Virtual
reality (VR) is a technology that is just beginning to scratch the surface of
its full potential. It’s currently being used primarily for gaming. The HTC
Vive and Oculus Rift are leaders in VR gaming. They both provide a headset with
additional controllers for each hand so they can move naturally in a virtual
space. These controllers are highly accurate allowing the user to bend
individual fingers, rotate their hands, and move their hands in a 3D space in a
way that matches these movements in the real world.
Virtual
reality is also being tested for many other practical uses. The United States
military is using VR to give their new solders combat practice before they are
deployed. These simulations are realistic and give the solder legitimate
experience in combat. Another area VR is being tested in is therapy. Therapists
and scientists are experimenting with VR to help people with PTSD and paranoia
overcome their fears. VR allows these patients to face their fears without
being put directly into real-life situations. These experiments have been
had positive results for the patients that are trying it.
Augmented
reality is another technology that is adjusting the way we interact with our
real world. Augmented reality is different from virtual reality because it
incorporates elements of the real world using cameras instead of creating a fully
virtual world. Also, unlike virtual reality, augmented reality does not require
a full headset. The most popular device for augmented reality is smartphones.
This makes augmented reality much more accessible than virtual reality for most
people.
Augmented
reality (AR) is being used in multiple types of marketing strategies. Ikea is
using AR to give customers the ability to visualize furniture in their home in correct color and scale. Other companies like
Amazon and Lowe’s are using this technology for furniture and appliances.
Giving customers this level of assurance before buying a product greatly
increases the likelihood a customer will buy that piece.
Another
industry that is taking full advantage of AR is construction. Construction
companies are using AR to look are 3D representations of buildings, measure
distances, and view notes on certain areas of the project. Using AR in these
places streamlines projects and improves collaboration between construction
teams. This is a trend construction companies expect to see progress as AR technology is further
developed.
3D
scanning is an emerging technology that has a large amount of untapped
potential. Scanning objects creates a virtual representation of these items
that can be altered or 3D printed. 3D scanning companies are beginning to make
this technology accessible to the public. Scanning devices are becoming
compatible with technologies that are common in many households. Scanners like
the Structure Sensor are compatible with iPhones, iPads, Surfaces, and most
other machines.
Many
individuals are beginning to take advantage of 3D scanning technology. Artists are
scanning real-world items and modifying them to create pieces of art. Another
use is with hobbyist who used these 3D scanners to replicate objects are a
smaller scale with 3D printing. Clothing providers are scanning bodies to
better understand the sizing for the clothes they make. These are just the
first steps to making 3D scanning an essential technology in the future.
University
libraries are keeping up with these technologies in many different ways. The
University of Miami Richter Library provides students with VR in a different
way than most university libraries. Instead of having the student come to a
designated space to use the VR headset, they allow the student to check out
Oculus VR headsets and take them home to use with their own devices. These
headsets can be used with smartphones or computers depending on the one checked
out.
The University of Arizona Library provides students with the ability to 3D scan
items or rooms. They allow students to check out a structure sensor, iPad, and
MacBook Pro in a package to get their scans. Allowing students to check out
this technology gives them the ability to go to the item they want to scan if
it is too large to bring to the library.
Oklahoma
State University is also providing students with the opportunity to get their
hands on these technologies. The Edmon Low Creative Studios provides two
virtual reality suites with Alienware Gaming PCs and HTC Vive headsets with
controllers. Students can log in to their Steam account in these rooms so they
can access any games they have purchased.
Students
also can check out Google Glass to get a better understanding of augmented
reality and its potential uses. Google Glass is considered a good indicator of
wearable technology in the future. The 3D Printing Studio has a stationary
David SLS-3 3D Scanner to scan portable objects that can be brought into the
library. The student can replicate this scan using the 3D printers, or save it
to a flash drive for other uses.
These
technologies will continue to advance and become more prevalent in everyday
life. Exposing students to these technologies prepares them to contribute ideas
to their development. How would you like to see libraries incorporate these
technologies to better prepare students for their influence?
Posted by Jacob Hinchey, Emerging Technology Intern