Wednesday, July 24, 2019

Virtual Reality in Libraries Project


The Washington State Library, in conjunction with the University of Washington and Oculus VR, started a pilot project in early 2018 to explore how virtual reality technology could be implemented in libraries. My library district participated in Phase II of this project. The original Phase II timeline was slated to run December 2018-May 2019.  Due to some weather/equipment transportation issues, our phase was pushed back to January 2019-June 2019 and later extended until September 2019.

Provided by the State:
(2) Oculus Rift headsets
(2) Computers configured to work with Oculus
(1) Oculus Go headset
A pre-approved set of Oculus Apps

Provided by our library district:
A safe space for patron use of equipment
Trained staff to facilitate the use of equipment
Secure storage of the equipment
~5 hours per week of available VR system usage time for patrons (~130 hours total)  This requirement was later lowered to ~3 hours per week (~78 hours)

We received initial training from the State Library and then coordinated training additional staff within our district to run the equipment. This worked well for our larger branches but made it difficult for our smaller branches with a limited staff to participate in hosting the equipment without support.  Early into this project, my position moved from a branch library to district operations, making it easier for me to facilitate more opportunities with the VR equipment. Without a staff person dedicated to coordinating equipment moving around the district, I don't know that we could have met our programming requirements.

VR Programming Schedule:
34 programs, ~136 hours, 227 participants 
February-March 2019: Revolutionary Reads: Virtual Reality (hosted by branches) (7 programs)
March-April 2019: Teen Tech Month: Game Design for VR (11 programs)
May-June 2019: Experience Virtual Reality (9 programs)
May 2019: Outreach: Virtual Vacations at Highgate Senior Living (1 program)
May-June 2019: 3D Sculpting in VR (3 programs)
June 2019: Outreach: Virtual Reality at Clark County Juvenile Detention Center (1 program)
July 2019: Outreach: Virtual Reality at Clark College MESA Program (1 program)
July 2019: Virtual Reality Drop-In (1 program)

Things We Learned:
  • It is difficult to move the equipment to multiple branches as the equipment must be reconfigured for each space. 
  • Batteries in the handsets die quickly.
  • 12-year-old kids really want to use the VR equipment (Oculus regulations require 13 years or older).
  • Oculus needed some sort of update in the middle of every program.
  • Oculus doesn't work well without Internet access.
  • With all 5 pieces of equipment in use, a 2-hour program can comfortably accommodate 8 participants.
  • Teens really wanted to play Beat Saber.
  • Oculus is difficult to use for patrons with disabilities.
  • Unity is a great program and provides a rewarding challenge for teens.
  • Teens are great for configuring the Rift and supporting each other.
  • Our rural branches saw higher participation rates and enthusiasm for the technology.
  • It is difficult to get signed waivers for teens (no adult present during the program).
  • After the initial introduction, patrons quickly lose interest.
  • Some patrons came to the program specifically to compare Oculus to the VR headset they have at home (mostly suburban libraries).
  • Patrons are excited about the equipment and surprised at the (relatively) low cost. Especially for the Oculus Quest, which does not require the high-end computer.
  • Without someone monitoring the tablets paired to the Oculus Go, it is difficult to monitor what the patron may be doing, downloading, viewing. We had to reset the Oculus Gos several times to take off downloaded software.
  • The Oculus Go is arguably more challenging to facilitate as the patron has a difficult time setting their orientation, using the controller without seeing it, and the facilitator has to guess at what the patron is really seeing/doing. 
  • Teens/young adults picked up the technology quickly. I was especially surprised at their mastery of the 3D sculpting program, Medium.
  • Oculus Go requires 3 hours charge time and runs out of power ~ 1 hour.
For our library district, I feel that the sustainability of a VR program is questionable. I think it's great to give the opportunity for patrons to try out the equipment, but we lack adequate space to leave the equipment set up and a staff member with availability to facilitate while the patron uses the equipment.  The Oculus Go headset is a little easier for us to incorporate into passive programming and take on Outreach. 
  









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