Challenges and Strategies for Educational Virtual Reality: Results of an Expert-led Forum on 3D/VR Technologies Across Academic Institutions Public Deposited
  • Virtual reality (VR) is a rich visualization and analytic platform that furthersthe library’s mission of providing access to all forms of information and supporting pedagogy and scholarship across disciplines. Academic libraries are increasingly adopting VR technology for a variety of research and teaching purposes, which include providing enhanced access to digital collections, offering new research tools,and constructingnew immersive learning environments for students. This trend suggests that positive technological innovation is flourishingin libraries, but there remains a lack of clear guidance in the library community on how to introduce these technologies in effective waysand make them sustainable within different types of institutions. In June 2018, the University of Oklahomahosted the second of three forums on the use of 3D and VR for visualization and analysis in academic libraries, as part of the project Developing Library Strategy for 3D and Virtual Reality Collection Development and Reuse(LIB3DVR), funded by a grant from the Institute of Museum and Library Services. This qualitative study invited experts from a range of disciplines and sectors to identify common challenges in the visualization and analysis of 3D data, and the management of VR programs, for the purpose of developing a national library strategy.

Date Issued
  • 2019-12-16
Academic Affiliation
Journal Title
Journal Issue/Number
  • 38
Journal Volume
  • 4
File Extent
  • 25-48
Last Modified
  • 2020-01-15
Resource Type
Rights Statement
Peer Reviewed
  • Cook, M., Lischer-Katz, Z., Hall, N., Hardesty, J., Johnson, J., McDonald, R., & Carlisle, T. (2019). Challenges and Strategies for Educational Virtual Reality. Information Technology and Libraries, 38(4), 25-48.