Challenges and Strategies for Educational Virtual Reality

Results of an Expert-led Forum on 3D/VR Technologies Across Academic Institutions

Authors

  • Matt Cook Harvard Library
  • Zack Lischer-Katz University of Oklahoma
  • Nathan Hall Virginia Tech
  • Juliet Hardesty Indiana University Libraries
  • Jennifer Johnson IUPUI
  • Robert McDonald University of Colorado Boulder
  • Tara Carlisle University of Oklahoma Libraries

DOI:

https://doi.org/10.6017/ital.v38i4.11075

Abstract

Virtual reality (VR) is a rich visualization and analytic platform that furthers the 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 constructing new immersive learning environments for students. This trend suggests that positive technological innovation is flourishing in libraries, but there remains a lack of clear guidance in the library community on how to introduce these technologies in effective ways and make them sustainable within different types of institutions. In June 2018, the University of Oklahoma hosted 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.

References

Matt Cook and Zack Lischer-Katz, “Integrating 3D and Virtual Reality into Research and Pedagogy in Higher Education,” in Beyond Reality: Augmented, Virtual, and Mixed Reality in the Library, ed. Kenneth J. Varnum (Chicago: ALA Editions, 2019), 69-85.

Zack Lischer-Katz et al., “3D/VR Creation and Curation: An Emerging Field of Inquiry,” in Jennifer Grayburn et al., eds., 3D/VR in the Academic Library: Emerging Practices and Trends (CLIR Report 176, February 2019), https://www.clir.org/wp-content/uploads/sites/6/2019/02/Pub-176.pdf.

Samuel A. Miller, Noah J. Misch, and Aaron J. Dalton, “Low-cost, Portable, Multi-wall Virtual Reality,” Eurographics Workshop (2005): 1-16, https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20050240930.pdf

Carolina Cruz-Neira, Daniel J. Sandin, and Thomas A. DeFanti, “Surround-screen Projection-based Virtual Reality: The Design and Implementation of the CAVE," in Proceedings of the 20th Annual Conference on Computer Graphics and Interactive Techniques (1993): 135-42.

Jeremy Bailenson, Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do (New York: W. W. Norton, 2018).

Mieke Pfarr-Harfst and S. Münster, “Typical Workflows, Documentation Approaches and Principles of 3D Digital Reconstruction of Cultural Heritage,” in 3D Research Challenges II (Springer, 2016), 32–46, https://doi.org/10.1007/978-3-319-47647-6_2

Pierre Alliez et al., “Digital 3D Objects in Art and Humanities: Challenges of Creation, Interoperability and Preservation,” (white paper, PARTHENOS Project, May 24, 2017), https://hal.inria.fr/hal-01526713v2/document.

Zack Lischer-Katz, Matt Cook, and Kristal Boulden, “Evaluating the Impact of a Virtual Reality Workstation in an Academic Library: Methodology and Preliminary Findings,” in Proceedings of the Association for Information Science and Technology Annual Meeting (Vancouver, Nov. 2018): 300-08, https://doi.org/10.1002/pra2.2018.14505501033.

Ciro Donalek et al., “Immersive and Collaborative Data Visualization Using Virtual Reality Platforms,” In Proceedings of 2014 IEEE International Conference on Big Data (2014): 609-14.

Hermann von Helmholtz and James Powell Cocke Southall, Treatise on Physiological Optics, Vol. 3 (Courier Corporation, 2005, Originally published 1867).

Andries Van Dam, David H. Laidlaw, and Rosemary Michelle Simpson, “Experiments in Immersive Virtual Reality for Scientific Visualization,” Computers & Graphics 26, no. 4 (2002): 535-55

Doug A. Bowman and Ryan P. McMahan, “Virtual Reality: How Much Immersion Is Enough?" Computer 40, no. 7 (2007): 36-43.

David A. Atchison and Larry N. Thibos, “Optical Models of the Human Eye,” Clinical and Experimental Optometry 99, no. 2 (2016): 99-106.

Colin Ware and Peter Mitchell, “Reevaluating Stereo and Motion Cues for Visualizing Graphs in Three Dimensions,” in Proceedings of the 2nd Symposium on Applied Perception in Graphics and Visualization, (2005), 51-58.

Tao Ni, Doug A. Bowman, and Jian Chen, “Increased Display Size and Resolution Improve Task Performance in Information-rich Virtual Environments,” in Proceedings of Graphics Interface (Quebec, Canada, June 7-9, 2006), 139-46.

Andrew Forsberg et al., “A Comparative Study of Desktop, Fishtank, and CAVE Systems for the Exploration of Volume Rendered Confocal Data Sets,” IEEE Transactions on Visualization and Computer Graphics 14, no. 3 (2008): 551-63.

Marta Kersten-Oertel, Sean Jy-Shyang Chen, and D. Louis Collins, “An Evaluation of Depth Enhancing Perceptual Cues for Vascular Volume Visualization in Neurosurgery,” IEEE Transactions on Visualization and Computer Graphics 20, no. 3 (2014): 391-403.

Susan Jang et al., “Direct Manipulation is Better than Passive Viewing for Learning Anatomy in a Three-dimensional Virtual Reality Environment,” Computers & Education 106 (2017): 150-65.

Eric D. Ragan et al., “Studying the Effects of Stereo, Head Tracking, and Field of Regard on a Small-scale Spatial Judgment Task,” IEEE Transactions on Visualization and Computer Graphics 19, no. 5 (2013): 886-96.

Bireswar Laha, Doug A. Bowman, and John J. Socha, “Effects of VR System Fidelity on Analyzing Isosurface Visualization of Volume Datasets,” IEEE Transactions on Visualization & Computer Graphics 4 (2014): 513-22.

Victoria Szabo, “Collaborative and Lab-Based Approaches to 3D and VR/AR in the Humanities,” in Grayburn et al., eds., 3D/VR in the Academic Library: Emerging Practices and Trends (CLIR Report 176, February 2019), 12-23, https://www.clir.org/wp-content/uploads/sites/6/2019/02/Pub-176.pdf.

Aris Alissandrakis et al., “Visualizing Dynamic Text Corpora Using Virtual Reality,” 39th Annual Conference of the International Computer Archive for Modern and Medieval English (Tampere, Finland, May 30-June 3, 2018), 205, http://www.diva-portal.org/smash/record.jsf?pid=diva2%3A1213822&dswid=2342.

Will Rourk, “3D Cultural Heritage Informatics: Applications to 3D Data Curation,” in Grayburn et al., eds., 3D/VR in the Academic Library: Emerging Practices and Trends (CLIR Report 176, February 2019), 24-38, https://www.clir.org/pubs-reports-pub176/.

Bill Endres, Digitizing Medieval Manuscripts: The St. Chad Gospels, Materiality, Recoveries, and Representation in 2D & 3D (Amsterdam: Arc Humanities Press, 2019).

Seth Abhishek, Judy M. Vance, and James H. Oliver, "Virtual Reality for Assembly Methods Prototyping: A Review," Virtual Reality 15, no. 1 (2011): 5-20.

Jeremy A. Bot and Duncan J. Irschick, “Using 3D Photogrammetry to Create Open-Access Models of Live Animals: 2D and 3D Software Solutions,” in Grayburn et al., eds., 3D/VR in the Academic Library: Emerging Practices and Trends (CLIR Report 176, February 2019), 54-72, https://www.clir.org/pubs-reports-pub176/.

Guido Giacalone et al., “The Application of Virtual Reality for Preoperative Planning of Lymphovenous Anastomosis in a Patient with a Complex Lymphatic Malformation," Journal of Clinical Medicine 8, no. 3 (2019): 371.

Michelle E. Portman, Asya Natapov, and Dafna Fisher-Gewirtzman, “To Go Where No Man Has Gone Before: Virtual Reality in Architecture, Landscape Architecture and Environmental Planning,” Computers, Environment and Urban Systems 54 (2015): 376-84.

Fred Limp et al., “Developing a 3-D Digital Heritage Ecosystem: From Object to Representation and the Role of a Virtual Museum in the 21st Century," Internet Archaeology 30 (2011): 1-38.

Bryan Carter and Aline Click, “Imagine the Real in the Virtual: Experience Your Second Life," paper presented at 22nd Annual Conference on Distance Teaching and Learning (Madison, WI, 2006).

Sasha Barab et al., “Making Learning Fun: Quest Atlantis, a Game without Guns,” Educational Technology Research and Development 53, no. 1 (2005): 86-107.

Ekaterina Praslova–Førland, Alexei Sourin, and Olga Sourina, “Cybercampuses: Design Issues and Future Directions,” Visual Computer 22, no. 12 (2006): 1,015-28.

Stephen Bronack et al., “Designing Virtual Worlds to Facilitate Meaningful Communication: Issues, Considerations, and Lessons Learned,” Technical Communication 55, no. 3 (2008): 261-69.

Kim Holmberg and Isto Huvila, “Learning Together Apart: Distance Education in a Virtual World,” First Monday 13, no. 10 (October 2008), https://firstmonday.org/article/view/2178/2033.

Mats Deutschmann, Luisa Panichi, and Judith Molka-Danielsen, “Designing Oral Participation in Second Life: A Comparative Study of Two Language Proficiency Courses,” ReCALL 21, no. 2 (May 2009): 206-26.

Diane Carr, Martin Oliver, and Andrew Burn, “Learning, Teaching and Ambiguity in Virtual Worlds,” in Researching Learning in Virtual Worlds, Anna Peachey et al., eds. (London: Springer, 2010), 17–31.

Julie Milovanovic et al., “Virtual and Augmented Reality in Architectural Design and Education: An Immersive Multimodal Platform to Support Architectural Pedagogy,” paper presented at the 17th International Conference, CAAD Futures (Istanbul, Turkey, July 2017), https://hal.archives-ouvertes.fr/hal-01586746.

Susan Jang et al., “Direct Manipulation is Better than Passive Viewing for Learning Anatomy in a Three-dimensional Virtual Reality Environment,” Computers & Education 106 (2017): 150-65, https://doi.org/10.1016/j.compedu.2016.12.009.

Mina C. Johnson-Glenberg, “Immersive VR and Education: Embodied Design Principles That Include Gesture and Hand Controls,” Frontiers in Robotics and AI 5 (2018): 4, https://doi.org/10.3389/frobt.2018.00081.

Sven Schneider et al., “Educating Architecture Students to Design Buildings from the Inside Out,” in Proceedings of the 9th International Space Syntax Symposium (Seoul, Korea, 2013).

Saskia F. Kuliga et al., “Virtual Reality as an Empirical Research Tool—Exploring User Experience in a Real Building and a Corresponding Virtual Model,” Computers, Environment and Urban Systems 54 (2015): 363-75.

Elizabeth Pober and Matt Cook, “The Design and Development of an Immersive Learning System for Spatial Analysis and Visual Cognition,” paper presented at the Conference of the Design Communication Association (Bozeman, MT, 2016).

Antonieta Angulo, “On the Design of Architectural Spatial Experiences Using Immersive Simulation," in EAEA 11 Conference Proceedings, Envisioning Architecture: Design, Evaluation, Communication (Milan, Italy, 2013), 151-58.

Michelle Goldchain, “Virtual Reality Leads to Better Building Designs, Happier Clients, Says Architecture Firm,” Curbed - Washington, DC (March 10, 2017), https://dc.curbed.com/2017/3/10/14690200/virtual-reality-perkins-will.

E.g., Miguel Figueroa, “In a Virtual World: How School, Academic, and Public Libraries Are Testing Virtual Reality in Their Communities,” American Libraries 49, no. 3/4 (April 3, 2018): 26-33.

Edward Iglesias, “Creating a Virtual Reality-based Makerspace,” Online Searcher 42, no. 1 (February 1, 2018): 36-39.

Austin Olney, “Augmented Reality: All About Holograms,” in Beyond Reality: Augmented, Virtual, and Mixed Reality in the Library, Kenneth J. Varnum, ed. (Chicago: ALA Editions, 2019), 1-16.

Bohyun Kim, “Virtual Reality for 3D Modeling,” in Beyond Reality: Augmented, Virtual, and Mixed Reality in the Library, Kenneth J. Varnum, ed. (Chicago: ALA Editions, 2019), 31-46.

Brandon Patterson et al., “Play, Education, and Research: Exploring Virtual Reality through Libraries,” in Beyond Reality: Augmented, Virtual, and Mixed Reality in the Library, Kenneth J. Varnum, ed. (Chicago: ALA Editions, 2019), 50-51.

Oculus VR, LLC, “Oculus Best Practices, Version 310-30000-02,” retrieved from http://static.oculus.com/documentation/pdfs/intro-vr/latest/bp.pdf.

Robert S. Kennedy, Kay M. Stanney, and William P. Dunlap, “Duration and Exposure to Virtual Environments: Sickness Curves During and Across Sessions,” Presence: Teleoperators and Virtual Environments 9, no. 5 (2000): 463-72.

Andre L. Delbecq, Andrew H. Van de Ven, and David H. Gustafson, Group Techniques for Program Planning: A Guide to Nominal Group and Delphi Processes (Glenview, IL: Scott, Foresman, &Co., 1975).

Sara S. McMillan, Michelle A. King, and Mary P. Tully, “How to Use the Nominal Group and Delphi Techniques,” International Journal of Clinical Pharmacy 38 (2016): 656, https://doi.org/10.1007/s11096-016-0257-x.

Eugenia M. Kolasinski, “Simulator Sickness in Virtual Environments,” Report No. ARI-TR-1027 (Alexandria, VA: Army Research Institute for the Behavioral and Social Sciences, 1995).

Lisa Castaneda, Anna Cechony, and Arabella Bautista, “Applied VR in the Schools, 2016-2017 Aggregated Report,” Foundry 10 (2017), http://fineduvr.fi/wp-content/uploads/2017/10/All-School-Aggregated-Findings-2016-2017.pdf.

More information about the Xbox Adaptive Controller can be found here: https://www.xbox.com/en-US/xbox-one/accessories/controllers/xbox-adaptive-controller.

Information about upcoming VR hardware releases can be found here: https://www.roadtovr.com/simple-guide-oculus-quest-rift-s-valve-index-hp-reverb-comparison/.

Dian Schaffhauser, “Multi-Campus VR Session Tours Remote Cave Art,” Campus Technology (Oct. 9, 2017), https://campustechnology.com/articles/2017/10/09/multi-campus-vr-session-tours-remote-cave-art.aspx.

Matt Cook, “Virtual Serendipity: Preserving Embodied Browsing Activity in the 21st Century Research Library,” The Journal of Academic Librarianship 44, no. 1 (Jan. 2018): 145-9, https://doi.org/10.1016/j.acalib.2017.09.003.

See Cook and Lischer-Katz, “Integrating 3D and Virtual Reality into Research and Pedagogy,” for a discussion of the VR “sandbox” platform developed at University of Oklahoma Libraries, Oklahoma Virtual Academic Laboratory (OVAL). More information about OVAL can be found here: https://libraries.ou.edu/content/virtual-reality-ou-libraries.

Matt Cook and Betsy Van der Veer Martens, “Managing Exploratory Units in Academic Libraries,” Journal of Library Administration 59, no. 6 (2019): 1-23, https://doi.org/10.1080/01930826.2019.1626647.

Downloads

Published

2019-12-16

How to Cite

Cook, M. ., Lischer-Katz, Z., Hall, N., Hardesty, J., Johnson, J., McDonald, R., & Carlisle, T. (2019). Challenges and Strategies for Educational Virtual Reality: Results of an Expert-led Forum on 3D/VR Technologies Across Academic Institutions. Information Technology and Libraries, 38(4), 25–48. https://doi.org/10.6017/ital.v38i4.11075

Issue

Section

Articles