Event Title

VR U R <3 Virtual Reality Impact on Libraries

Start Date

10-11-2016 4:00 PM

End Date

10-11-2016 4:45 PM

Description

Virtual Reality (VR) is at the forefront of how users in the future will interact with each other and technology. Can and should VR and video games play a vital role in the way that professors, librarians, faculty and staff interact with students? Several major university and colleges have emerging eSport programs; Robert Morris University in Chicago, University of Pikeville in Kentucky, Maryville University in St. Louis, and Southwestern University offer scholarships for cyber athletes. Video games that are popular for play include LOL (League of Legends), DOTA2 (Defense of the Ancients), and Counter-Strike: Global Offensive to name a few. This type of activity and entertainment will increase in the coming years. How can the higher education environment use this resource of evolving technology to better understand and serve our students? Students that may be in a fixed location, serving in a war zone, physically disabled, or simply prefer not to learn on their terms can benefit from this technology. What resources can be provided for these types of students and what type of resources will be needed for the future cyber/online enhanced students?

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Nov 10th, 4:00 PM Nov 10th, 4:45 PM

VR U R <3 Virtual Reality Impact on>Libraries

Virtual Reality (VR) is at the forefront of how users in the future will interact with each other and technology. Can and should VR and video games play a vital role in the way that professors, librarians, faculty and staff interact with students? Several major university and colleges have emerging eSport programs; Robert Morris University in Chicago, University of Pikeville in Kentucky, Maryville University in St. Louis, and Southwestern University offer scholarships for cyber athletes. Video games that are popular for play include LOL (League of Legends), DOTA2 (Defense of the Ancients), and Counter-Strike: Global Offensive to name a few. This type of activity and entertainment will increase in the coming years. How can the higher education environment use this resource of evolving technology to better understand and serve our students? Students that may be in a fixed location, serving in a war zone, physically disabled, or simply prefer not to learn on their terms can benefit from this technology. What resources can be provided for these types of students and what type of resources will be needed for the future cyber/online enhanced students?