Virtual reality learning environments. Development of multi-user reference support experiences

DOIhttps://doi.org/10.1108/ILS-07-2018-0069
Date12 November 2018
Pages652-661
Published date12 November 2018
AuthorJim F. Hahn
Subject MatterLibrary & information science,Librarianship/library management,Library & information services
Virtual reality learning
environments
Development of multi-user
reference support experiences
Jim F. Hahn
University of Illinois, Urbana, Illinois, USA
Abstract
Purpose The purpose of this paper is to report theresults of a case study on virtual reality (VR) learning
environments,focused on the development and integration of multi-userreference support.
Design/methodology/approach This paper used a case study methodology to understand applied
software development incorporating textual browsing experiences within the HTC Vive virtual reality headset.
An open corpus of text from the HathiTrust Digital Library accessed via the API was used as a data source.
Findings In collaborationwith students from a senior undergraduateComputer Science project course, the
project team developed software to pilota multi-user VR experience, with functionality for users to search,
discoverand select e-books and other digitized content from the HathiTrustdigital library.
Originality/value Overall, the system has been developed as a prototype e-book experimentto model
several VR affordancesfor browsing, user support and educational endeavors within libraries.Within the VR
reading room pilot, users are able collaboratively explore digital collections. Aspects of reference librarian
user support were modeled in the VR systemincluding communication in real-time using chat features and
text highlightingand manipulation tools that are uniqueto learning in VR environments.
Keywords Virtual reality, Computer science, Undergraduate students, Software development,
Unity 3D, WebVR
Paper type Case study
Introduction
This paper reports the results of an undergraduate senior projects computer science course
collaboration whose aim was to develop textual browsingexperiences, among other library
reference functionality, within the HTC Vive virtual reality (VR) headset. In this case
study, readers are introduced to applied uses of VR in service to library-based learning
through the research and development of a VR reading room app with multi-user support.
Within the VR reading room prototype, users are able to collaborativelyexplore the digital
collections of HathiTrust, highlight text for further searching and discovery and receive
consultative researchsupport from a reference specialist throughVR.
Aspects of reference user supportthat were modeled in the VR browsing system include
communication in real-time usingvoice chat features within VR, as well as word and phrase
highlighting for PDF annotation and search tools uniqueto VR learning environments. The
pilot system has been developed as an e-book browsing and user assistance experiment to
model several VR capabilities that broadly relate to educational endeavors within libraries.
This case study enumerates VR pedagogies from partnering with a senior undergraduate
computer science project course that supported feature development for aspects of this
system as a part of an undergraduate studies capstone project. The project course was a
year-long effort, featuringtwo semesters of undergraduate project group work. Library staff
ILS
119,11
652
Received27 July 2018
Revised20 August 2018
31August 2018
Accepted31 August 2018
Informationand Learning Science
Vol.119 No. 11, 2018
pp. 652-661
© Emerald Publishing Limited
2398-5348
DOI 10.1108/ILS-07-2018-0069
The current issue and full text archive of this journal is available on Emerald Insight at:
www.emeraldinsight.com/2398-5348.htm

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