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Friday, 28 June 2024

Augmented Reality in Libraries!

 

Suren Moodley and Claudette Kercival


What is Augmented Reality (AR)

Augmented reality (AR) is the integration of digital information with the user's environment in real time. Unlike virtual reality (VR), which creates a totally artificial environment, AR users experience a real-world environment with generated perceptual information overlaid on top of it. (TechTarget: 2024)

Augmented Reality in libraries.

Over the centuries, the venerable institution of the library has evolved. From stacks of books to digital repositories of knowledge, the humble public library has adapted dramatically in response to changing technology. Libraries are poised to embrace yet another transformative influence more fully: augmented reality technology.


Augmented Reality (AR) in libraries refers to the use of AR technology to enhance the library experience for users. AR integrates digital information with the user's environment in real-time, typically through the use of smartphones, tablets, and/or other AR devices. Here are some ways AR can be used in libraries. An innovative approach to this emerging tech promises to revolutionize the library learning experience, enhancing education in ways that were hitherto unimaginable.

Most modern libraries underwent a revolution as the internet came into being, becoming a bridge between the physical and digital realms. Augmented reality (AR), as the name suggests, augments this connection by overlaying digital information onto the physical world, creating a seamless fusion of the two.

Here are some ways AR can be beneficial to the library experience:


The Benefits of Augmented Reality in Libraries.

  • Use can be made of technology to have interactive tours: Using technologies to create digital tours that can be accessed on smartphones, computers and other devices.
  • Learning can be more interactive, and library resources can be accessed more easily: Users will be provided with instant access to detailed information about books and resources, turning static exhibits into interactive experiences. Users can explore additional digital content, such as videos, audio clips, and 3D models, enhancing their understanding, interaction and enjoyment.  Users can visualize complex concepts through 3D models, animations, and interactive simulations.
  • Efficient space utilization: AR can provide digital layers of information without the need for physical space, allowing libraries to offer more content and services without expanding their physical footprint.
  • Enhanced marketing and promotion: AR can be used to promote library events, programs, and new acquisitions. Virtual posters and interactive displays can catch users’ attention and encourage participation.
  • Enhanced learning experience: AR can make learning more interactive and engaging by bringing educational content to life. Users can visualize complex concepts through 3D models, animations, and interactive simulations.
  • Improved navigation: AR can help users find books and resources more easily. By using AR navigation, users can receive real-time directions to the exact location of items within the library.
  • Interactive tours: New users can benefit from virtual tours of the library, which can guide them through different sections, services, and facilities, making the library more accessible and user-friendly.
  • Access to additional information: AR can provide users with instant access to detailed information about books and resources. For example, users can scan a book's cover to view summaries, author biographies, and related materials.
  • Language support: AR can offer translations and explanations for foreign language texts, making the library's resources more accessible to non-native speakers. Further, it could assist with differently abled uses in facilitating adapted access to information.

  • Personalized experience: AR can offer personalized recommendations and information based on the user’s interests and previous interactions, enhancing their overall experience.
  • Improved user assistance: With AR, library staff can provide better assistance to users. For example, AR can be used to answer frequently asked questions or guide users to resources, reducing the demand on staff. In the case of UKZN Libraries, LibGuides and LibAnswers have stepped up in advancing this initiative.  AR can attract more visitors to the library by offering unique and engaging experiences. This can lead to higher foot traffic and increased use of library resources.
  • Enhanced marketing and promotion: AR can be used to promote library events, programs, and new acquisitions. Virtual posters and interactive displays can catch users’ attention and encourage participation. Case in point, at UKZN Libraries  digital monitors have been installed in all libraries and are currently used for digital displays and marketing of events and general information about the library.
  • Data collection and analysis: AR applications can collect data on user interactions, helping libraries understand user behavior and preferences. This information can be used to improve services and resource allocation.

In summary, there is overwhelming evidence that AR appears to positively influence library user experiences whilst enhancing library operational functions efficiently.


Watch a short snippet of what AR in libraries mean!

https://www.youtube.com/shorts/3JVE1qBKlIg?feature=share

 

REFERENCES

TechTarget (2024). What is augmented reality? https://www.techtarget.com/whatis/definition/augmented-reality-AR



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