
A New Mechanism for Dialogue: Virtual Reality Programs in Academic Libraries
Virtual reality (VR) has popped up in many libraries in recent years, sparking everything from senior-focused programs to virtual travel experiences to tween and teen STEAM programs. Using a headset, such as the Oculus, allows participants to immerse themselves into new worlds and experiences. In an academic library, VR can enhance educational takeaways from historical and cultural events and tie into curriculum.


