CC BY 4.0Mohd, KamaliahAbdul Karim, Siti NurbayaSuito, Helmi Iskandar2023-10-232023-10-232023-10-232023-10-23https://2023.ifla.org/poster-sessions/https://repository.ifla.org/handle/20.500.14598/3005Virtual Reality (VR), commonly known as immersive technology, has emerged as the fastest-growing technology, revolutionizing various sectors. In the education domain, VR has gained traction for its potential in enhancing teaching and learning experiences. This project explores the use of VR, comprising Augmented Reality, Virtual Reality, and Mixed Reality, as a tool to provide an immersive experience for users, particularly students. The aim of this application is to offer an interactive and engaging experience for online users while exploring the IRC (Information Resource Centre) architecture and facilities. The two VR applications developed are Web VR for the IRC website (ulibrary.utp.edu.my/irc-virtual-reality) and VR application using Head-Mounted Display (HMD) Oculus Quest 2. The development utilized the open-source A-frame platform, allowing flexibility in creating 3D, AR, and VR applications without the need for additional software. The completion of this project offers users an opportunity to explore and experience VR technology, enhances the library's visibility and credibility, and serves as a marketing tool to showcase university facilities. In addition, IRC VR guides visitors on virtual tours, promoting technology awareness and engagement among online users. In conclusion, the integration of VR technology in libraries opens new possibilities for engagement and exploration, propelling the educational and promotional efforts of academic institutions.enhttps://creativecommons.org/licenses/by/4.0/Subject::Library marketingSubject::Academic and research librariesSubject::Information technologyIRC Virtual RealityEvents MaterialsKamaliah MohdSiti Nurbaya Abdul KarimSiti Helmi Iskandar