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공공누리This item is licensed Korea Open Government License

Title
Virtual Reality-Based Library User Education Program Development
Author(s)
Lim, Seong-Kwan
Publisher
Korea Institute of Science and Technology Information
Publication Year
2021-12-30
Abstract
Virtual Reality (VR) is one of the core components of the fourth industrial revolution as a technology that makes the virtual world feel as if it is real. VR is being used in various fields such as entertainment, advertisement, education, medical care, training, sports, and tourism, as well as providing contents for such things as games and videos. Libraries are already looking for ways to utilize VR from various angles, such as operating experiential programs. The purpose of this thesis is to develop and propose a VR-based library user education program. In order to achieve the purpose of the study, we analyzed previous studies from a theoretical perspective to find a way to construct a user education program, and also to derive possible implications based on examples of countries such as the United States and Korea that are already introducing and applying VR technology to library services. Therefore, the user education program proposed in this study can be used as a basic building block when many libraries want to develop VR-based programs in the future.
Keyword
virtual reality; library user; library user education; education program; development of user education program
Journal Title
Journal of Information Science Theory and Practice;Volume 9 Issue 4
ISSN
2287-4577
DOI
https://doi.org/10.1633/JISTaP.2021.9.4.5
Files in This Item:
Thumbnail Virtual Reality-Based Library User Education Program Development.pdf8.2 MBDownload
Appears in Collections:
8. KISTI 간행물 > JISTaP > Vol. 9 - No. 4
Type
Serial
URI
https://repository.kisti.re.kr/handle/10580/16431
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