Virtual Reality (VR) and Augmented Reality (AR) in Library Learning Spaces

The changing function of libraries as vibrant learning spaces has encouraged the incorporation of new technologies such as Virtual Reality (VR) and Augmented Reality (AR).These engaging tools have converted conventional library environments into interactive learning centers that improve access to information, boost engagement, and promote digital literacy.This article examines the uses, advantages, obstacles, and future possibilities of VR and AR in the library learning environments.By referencing recent research and worldwide practices, it emphasizes how these technologies facilitate innovative learning, enhance user involvement, and correspond with the educational objectives of the 21st century.

Authors

Publication Details

Journal
International Journal of Research in Library Science
Published
2025-09-04
DOI
https://doi.org/10.26761/ijrls.11.3.2025.1930
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
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article

Virtual Reality (VR) and Augmented Reality (AR) in Library Learning Spaces

K. Babu, Rajeshkumar Vamaravalli, Apparao Tatipaka
1 links
International Journal of Research in Library Science
Augmented Reality Applications
article

Virtual Reality (VR) and Augmented Reality (AR) in Library Learning Spaces

K. Babu, Rajeshkumar Vamaravalli, Apparao Tatipaka
article en

Abstract

The changing function of libraries as vibrant learning spaces has encouraged the incorporation of new technologies such as Virtual Reality (VR) and Augmented Reality (AR).These engaging tools have converted conventional library environments into interactive learning centers that improve access to information, boost engagement, and promote digital literacy.This article examines the uses, advantages, obstacles, and future possibilities of VR and AR in the library learning environments.By referencing recent research and worldwide practices, it emphasizes how these technologies facilitate innovative learning, enhance user involvement, and correspond with the educational objectives of the 21st century.

International Journal of Research in Library ScienceVol. 11(3)
Openalex Percentile: Top 77%
Augmented Reality Applications
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