Archive of ‘technology’ category

Cataloging Virtual Reality programming

The ACRL Technical Interest Group invites you to join us virtually for two
presentations on
Date: Tuesday, June 23rd
Time: 12 PM (CDT)/1 PM (
Place: Zoom
The following will be 20 minute presentations with a 5 minute question
Cataloging Virtual Reality programming: why and how
Joy DuBose, Assistant Professor, Special Collections Cataloger at Mississippi
State University Libraries
When video games really came to the forefront, there were arguments as to
whether these materials should be offered by libraries and whether or not they
should be cataloged. Now with the appearance of virtual reality (VR), which
has games and programming that are mostly in digital format, these arguments
are returning. Many libraries are questioning whether or not to add this
technology, and whether to catalog it.
While VR has taken off in many ways in the public arena, libraries are
somewhat slower to do so. The Mitchell Memorial Library at Mississippi State
University has embraced VR. Through the library students, faculty, and non-
university affiliates can experience VR on several different systems. However,
questions were soon raised on how exactly do we catalog VR programming? This
presentation examines the question of should these materials be cataloged, the
different questions that arose during the process, and the workflow that was
created to catalog these materials.
Register in advance for this webinar:
After registering, you will receive a confirmation email containing
information about joining the webinar.

more on VR in libraries in this IMS blog

VR for student orientation

my note: the LITA publication about the Emporia State University (see below) pursues the same goals of the project two SCSU librarians, Susan Hubbs, MLIS, and Plamen Miltenoff, Ph.D. MLIS, have developed:

This library orientation was an improved version of Plamen Miltenoff’s 2014-2016 research project with numerous national and international publications and presentations:
Miltenoff, P. (2018). AR, VR, and Video 360: Toward New Realities in Education by Plamen Miltenoff. In J.-P. Van Arnhem, C. Elliott, & M. Rose (Eds.), Augmented and Virtual Reality in Libraries. Retrieved from
and the upcoming LITA workshops:

Virtual Reality as a Tool for Student Orientation in Distance Education Programs

A Study of New Library and Information Science Students


Virtual reality (VR) has emerged as a popular technology for gaming and learning, with its uses for teaching presently being investigated in a variety of educational settings. However, one area where the effect of this technology on students has not been examined in detail is as tool for new student orientation in colleges and universities. This study investigates this effect using an experimental methodology and the population of new master of library science (MLS) students entering a library and information science (LIS) program. The results indicate that students who received a VR orientation expressed more optimistic views about the technology, saw greater improvement in scores on an assessment of knowledge about their program and chosen profession, and saw a small decrease in program anxiety compared to those who received the same information as standard text-and-links. The majority of students also indicated a willingness to use VR technology for learning for long periods of time (25 minutes or more). The researchers concluded that VR may be a useful tool for increasing student engagement, as described by Game Engagement Theory.


Brady Lund, Emporia State University

Brady Lund is a doctoral student at Emporia State University’s School of Library and Information Management, where he studies the intersection of information technology and information science, among other topics.

Mixed Reality remote learning platform

GIGXR, Inc., a provider of extended reality (XR) learning systems for instructor-led teaching and training, announced today the availability of its GIG Immersive Learning System for the Fall 2020 Northern Hemisphere academic year. The cloud-based System was created to dramatically enhance learning outcomes while simplifying complex, real-life teaching and training scenarios in medical and nursing schools, higher education, healthcare and hospitals.

more on mixed reality in this IMS blog

Immersive Journalism and Storytelling

My note: Consider these SCSU courses:

LIB 490/590 Digital Storytelling and Virtual Reality:


IM 690 Virtual and Augmented Reality for Instructional Designers

more on immersive journalism in this IMS blog

and storytelling

research in/about VR

Tuesday, June 16, 2020 from 1:00 PM to 2:00 PM (CDT)

This event will be an expert panel considering research in/about VR. The experts in the panel are; Sam Reno, Géraldine Perriguey, Anthony Chaston PhD and Evelien Ydo who all have presented for the research track before (biographies below, see the EDVR YouTube channel for their previous presentations). The event will be highly interactive, where the audience is welcomed to introduce topics and questions for the panel to discuss. At the end of the event there will be some time to network as well.

The Educators in VR Research Team features researchers from across the spectrum of VR/AR/XR research and development, coming together to share their knowledge, techniques, and research and learn from each other. Join us to discuss the possibilities and potential of research in VR. We host regular meetups and workshops for discussion and learning.

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