The DiMenna-Nyselius Library offers Fairfield University students, faculty, and staff the opportunity to explore the expanding universe of Virtual Reality technology. Although it is typically associated with gaming, VR also offers educational experiences for a wide variety of subjects including healthcare, history, studio arts, and engineering.
If you're a Fairfield U student, faculty, or staff member you can reserve the room to experience both the educational and the entertainment sides of VR. Faculty are strongly encouraged to consider potential uses of the technology in their curriculum.
Using our VR
Our VR setup is located in Room 326 on the Upper floor of the building. At this time, only one person can use the Oculus Rift, but the technology is hooked up to a large monitor so your friends and classmates can participate in the experience too.
Our VR setup features the Oculus Rift technology and comes equipped to a growing list of VR experiences.
In order to use the VR equipment, you must reserve room 326. For more information, visit the Library Services & Information Desk or email email@example.com.
Please be advised that VR can sometimes cause nausea, dizziness, and disorientation. These risks may particularly affect persons with preexisting medical or other physical conditions, such as hypertension, inner ear problems, motion sickness, high blood pressure, seizures or epileptic symptoms, or pregnancy, or conditions such as anxiety or claustrophobia. Before using the equipment, please review the following Virtual Reality Health & Safety Usage Guide.
History/Art & Architecture
Use the link above to suggest a VR experience for us to add to our collection!
*When filling out the form, select Media
Augmented reality (AR) adds digital elements to a live view often by using the camera on a smartphone. Examples of augmented reality experiences include Snapchat lenses and the game Pokemon Go.
Virtual reality (VR) implies a complete immersion experience that shuts out the physical world. Using VR devices such as HTC Vive, Oculus Rift or Google Cardboard, users can be transported into a number of real-world and imagined environments such as the middle of a squawking penguin colony or even the back of a dragon.
In a mixed reality (MR) experience, which combines elements of both AR and VR, real-world and digital objects interact. Mixed reality technology is just now starting to take off with Microsoft’s HoloLens one of the most notable early mixed reality apparatuses.
Adopted from the Franklin Institute: