Libraries at University of Nebraska-Lincoln

 

An Evaluative Survey of Immersive Environment in Top Academic Libraries Worldwide

Samrat Guha Roy, Indian Institute of Technology Kharagpur
Uma Kanjilal, Indira Gandhi National Open University
B Sutradhar, Indian Institute of Technology Kharagpur

Document Type Article

Abstract

The library website is the primary source of information regarding the delivery of immersive services. Augmented Reality (AR) and Virtual Reality (VR) are the latest immersive technologies implemented in various library services. Our primary objective is to examine and identify the crucial parameters for the patrons' navigation, design, and content of a life-like facility. This study does an online survey of the libraries of the top 50 institutes/ universities worldwide. We studied the library portals that deliver AR/VR/MR/DV/CAVETM services to their users. The findings are then used to design and develop such services at the central library [institute name]. We have collected the top university name from the QS ranking website. Then we have browsed the library web pages for a detailed examination of the displayed data. The questioner form is used to capture data, and Microsoft Excel is used for data analysis. The survey data assessment shows that 80% of the libraries use Oculus Go/Rift as a preferred VR headset device, and 56% use HTC Vive. Research data analysis shows that only 40% of the libraries display faq or instructions for the VR device setup & damage-related facts. A study of the university addresses shows that developing countries like the USA, UK, Hong Kong have these lab spaces more prominently in libraries. The paper proposes a model checklist that libraries may follow while offering such services. The article also recommends devices and software for the librarians who think about implementing AR/VR provisions in their libraries.