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dc.rights.licenseCC BY 4.0en_US
dc.contributor.authorMohamed, Afzan-
dc.description.abstractVirtual Reality (VR) has become a mainstream reality. VR is a technology that can allow a person to feel present in completely digitally created world. This feeling of presence is produced by replacing a user's vision with a stereoscopic image updated in real time of an environment rendered by a computer, viewed by the user through a headset. With the addition of accompanying audio experienced through headphones, a well-crafted experience can immerse the user in the digital environment, overriding his or her sense of physical place The most commonly used input tools are joysticks, force balls / tracking balls, controller wands, data gloves, track-pads, on-device control buttons, motion trackers, bodysuits, treadmills and motion platforms (virtual omni). This virtual reality (VR) service was introduced in October 2019 to provide a brand-new social engagement tool designed to get user interacting, communicating and socializing. An estimated 350 people were using the service when it was first introduced. The amount is expected to increase 5-10% every month. Although Virtual Reality (VR) is common only in entertainment theme parks around the world, at Johor Public Library Corporation the main purpose is to attract the community who have never been to the library to visit the library and are expected to develop a deep interest in reading.en_US
dc.publisherInternational Federation of Library Associations and Institutions (IFLA)en_US
dc.relation.ispartofseries86th IFLA World Library and Information Congress (WLIC) / 2021 (virtual);Poster Sessions-
dc.subjectSubject::Library usersen_US
dc.subjectSubject::Playful readingen_US
dc.subjectSubject::Reading promotionen_US
dc.titleVirtual Reality @ Libraryen_US
dc.typeEvents Materialsen_US
dc.rights.holderAfzan Mohameden_US
dc.audienceAudience::Public Libraries Sectionen_US
Appears in Collections:World Library and Information Congress (WLIC) Materials

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