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Digital Learning

Digital Learning

About Virtual Reality

Virtual RealityNew digital reality technology is changing the way people access and communicate ideas and information. 

The Santa Cruz Public Library seeking to provide opportunities for you to learn about virtual reality (VR) and discuss the implications for communication and learning.  The Sea Level Rise Explorer virtual reality exhibit at the downtown library branch is your chance to experience this technology first-hand.

 

Digital Reality Ecosystem

High quality virtual reality combines immersive visuals, motion tracking and audio effects to deliver experiences that are both psychologically and physiologically engaging. This technology has reached consumer markets and is now an industry growing by billions of dollars per year. Deloitte Insights provides the following breakdown of the terms and components of this sector: 

  • Virtual Reality - Creates a digital environment that replaces the user's real-world environment.

  • Augmented Reality - Overlays digitally created content into the user's real-world environment.

  • Mixed Reality - Blends digital content into the real-world where both coexist and interact.

  • 360° VideoProvides a new perspective that allow s user to look in every direction.

  • Immersive - Creates multisensory digital experience delivered through any of these technologies.

Applications

  • Gaming
  • Engineering
  • Job training
  • Social networking
  • Therapy
  • Art & design
  • Education
  • Meetings

Thought Questions

What happens when any imaginable scenario can be experienced using virtual reality? Direct experience is often the most influential way to form thoughts, memories and habits.  The ability to choose virtual experiences on-demand may prove to be the most transformative technology ever created!  In thinking about the possibilities of virtual reality you may be inspired by the following questions created by IDEO and Google Play and discussed in the article titled, "Applying human-centered design to emerging technologies."  

  • Imagine reliving a moment captured exactly as you saw and heard it.  What moment would you want to capture and why?
  • Who is one person you would like to learn from?  How might VR allow you to experience life through the eyes of this person?
  • Think of a place you would like to explore but cannot.  How could VR be used to explore this place
  • Think of a super-power you would like to have.  How could you use this superpower through VR?
  • What are real-life activities you like to do with others?  How might VR be used to enable and share these experiences remotely?
  • What are the risks of the most influential social media platform controlling the most influential digital experience platform? 

Age Requirement For VR Headsets

There is a 13 years old minimum age requirement for VR headset use.  Two reasons are provided by manufactures for this requirement.  

  1. Headsets and pupillary distance of VR lenses are designed for adults and proper fitting is necessary for safe use.
  2. Children are in a critical period of visual development and the effects of this screen technology is currently unknown. 

Santa Cruz Public Library thanks parents and children for following the manufacturer's guidelines for safe use.

Virtual RealityNew digital reality technology is changing the way people access and communicate ideas and information. 

The Santa Cruz Public Library seeking to provide opportunities for you to learn about virtual reality (VR) and discuss the implications for communication and learning.  The Sea Level Rise Explorer virtual reality exhibit at the downtown library branch is your chance to experience this technology first-hand.

 

Digital Reality Ecosystem

High quality virtual reality combines immersive visuals, motion tracking and audio effects to deliver experiences that are both psychologically and physiologically engaging. This technology has reached consumer markets and is now an industry growing by billions of dollars per year. Deloitte Insights provides the following breakdown of the terms and components of this sector: 

  • Virtual Reality - Creates a digital environment that replaces the user's real-world environment.

  • Augmented Reality - Overlays digitally created content into the user's real-world environment.

  • Mixed Reality - Blends digital content into the real-world where both coexist and interact.

  • 360° VideoProvides a new perspective that allow s user to look in every direction.

  • Immersive - Creates multisensory digital experience delivered through any of these technologies.

Applications

  • Gaming
  • Engineering
  • Job training
  • Social networking
  • Therapy
  • Art & design
  • Education
  • Meetings

Thought Questions

What happens when any imaginable scenario can be experienced using virtual reality? Direct experience is often the most influential way to form thoughts, memories and habits.  The ability to choose virtual experiences on-demand may prove to be the most transformative technology ever created!  In thinking about the possibilities of virtual reality you may be inspired by the following questions created by IDEO and Google Play and discussed in the article titled, "Applying human-centered design to emerging technologies."  

  • Imagine reliving a moment captured exactly as you saw and heard it.  What moment would you want to capture and why?
  • Who is one person you would like to learn from?  How might VR allow you to experience life through the eyes of this person?
  • Think of a place you would like to explore but cannot.  How could VR be used to explore this place
  • Think of a super-power you would like to have.  How could you use this superpower through VR?
  • What are real-life activities you like to do with others?  How might VR be used to enable and share these experiences remotely?
  • What are the risks of the most influential social media platform controlling the most influential digital experience platform? 

Age Requirement For VR Headsets

There is a 13 years old minimum age requirement for VR headset use.  Two reasons are provided by manufactures for this requirement.  

  1. Headsets and pupillary distance of VR lenses are designed for adults and proper fitting is necessary for safe use.
  2. Children are in a critical period of visual development and the effects of this screen technology is currently unknown. 

Santa Cruz Public Library thanks parents and children for following the manufacturer's guidelines for safe use.