HSLI Newsletter

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Call for Contributors: ALA Publication 50+ Virtual, Augmented, and Mixed Reality Programs in Libraries (Deadline Saturday, August 15)

(via Ellyssa Kroski, New York Law Institute)

We are seeking contributing authors who would like to author projects in an upcoming book, 50+ Virtual, Augmented, and Mixed Reality Programs in Libraries, edited by Ellyssa Kroski and to be published by The American Library Association.

The publication 50+ Virtual, Augmented and Mixed Reality Programs in Libraries will be 50+ an all-in-one guide to how to plan, organize, and run all types of new and emerging virtual events in libraries. Programs will range from simple gaming activities utilizing VR headsets to augmented reality events and exhibits in the library, to STEM educational programs. Programs encompassing new technologies such as augmented reality (AR), virtual reality (VR), and even mixed reality (MR) will also be included. Programs will also consist of those that instruct patrons how to make the most of their own equipment as well as develop applications with these technologies.

Each program will include step-by-step instructions, a materials and equipment list, budget, and recommendations for age ranges and type of library. Programs will range in cost, topic, and difficulty so there will be something for every size and type of library. This book will provide real-world programming ideas for public, school, and academic libraries. This will be an A-Z guidebook for how to implement these types of events, exhibits, tours, and more.

Publication Date: Early 2021

We are seeking project authors for these and other topics.

Virtual Reality Programs

Virtual Reality Programs encompass simulated gaming and educational experiences that are viewed through a specialized VR headset which provides images and sounds immersing the viewer in an artificial world. These types of programs involve using equipment ranging from inexpensive Google Cardboard viewers to costly Oculus Rift and HTC Vive headsets. Virtual Reality is being used in libraries for gaming programs as well as training and educational programs that utilize applications such as Google Expeditions and CoSpaces to provide virtual field trips to landmarks and art museums, driver safety programs, 3D coding environments, and even simulated space exploration. These programs may involve organizing workshops, establishing lending programs, or teaching patrons to utilize their own VR equipment.

Program Example: How to Implement an Oculus Rift Gaming Program

Augmented Reality Programs

Augmented Reality incorporates virtual information such as images and videos as overlays on top of real-world environments and objects that can be viewed through the camera on a mobile device. AR programs in libraries encompass enhancing library exhibits, creating interactive book displays, engaging history programs, guided library tours, and scavenger hunts, as well as playing games such as the wildly popular Pokémon Go. Other programs may teach patrons how to design their own augmented reality layers with free applications.

Program Example: How to Create an AR Orientation Tour of Your Library

  • Mixed Reality Programs

Mixed Reality is a hybrid technology combining virtual reality and augmented reality to produce new environments and visualizations. Although still bleeding edge, libraries may choose to educate patrons about this tech and accompanying equipment including headsets such as the Microsoft HoloLens and new Google Glass.

Program Example: All About Developing for Mixed Reality

To express interest in submitting a program, please go here. The deadline to express interest in involvement is Saturday, August 15, 2020.

Please send any questions to Ellyssa Kroski, at ellyssakroski@yahoo.com.

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