The document discusses using virtual and immersive technologies like VR, augmented reality, and 360-degree videos and movies to enhance library orientations. It presents a case study of a VR library orientation using Google Cardboard and a follow-up gamified scavenger hunt orientation. Survey results found that over half of students want information provided through VR and want to learn about library services. The session demonstrated creating 360-degree library orientations and contact information was provided for further information.