Use Of Virtual Reality In A University Library

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USE OF VIRTUAL REALITY IN A UNIVERSITY LIBRARY

Exploring the use of Virtual Reality In a University Library

Abstract

Various methodologies have been proposed to design technologies for children in partnership with children. In this paper, we investigate the degree of involvement of children in designing a novel virtual reality application. During the course of three iterations, we involved children in the design process using Informant Design and Informant-Bonded Design methodologies. We conclude that in the case of a novel application, children's participation may be limited at the initial stages of the design process, but their input is invaluable at the later stages, using mixed methodologies.

Table of Content

CHAPTER ONE4

INTRODUCTION4

CHAPTER TWO8

LITERATURE REVIEW8

Virtual libraries and the information society17

Difficulty with the virtualization of US's university libraries (US)18

CHAPTER THREE25

METHODOLOGY25

REFERENCES31

Chapter One

Introduction

Designing any type of computer interface for children and young adults is challenging. Traditionally, software developers have involved end-users in various stages of the design process, using a variety of methodologies. Involving children in the design process, however, has proven controversial. A number of researchers, nevertheless, have worked in partnership with children to develop new software or web portals (see for example, Bilal & Wang, 2005, Druin, 2002, Hanna et al., 1999, Large et al., 2004). Designing a virtual reality* environment is demanding, particularly one aimed at children and young adults. While researchers have proposed several methodologies for creating software and web applications for children in collaboration with children, none has reported or discussed any participatory methodologies aimed at designing a VR environment for this group of users. We report here on the design methodology used to develop the VRLibrary, an alternative interface for children's web portals. The objective of the VRLibrary is to assist children and young adults in browsing information available on the web for educational projects. The application of a virtual reality system for retrieval purposes is based on the assumption that a novel interface can create an engaging and motivating environment, where children can retrieve information effectively.

This proposal presents the challenge that higher education libraries in developing countries will face and suggests some alternatives. The new information and communication technologies (NICTs) are revolutionizing the three pillars of higher education (lectures, laboratories, and libraries) as well as adding new dimensions to learning. This proposal introduces examples of the contradictions between global and local resources, the opposition between the great potential of virtual libraries and the adjustment of their information services and products to specific user needs, and also presents certain dangers of global virtualisation. Despite the starting up in 1996 of the Digital Libraries for University Renovation in US project financed by the World Bank (BIRD 3456 / TUN - PNRU) and the acquisition of virtual library software (VTLS), the conditions of academic libraries are far from satisfactory. These libraries are not outstanding because they haven't reorganized their services and they still suffer from several shortcomings. The services could not level the ever-growing needs of the beneficiary elites, that is, the increasing research and higher education community. Even with the University National Network (RNU) equipment, ...
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