Exploring Cost Effective AR & VR Options for your Library

Sandy Avila, MLIS, MA Interim Science Librarian University of Central Florida Libraries What is (AR)?

Understanding A form of technology available via mobile device apps the which allows users to have an interactive experience with a layered computer generated enhancement to Terminology 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.

Buzz words: enhanced, interactive, blended, overlaid, Photo credit: transforming, and supplemented http://bgr.com/2017/02/13/iphone-8-specs- augmented-reality-features/ What is (VR)?

An artificial environment created by computer- generated 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: The use of virtual reality relies on the outer stimuli https://boygeniusreport.files.wordpress.com /2015/11/impacto-virtual-reality.jpg 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/screen- shot-2015-01-30-at-2-25-41-pm1.png Rise in Mobile Technology Use

A Pew Research Center study from 2016 shows that : Why Get Hip to the Reality  95% of Americans own a cell phone

Kick?  77% of Americans own a 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/fact- sheet/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 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 NMC’s Horizon world. Report Library Edition Highlighted are six trends, six challenges, and six developments in technology likely to enter mainstream use within the next five years Public Services Examples • Outreach • Subject Librarian Newsletters around campus • Collaborate with Faculty or patrons on AR & VR projects • Library Tour Potential Uses • Library Scavenger Hunt • Marketing for AR & VR • Augmented physical signage collaboration with in a Circulation Department • Collaboration between Special Collections and University Library Setting 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 1. Aurasma Augmented Reality App Three www.aurasma.com www.studio.aurasma.com Pick a TRIGGER image Cost Effective Then add an OVERLAY **FREE** AR Solutions (image/video/animation)

TRIGGER + OVERLAY = AN AURA 2. BlipparAugmented Reality App www.blippar.com Blippar for Education **FREE** 3. ARToolkit- DIY Augmented Reality App www..org **FREE** 1. Zeiss VR One under $130 comparable to Rift HMD at $500

Three The VR One is a head-mounted viewer for the virtual reality Cost Effective 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 VR Solutions positioning of the display in front of the . It is similar to the Gear VR by Samsung and Oculus, except for its cheaper price. 2. 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-the- classroom&article

50 Virtual Reality Technologies in Architecture & Engineering https://www.viatechnik.com/resources/50-virtual-reality-technologies-in- AR & VR architecture-engineering-and-construction/ 32 Augmented Reality Apps for the Classroom from EdShelf Online http://www.teachthought.com/the-future-of-learning/technology/32- Resources 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

Sandy Avila, MLIS, MA Interim Science Librarian Thank you!!! UCF Libraries [email protected] 407-823-1218