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demonstration

Implementation of a Virtual Reality Interface for a Public Library

Published: 25 November 2018 Publication History

Abstract

In this demo paper we describe the development process and technical implementation of an interactive Virtual Reality (VR) application dubbed Virtual Library. The application utilizes consumer VR hardware and Unreal Engine to provide an immersive virtual interface to a physical library and its selected services, as well as browsing of literature content in aesthetic fantasy realms. The prototype is publicly available at the Oulu City Library.

References

[1]
Svanhild Aabø, Ragnar Audunson, and Andreas Vårheim. 2010. How do public libraries function as meeting places? Library & Information Science Research 32, 1 (2010), 16--26.
[2]
E. W. Dijkstra. 1959. A Note on Two Problems in Connexion with Graphs. Numer. Math. 1, 1 (Dec. 1959), 269--271.
[3]
Gerard Llorach, Alun Evans, and Josep Blat. 2014. Simulator sickness and presence using HMDs: comparing use of a game controller and a position estimation system. In Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology. ACM, 137--140.
[4]
Matti Pouke, Johanna Ylipulli, Ilya Minyaev, Minna Pakanen, Paula Alavesa, Toni Alatalo, and Timo Ojala. 2018. Virtual Library - Blending Mirror and Fantasy Layers into a VR Interface for a Public Library. In Accepted to the 17th International Conference on Mobile and Ubiquitous Multimedia.
[5]
Jesper Simonsen and Toni Robertson. 2012. Routledge international handbook of participatory design. Routledge. 86--116 pages.
[6]
Pertti Vakkari, Svanhild Aabø, Ragnar Audunson, Frank Huysmans, and Marjolein Oomes. 2014. Perceived outcomes of public libraries in Finland, Norway and the Netherlands. Journal of Documentation 70, 5 (2014), 927--944.
[7]
Johanna Ylipulli, Anna Luusua, and Timo Ojala. 2017. On Creative Metaphors in Technology Design: Case Magic. In Proceedings of the 8th International Conference on Communities and Technologies. ACM, 280--289.

Cited By

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  • (2019)Developing cognitive processes as a major goal in designing e-health information provider VR environment in information science education2019 10th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)10.1109/CogInfoCom47531.2019.9089958(187-192)Online publication date: Oct-2019

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Published In

cover image ACM Other conferences
MUM '18: Proceedings of the 17th International Conference on Mobile and Ubiquitous Multimedia
November 2018
548 pages
ISBN:9781450365949
DOI:10.1145/3282894
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 25 November 2018

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Author Tags

  1. Digital library services
  2. Unreal Engine
  3. fantasy worlds
  4. mirror world

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  • Demonstration
  • Research
  • Refereed limited

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MUM 2018

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MUM '18 Paper Acceptance Rate 37 of 82 submissions, 45%;
Overall Acceptance Rate 190 of 465 submissions, 41%

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Cited By

View all
  • (2019)Developing cognitive processes as a major goal in designing e-health information provider VR environment in information science education2019 10th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)10.1109/CogInfoCom47531.2019.9089958(187-192)Online publication date: Oct-2019

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