Re: [CODE4LIB] Experience with VR in libraries
On Thu, Mar 24, 2016, 11:09 Edward Iglesias wrote: > Hello All, > > I am in the midst of putting together a proposal to try out some VR gear in > our library with the thought of eventually providing some student space to > support it. Any reccomendations on equipment or things to looks out for. > So far we are looking at a couple of Oculus Rifts and perhaps an HTC Vive. > We have a game design specialization as part of our uni's Computer Science program, and one of the tools students have been using is Unity to create 2D and 3D games. It so happens that there is a Unity SDK for Google Cardboard, and is (reportedly) straightforward to integrate, but although many people have heard of Cardboard, few have tried it despite its low cost. So I picked up a few Cardboard-compatible Mattel ViewMasters at $30 each on my professional development budget and added them to our tech lending program just last week. The ViewMasters are plastic, so they're durable and they can be cleaned (yay) and while I certainly hope their availability helps the game design folks (the lead Prof is excited about it, for one), I also hope that it serves as a gentle first step into the VR experience for those who have a phone and have heard about this VR thing but don't have the budget to try out a higher end experience.
Re: [CODE4LIB] Experience with VR in libraries
Salvete! > We too see VR as an > opportunity to pilot communities but we're not waiting to see if there is a > justifiable need, Not waiting until one is a proven dinosaur ++ Cheers, Brooke
Re: [CODE4LIB] Experience with VR in libraries
Thanks Mike. We're taking a slightly modified approach I think. We too see VR as an opportunity to pilot communities but we're not waiting to see if there is a justifiable need, we're showing and defining the need. We see VR (and 3D printing and understanding electronics, software and informatics) as pathways to the creation of new knowledge, based on existing knowledge. Thus we're positioning this as a natural extension of what libraries have always done and thus must continue to be involved in. Since we're building a large Innovation Hub in our Research Park here at OU, we've positioned the Innovation Edge (and the OVAL within and which are located in the Library at the center of the campus) as a logical connection to the larger, more richly resourced Innovation Hub. But we're showing the Library as the place to go to learn how to use the tools of the Hub in creating entrepreneurship, innovation while also supporting research and instruction across all domains from the Humanities ! to STEM. We believe it's critically important for libraries to tie their existing resources and knowledge into those environments so they can define this as a yet another way to express knowledge and to create it based on existing knowledge (think CD's->DVD's->iTunes->Streaming in the music industry). The formats knowledge is created in, and expressed in, will continue to evolve. Positioning your library at the forefront is a an ever evolving task as well. We see VR as just one more way to do that, therefore we feel we must help to lead the way, not just follow (I guess I'm a fan of Steve Jobs thinking: "They don't know what they want until you show it to them"!). More videos of what we're doing are listed below; Electronics workshop: https://www.youtube.com/watch?v=qOmfNjfiMts Data management: https://www.youtube.com/watch?v=Bw-9_Mnq4jQ Geovisualization: https://www.youtube.com/watch?v=8Ad7i5bNtc8 Informatics/Software Carpentry: https://www.youtube.com/watch?v=NEXvNwRQ5Lk Carl Carl Grant Associate Dean, Knowledge Services & Chief Technology Officer University of Oklahoma Libraries E: carl.gr...@ou.edu M: +1.540.449.2418 O: +1.405.325.2611 Twitter: carl_grant LinkedIn, Google+, Pinterest, Flickr, Facebook On Mar 24, 2016, at 11:40 AM, Mike Nutt wrote: > Cool work, Carl! > > We're using a somewhat inductive approach to VR support, first gathering > information about campus needs. > > Along with our distance education unit, we have piloted a community of > interest on campus around VR. Right now this is taking the form of a Google > Plus Community and face-to-face, interdisciplinary meetups. Data collected > through discussion is helping us determine our direction, including whether > or not there is a justifiable need for shared VR infrastructure on campus. > > If you have a tech lending program, you could dive right in and start lending > devices. We have/have had AR/VR devices in our Tech Lending Beta Program > (http://www.lib.ncsu.edu/techlending/techlending-beta-program). A reservation > form allows us to capture information from users (e.g., their department) and > their intended uses. > > If you are at a big research school, you may have a searchable database of > funded research projects. We've used our sponsored research portal to search > for projects that have "virtual reality" and similar terms in their titles. > This helped us identify faculty to target for the interest group and what > kinds of devices faculty are interested in. > > Thanks, > Mike > > Mike Nutt > Director of Visualization Services > Digital Library Initiatives > NCSU Libraries > 919.513.0651 > Join the Code+Art community > > Exchanges with me at this address can be disclosed to third parties.
Re: [CODE4LIB] Experience with VR in libraries
Cool work, Carl! We're using a somewhat inductive approach to VR support, first gathering information about campus needs. Along with our distance education unit, we have piloted a community of interest on campus around VR. Right now this is taking the form of a Google Plus Community and face-to-face, interdisciplinary meetups. Data collected through discussion is helping us determine our direction, including whether or not there is a justifiable need for shared VR infrastructure on campus. If you have a tech lending program, you could dive right in and start lending devices. We have/have had AR/VR devices in our Tech Lending Beta Program (http://www.lib.ncsu.edu/techlending/techlending-beta-program). A reservation form allows us to capture information from users (e.g., their department) and their intended uses. If you are at a big research school, you may have a searchable database of funded research projects. We've used our sponsored research portal to search for projects that have "virtual reality" and similar terms in their titles. This helped us identify faculty to target for the interest group and what kinds of devices faculty are interested in. Thanks, Mike Mike Nutt Director of Visualization Services Digital Library Initiatives NCSU Libraries 919.513.0651 Join the Code+Art community Exchanges with me at this address can be disclosed to third parties.
Re: [CODE4LIB] Experience with VR in libraries
We ordered about 600 Google Cardboards from a vendor in China (via ebay) at a cost of ~$5 a pop and sold them to our members (a mix of public, school, academic, & special) for ~$3/pop to get them started and experimenting. Some libraries are circing them, others are reserving them for specific programming. The biggest piece of feedback that we're getting is that it would be nice to have at least one or two dedicated devices in the space for those who don't have phones or to provide quick demos to people who might be interested. I've been looking at the feasibility of getting some used Androids to wipe and preload with content. Matthew Kopel Research & Development Librarian Central New York Library Resources Council (CLRC) mko...@clrc.org 315-446-5446 On Thu, Mar 24, 2016 at 11:27 AM, Coates, Sarah wrote: > I know the University of Oklahoma Libraries is doing some really cool > things with VR and other things. Here's the page for their Innovation @ the > Edge program: https://libraries.ou.edu/edge which also has contact > information. I think they've been doing VR stuff for at least a year or two > now. > > Sarah > > -- > Sarah Coates, MA, MLIS > Special Collections and University Archives > 204 Edmon Low Library > Oklahoma State University > 405-744-6076 > sarah.coa...@okstate.edu > > > From: Code for Libraries on behalf of Jacob > Ratliff > Sent: Thursday, March 24, 2016 10:11 AM > To: CODE4LIB@LISTSERV.ND.EDU > Subject: Re: [CODE4LIB] Experience with VR in libraries > > I would recommend going to www.polygon.com and looking for articles by > "Ben > Kuchera." He's a video game journalist and VR enthusiast and has been > writing extensively about the VR landscape for a few years. Definitely a > good place to start. > > Jacob > > > On Thu, Mar 24, 2016 at 11:08 AM, Edward Iglesias < > edwardigles...@gmail.com> > wrote: > > > Hello All, > > > > I am in the midst of putting together a proposal to try out some VR gear > in > > our library with the thought of eventually providing some student space > to > > support it. Any reccomendations on equipment or things to looks out for. > > So far we are looking at a couple of Oculus Rifts and perhaps an HTC > Vive. > > > > Edward Iglesias > > >
Re: [CODE4LIB] Experience with VR in libraries
Thanks Sarah. Here is a video we just published on YouTube that shows a bit of what we're doing: https://www.youtube.com/watch?v=tmL3T28Ud1k Carl Carl Grant Associate Dean, Knowledge Services & Chief Technology Officer University of Oklahoma Libraries E: carl.gr...@ou.edu M: +1.540.449.2418 O: +1.405.325.2611 Twitter: carl_grant LinkedIn, Google+, Pinterest, Flickr, Facebook On Mar 24, 2016, at 10:27 AM, Coates, Sarah wrote: > I know the University of Oklahoma Libraries is doing some really cool things > with VR and other things. Here's the page for their Innovation @ the Edge > program: https://libraries.ou.edu/edge which also has contact information. I > think they've been doing VR stuff for at least a year or two now. > > Sarah > > -- > Sarah Coates, MA, MLIS > Special Collections and University Archives > 204 Edmon Low Library > Oklahoma State University > 405-744-6076 > sarah.coa...@okstate.edu > > > From: Code for Libraries on behalf of Jacob > Ratliff > Sent: Thursday, March 24, 2016 10:11 AM > To: CODE4LIB@LISTSERV.ND.EDU > Subject: Re: [CODE4LIB] Experience with VR in libraries > > I would recommend going to www.polygon.com and looking for articles by "Ben > Kuchera." He's a video game journalist and VR enthusiast and has been > writing extensively about the VR landscape for a few years. Definitely a > good place to start. > > Jacob > > > On Thu, Mar 24, 2016 at 11:08 AM, Edward Iglesias > wrote: > >> Hello All, >> >> I am in the midst of putting together a proposal to try out some VR gear in >> our library with the thought of eventually providing some student space to >> support it. Any reccomendations on equipment or things to looks out for. >> So far we are looking at a couple of Oculus Rifts and perhaps an HTC Vive. >> >> Edward Iglesias >>
Re: [CODE4LIB] Experience with VR in libraries
Thanks for all the great replies. OU is fairly close. May be time for a road trip. Edward Iglesias On Thu, Mar 24, 2016 at 10:34 AM, Matthew Kopel wrote: > We ordered about 600 Google Cardboards from a vendor in China (via ebay) at > a cost of ~$5 a pop and sold them to our members (a mix of public, school, > academic, & special) for ~$3/pop to get them started and experimenting. > Some libraries are circing them, others are reserving them for specific > programming. The biggest piece of feedback that we're getting is that it > would be nice to have at least one or two dedicated devices in the space > for those who don't have phones or to provide quick demos to people who > might be interested. I've been looking at the feasibility of getting some > used Androids to wipe and preload with content. > > Matthew Kopel > Research & Development Librarian > Central New York Library Resources Council (CLRC) > mko...@clrc.org > 315-446-5446 > > On Thu, Mar 24, 2016 at 11:27 AM, Coates, Sarah > wrote: > > > I know the University of Oklahoma Libraries is doing some really cool > > things with VR and other things. Here's the page for their Innovation @ > the > > Edge program: https://libraries.ou.edu/edge which also has contact > > information. I think they've been doing VR stuff for at least a year or > two > > now. > > > > Sarah > > > > -- > > Sarah Coates, MA, MLIS > > Special Collections and University Archives > > 204 Edmon Low Library > > Oklahoma State University > > 405-744-6076 > > sarah.coa...@okstate.edu > > > > ____________ > > From: Code for Libraries on behalf of Jacob > > Ratliff > > Sent: Thursday, March 24, 2016 10:11 AM > > To: CODE4LIB@LISTSERV.ND.EDU > > Subject: Re: [CODE4LIB] Experience with VR in libraries > > > > I would recommend going to www.polygon.com and looking for articles by > > "Ben > > Kuchera." He's a video game journalist and VR enthusiast and has been > > writing extensively about the VR landscape for a few years. Definitely a > > good place to start. > > > > Jacob > > > > > > On Thu, Mar 24, 2016 at 11:08 AM, Edward Iglesias < > > edwardigles...@gmail.com> > > wrote: > > > > > Hello All, > > > > > > I am in the midst of putting together a proposal to try out some VR > gear > > in > > > our library with the thought of eventually providing some student space > > to > > > support it. Any reccomendations on equipment or things to looks out > for. > > > So far we are looking at a couple of Oculus Rifts and perhaps an HTC > > Vive. > > > > > > Edward Iglesias > > > > > >
Re: [CODE4LIB] Experience with VR in libraries
If you're short on budget https://streamable.com/y7n1 <https://www.google.com/url?q=https%3A%2F%2Fstreamable.com%2Fy7n1&sa=D&sntz=1&usg=AFQjCNE6Qu1a-czyz4kSKKNFufXZCk6eqw> On Thu, Mar 24, 2016 at 11:34 AM, Matthew Kopel wrote: > We ordered about 600 Google Cardboards from a vendor in China (via ebay) at > a cost of ~$5 a pop and sold them to our members (a mix of public, school, > academic, & special) for ~$3/pop to get them started and experimenting. > Some libraries are circing them, others are reserving them for specific > programming. The biggest piece of feedback that we're getting is that it > would be nice to have at least one or two dedicated devices in the space > for those who don't have phones or to provide quick demos to people who > might be interested. I've been looking at the feasibility of getting some > used Androids to wipe and preload with content. > > Matthew Kopel > Research & Development Librarian > Central New York Library Resources Council (CLRC) > mko...@clrc.org > 315-446-5446 > > On Thu, Mar 24, 2016 at 11:27 AM, Coates, Sarah > wrote: > > > I know the University of Oklahoma Libraries is doing some really cool > > things with VR and other things. Here's the page for their Innovation @ > the > > Edge program: https://libraries.ou.edu/edge which also has contact > > information. I think they've been doing VR stuff for at least a year or > two > > now. > > > > Sarah > > > > -- > > Sarah Coates, MA, MLIS > > Special Collections and University Archives > > 204 Edmon Low Library > > Oklahoma State University > > 405-744-6076 > > sarah.coa...@okstate.edu > > > > ____________ > > From: Code for Libraries on behalf of Jacob > > Ratliff > > Sent: Thursday, March 24, 2016 10:11 AM > > To: CODE4LIB@LISTSERV.ND.EDU > > Subject: Re: [CODE4LIB] Experience with VR in libraries > > > > I would recommend going to www.polygon.com and looking for articles by > > "Ben > > Kuchera." He's a video game journalist and VR enthusiast and has been > > writing extensively about the VR landscape for a few years. Definitely a > > good place to start. > > > > Jacob > > > > > > On Thu, Mar 24, 2016 at 11:08 AM, Edward Iglesias < > > edwardigles...@gmail.com> > > wrote: > > > > > Hello All, > > > > > > I am in the midst of putting together a proposal to try out some VR > gear > > in > > > our library with the thought of eventually providing some student space > > to > > > support it. Any reccomendations on equipment or things to looks out > for. > > > So far we are looking at a couple of Oculus Rifts and perhaps an HTC > > Vive. > > > > > > Edward Iglesias > > > > > >
Re: [CODE4LIB] Experience with VR in libraries
I know the University of Oklahoma Libraries is doing some really cool things with VR and other things. Here's the page for their Innovation @ the Edge program: https://libraries.ou.edu/edge which also has contact information. I think they've been doing VR stuff for at least a year or two now. Sarah -- Sarah Coates, MA, MLIS Special Collections and University Archives 204 Edmon Low Library Oklahoma State University 405-744-6076 sarah.coa...@okstate.edu From: Code for Libraries on behalf of Jacob Ratliff Sent: Thursday, March 24, 2016 10:11 AM To: CODE4LIB@LISTSERV.ND.EDU Subject: Re: [CODE4LIB] Experience with VR in libraries I would recommend going to www.polygon.com and looking for articles by "Ben Kuchera." He's a video game journalist and VR enthusiast and has been writing extensively about the VR landscape for a few years. Definitely a good place to start. Jacob On Thu, Mar 24, 2016 at 11:08 AM, Edward Iglesias wrote: > Hello All, > > I am in the midst of putting together a proposal to try out some VR gear in > our library with the thought of eventually providing some student space to > support it. Any reccomendations on equipment or things to looks out for. > So far we are looking at a couple of Oculus Rifts and perhaps an HTC Vive. > > Edward Iglesias >
Re: [CODE4LIB] Experience with VR in libraries
I would recommend going to www.polygon.com and looking for articles by "Ben Kuchera." He's a video game journalist and VR enthusiast and has been writing extensively about the VR landscape for a few years. Definitely a good place to start. Jacob On Thu, Mar 24, 2016 at 11:08 AM, Edward Iglesias wrote: > Hello All, > > I am in the midst of putting together a proposal to try out some VR gear in > our library with the thought of eventually providing some student space to > support it. Any reccomendations on equipment or things to looks out for. > So far we are looking at a couple of Oculus Rifts and perhaps an HTC Vive. > > Edward Iglesias >
[CODE4LIB] Experience with VR in libraries
Hello All, I am in the midst of putting together a proposal to try out some VR gear in our library with the thought of eventually providing some student space to support it. Any reccomendations on equipment or things to looks out for. So far we are looking at a couple of Oculus Rifts and perhaps an HTC Vive. Edward Iglesias