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What is Virtual Reality
and How Does it Fit in
My Library?
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.
Mattel’s New VR View Master
What is
Virtual
Reality?
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.
Virtual
Reality
Systems
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
Oculus Rift
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
How Can We
Use VR in the
Library?
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?
VR in Libraries - https://goo.gl/W37WBF
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.
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
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.
Thanks!
Any questions?
You can find this presentation at:

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2016 Virtual Reality Presentation

Editor's Notes

  1. Referred to as 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 realities artificially create sensory experiences, which can include sight, hearing, touch, and smell.
  2. Founded by Palmer Luckey in 2012 Launched a Kickstarter program that raised $2.4 Million They exceeded their goal of $250,000 in less than 24 hours! Anyone who pledged $300 received a Development Kit 1 prototype headset. Shipped in March 2013 Facebook acquired Oculus VR on March 25 2014 for $2 Billion.
  3. Developed by Google for use with a fold-out cardboard mount for a smartphone. It is intended as a low-cost system to encourage interest and development in VR and VR applications. Assembly and Operation Google Cardboard headsets are built out of simple, low-cost components. The headset specifications were designed by Google, but there is no official manufacturer or vendor for the device. Once the kit is assembled, a smartphone is inserted in the back of the device and held in place by the selected fastening device. A Google Cardboard–compatible app splits the smartphone display image into two, one for each eye, while also applying barrel distortion to each image to counter pincushion distortion from the lenses. A port of the Google Cardboard demonstration app to Apple's iOS mobile operating system was released at the same conference.