: is there enough room in
your meeting room or floor for patrons to move around freely and without
injury (remember that patrons cannot see where they are!)
- Community interest: Consider
surveying your community or talking to your regular patrons to gauge their
interest level in VR. You might not want to invest in something expensive
if there is only mild interest.
Here are just a few
Virtual Reality device and system options:
Google Cardboard: The easiest and quickest way to bring VR to
your library is with the Google Cardboard. Ultimately, all you need is a
cardboard headset and a smartphone. You can actually make your own with unused
cardboard, or buy one pre-made for $15. Once you have your headset, you
download the accompanying Cardboard app to your phone. The smartphone then gets
placed into your headset. While Google Cardboard is a great and inexpensive way
to introduce VR to your community, keep in mind that the apps you use will not
be great quality, and the picture is not as sharp. The latency is on the higher
side. Your overall experience with the Cardboard will not be very immersive.
Merge: Merge is a system containing both VR and
Augmented Reality (AR)* products, but they go a level above the Google
Cardboard. The Merge products and system are great for education and children,
but are also fun for adults. The system has its own headset and that is
compatible with many newer smartphones. Merge also makes a foam cube that helps
create an Augmented Reality experience for users. The company has created many
different apps and games. The Merge Cube is a good, low-cost introduction to VR
and AR, and can be used in programs, at outreach events, or other library
events. However, like the Cardboard, the overall user experience will not be
very immersive.
*If you’re unsure what AR is, think of the popular
game Pokemon Go. AR combines the real and virtual worlds, essentially adding
virtual objects to a real world view.
Oculus Go and Quest: A step up from Cardboard and Merge, these two
Oculus headsets are small but powerful VR devices. For headsets like these,
there is a built-in store where you can download free or paid VR content right
from the headset. These types of headsets provide a great VR experience without
all of the equipment of the larger systems. The Oculus Go and similar systems
usually come with a small controller so that the user can better interact with
the virtual environment. These headsets are of high quality enough to provide a
solid VR experience for you and your patrons. Because of their small size, they
are great to bring on outreach events. You could even purchase a few and have
patrons interact with one another in the virtual world!
- If you’re looking to stay in
the Google ecosystem, Google Daydream is a great option
HTC Vive: One of the best full-VR systems out there. The
Vive, like the Oculus Rift and PlayStation VR, provides a fully immersive VR
experience. However, the Vive is expensive and does require a powerful graphics
card, processor, and both an HDMI and DisplayPort. The Vive comes with:
- Two controllers — so one for
each hand
- A comfortable headset, though
it can get a little heavy
- Two base stations that can be
mounted on a wall or placed on tripods so that all of its parts can work
together well. These base stations work together to track the Vive
headset. If one station isn’t working, the Vive can’t be used because the
items cannot be tracked. This is definitely a downside, but when the base
stations work, the experience is great!
Once hooked up to the
proper PC, the Vive system can also be projected onto a screen so that everyone
can see what the user is seeing inside the headset. This is great for programs,
and even to bring onto your main floor if you don’t mind some noise.
A Note About the Vive
It’s important to note
that setting up the Vive can take a little bit of time, so if it’s something
you’re considering, make sure that you have the proper amount of time dedicated
to the set up before a program. You can also dedicate a space just to VR so
that you can avoid setting it up each time.
Games for the Vive
Unlike other VR options,
the Vive specifically uses a gaming platform called Steam to run, and it
will need to be installed on a PC. Steam itself is free, but many games are
not. You can also browse Steam for VR games only and download and try some free
ones to get the hang of the whole system. Steam will also do great sales on
games, especially around the holidays, so be on the lookout for that. Part of
the room setup for the Vive will be done in Steam, as they have specific
software for Virtual Reality.
Tips for Steam Games
You will want to create
a budget for your games so that you can purchase a selection to offer your
patrons. We recommend purchasing games that will work for a wide variety of
ages, and that don’t require a lot of skill. Some popular games are theBlu,
Beat Saber, and Star Wars: Trial on Tattooine.
Be sure to research your VR options, and consider what would be best for your
community.
Tips & Tricks for Virtual Reality in your Library
- Don’t be afraid to try VR. You can start small, get your feet wet, and
evolve your service from there. Speak with your patrons about what they
are interested in as well.
- Consider purchasing a separate smartphone
meant for VR headsets and programs. You do not need to have a wireless
service for this.
- It’s also important to note
that the phones get very hot when in the headset, and overheating is a
possibility if they are used for long periods of time.
- Make a plan for how you intend
to use VR. For example, will you run a series of drop-in programs or will
you have people register for one-on-one sessions?
- Consider usage for children — will children under the age of 8 be allowed to use
VR, or will a parent or guardian’s permission be required?
- For something like the HTC
Vive, it’s good to speak with your IT or Computer department to see if it
is a viable option.