Libraries and the rift: Oculus Rift and 4D devices in libraries

UNCG Author/Contributor (non-UNCG co-authors, if there are any, appear on document)
Heather Moorefield-Lang, Assistant Professor (Creator)
Institution
The University of North Carolina at Greensboro (UNCG )
Web Site: http://library.uncg.edu/

Abstract: Oculus Rift is a headset device that goes over the eyes; created with immersive gaming in mind, the Oculus Rift gives the user a four-dimensional experience. This isn't the same as watching 3D television; this is a headset created to take peripheral vision into account. One hundred percent of the wearer's field of view is covered; every turn of the head is calculated, and the encounter is totally engaging. Virtual reality is not new. But 4D systems are making this type of gaming and learning both fun and exciting. The user experience is very realistic, and the possibilities are wide open. There are multiple options in the 4D realm. Oculus Rift is new, and applications are still being built. The development kit, which consists of a headset, as well as a camera for tracking, is available. This type of technology maybe new and seem a little bit daunting, but integrating it into libraries and education is certain to lead to student discovery and excitement.

Additional Information

Publication
Knowledge Quest, 43(5), 76-77
Language: English
Date: 2015
Keywords
4D, virtual reality, Oculus Rift

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