Abstract—Virtual and augmented reality technologies
provide access to learning materials and improve the
organization of a modern library’s media space. This article
aims to identify the significance and role of virtual and
augmented reality technologies in the modern library's media
space organization. The research uses a university library case
study methodology to empirically investigate virtual and
augmented reality technologies. Virtual and augmented reality
technologies provide research and improve learning outcomes
by engaging students and learners with significant interest in
such technologies. Libraries offer users the opportunity to
create their VR content through available software. Students
can test their VR content in the libraries’ labs. Libraries
support access to a variety of virtual and augmented reality
content. The content is accessed using “virtual reality headsets”
for viewing and workstations with “authoring software and
loanable 360 cameras” for creating. The library lab is a space to
support students’ digital creativity and research through
virtual and augmented reality. There are 3D Design Labs
within the libraries as a medium to large group design learning
spaces with virtual reality technology. Libraries form a media
space where users can create videos, podcasts, portfolios, edit
media, and book tours, and students and researchers can
explore different scientific knowledge. In this way, technology
ensures that risks in learning are minimized as opposed to
hands-on seminars and classes.
Index Terms—Virtual reality, augmented reality, library media space, libraries technologies
Yurii Horban, Nataliya Gaisynuik, Tetiana Dolbenko, and Olena Karakoz are with the Kyiv National University of Culture and Arts, Kyiv, Ukraine.
Nataliia Kobyzhcha and Yuliia Kulish are with Kyiv National University of Culture and Arts, Kyiv, Ukraine.
*Correspondence: email@example.com (Y.H.)
Cite: Yurii Horban*, Nataliya Gaisynuik, Tetiana Dolbenko, Olena Karakoz, Nataliia Kobyzhcha, and Yuliia Kulish, "The Media Space of a Modern Library in the Context of Its Organizing by Virtual and Augmented Reality Technologies," International Journal of Information and Education Technology vol. 13, no. 4, pp. 718-723, 2023.Copyright © 2023 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).