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2016 Virtual Reality Presentation

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Updated for 2016, discover what Virtual Reality is, and how Libraries can use it!

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2016 Virtual Reality Presentation

  1. 1. What is Virtual Reality and How Does it Fit in My Library?
  2. 2. Beginnings of Virtual Reality Name This Device... ● Introduced at the 1939 New York World’s Fair. ● Intended to be an alternative to scenic post cards. ● In February 2015 Mattel announced a collaboration with Google to create a new High Tech version using Google’s Cardboard Technology.
  3. 3. Mattel’s New VR View Master
  4. 4. What is Virtual Reality?
  5. 5. Also called immersive multimedia or computer-simulated reality. It replicates an environment that simulates a physical presence in a real or an imagined world. It may also allow the user to interact in that world. Virtual reality artificially creates sensory experiences, which can include sight, hearing, touch, and smell.
  6. 6. Virtual Reality Systems
  7. 7. 1. Launched a Kickstarter program that raised $2.4 Million 2. Anyone who pledged $300 received a Development Kit 1 prototype headset. a. Shipped in March 2013 3. Facebook acquired Oculus VR on March 25 2014 for $2 Billion 4. On March 25, 2016, the first batch of Oculus Rift virtual reality headsets began shipping to consumers Founded By Palmer Luckey in 2012
  8. 8. Oculus Rift
  9. 9. TheheadsetspecificationsweredesignedbyGoogle,butthereisnoofficialmanufactureror vendorforthedevice. Oncethekitisassembled,asmartphoneisinsertedinthebackofthedeviceandheldinplaceby theselectedfasteningdevice. AGoogleCardboard compatibleappsplitsthesmartphonedisplayimageintotwo,oneforeach– eye,whilealsoapplyingbarreldistortiontoeachimagetocounterpincushiondistortionfromthe lenses. Developed by Google as a low-cost system to encourage interest and development in VR and VR applications
  10. 10. How Can We Use VR in the Library?
  11. 11. Samsung Gear & Google Daydream VR Have devices for patrons to use similar to Teens playing xBox & PS4 at the library Mattel View Master Have Mattel VR View Master in the Children’s Room like play with. Circulate the VR disks. Google Cardboard Teen Program assembling the Google Cardboard and using it. Allowing public to try Google Cardboard at the library. How Can We Use VR in the Library?
  12. 12. VR in Libraries - https://goo.gl/W37WBF
  13. 13. Virtual Travel and Experiences Teaching children and adults about other places becomes easier if they can experience them firsthand. Flying over New York City and having the ability to look around while in the air is something few people can do in reality, but virtual reality can make such experiences accessible to many. Visiting museums and national landmarks becomes quite simple.
  14. 14. One of the prime objectives of libraries still is to share and tell stories. With apps like with.in, inspiring readers to explore stories is a whole new way is made easy. With.in is provides story-based VR content bringing immersive content from some of the world's finest VR creators. Within supports all major headsets, including Oculus Rift, Samsung Gear VR, HTC Vive, Sony Playstation VR, and Google Cardboard. Storytelling
  15. 15. Education Programs Driver Safety Programs - Toyota has released a virtual reality driving simulator to instruct teens about the dangers of distracted driving. The simulation allows users to have the feel of driving, and attempts to distract them with simulated text messages and virtual friends in the back seat.
  16. 16. Thanks! Any questions? You can find this presentation at:

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