Virtual Reality
Programs for Virtual Reality
Virtual Reality lends itself to all ages, and that versatility makes it perfect for quick, easy technology programs. The programs you plan will depend heavily on the device that you purchase. If you are using an inexpensive headset, you might want to consider having two or three purchased and available for a better experience. If you are using the Vive or Oculus Rift, your program will be based on one person using the device at a time. Here are a few ways you can get started:
- Create a weekly, bi-weekly, or
monthly drop-in program for patrons. Depending on the number of patrons
that attend, you might have to limit sessions with the Vive to one per
person from anywhere from 10-15 minutes. Have a number of apps or games
loaded and ready to go, and be sure to be ready to help out with
instructions at any moment.
- If you are working with something like the HTC Vive, Oculus Rift, of PlayStation VR, you want to be sure you explain how to use the controllers to a new users, as they can be a bit tricky
- Travel/museum program: Using multiple headsets, or even just a few, have patrons virtually travel the world and see different museums with various VR apps. Google itself has a nice number of these apps, and sometimes even videos on YouTube work.
- All About Games: Load up some fun games for teens, older children, and even adults and have a lighthearted gaming competition! This can be done with almost any VR headset.
- 3D Design: For larger systems like the Vive and Rift, there are
virtual 3D design programs available for purchase. Patrons can create
their own design in VR, then they can be exported and possibly even
printed!
Outreach
Bringing a VR headset to an outreach event can help bring in new library users! Have a staff member demo VR, or create a sign-up sheet so community members can give it a try. Again, be sure to have a select number of games and apps available to give a brief but comprehensive VR overview.
Pro tip: If you are using a headset with fabric and padding in any of your VR programs, have gentle wipes on hand to wipe off the fabric in between users.
Bringing Virtual Reality to your Library
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.