Uncover the World of Books: Dive into our XR Library Map!
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Colorado Convention Center, Bluebird Ballroom Lobby, Table 19
Presenters

Session description
Purpose & objective
The purpose of this project is to transform the library into an immersive and interactive learning environment. By creating an XR map, we aim to enhance students' engagement with books and learning resources, fostering a culture of digital literacy using creativity and innovation as a foundation.
Objectives:
1. Immerse students in literature: To immerse students in the world of literature by creating an XR map that showcases book covers and provides interactive access to book summaries, author information, and related multimedia content.
2. Enhance Digital Literacy: To enhance students' digital literacy skills by familiarizing them with XR technology, enabling them to navigate and interact with digital resources effectively.
3. Encourage exploration: To encourage students to explore the library's resources actively, facilitating independent and self-directed learning experiences.
4. Promote creativity: To promote creativity and innovation by allowing students to create their own XR content related to book reviews, fostering a sense of ownership over their learning.
5. Support inclusivity: To ensure that the XR map is accessible to all students, including those with special needs, by incorporating accessibility features such as voice commands, text-to-speech, and alternative navigation methods.
Outline
Key Features and Implementation:
1. Interactive Bookshelf: Install a large interactive screen on one of the library walls. This screen will serve as the primary interface for the XR library map. The entire library collection can be virtually displayed on this screen.
2. Spatial Mapping: Utilize XR technology to map the physical layout of the library. This allows for an accurate representation of the library space in the XR environment.
3. Cover Display: Each book cover in the library will be represented virtually on the interactive screen. Students can select a book cover, and additional information about the book will be displayed, including the title, author, summary, and availability.
4. Educational Content: Incorporate educational content related to the books. For example, when a student selects a book, the XR experience can include a 3D model of the cover, reviews written by other students and accepted by the librarians, and a short quiz about the book's content.
5. Navigation and Wayfinding: Implement XR navigation controls that help students locate the physical book on the shelves. When a book is selected, the XR map can guide students to the exact location of the book on the library shelves.
6. Gamified Learning: Introduce gamified elements to engage students. For instance, students can earn points by exploring different sections of the library, reading recommended books, or completing book-related challenges.
Supporting research
https://www.sciencedirect.com/science/article/pii/S074756322200111X
https://www.sciencedirect.com/science/article/abs/pii/S0957417413007471
https://www.sciencedirect.com/science/article/pii/S1877042816309818
https://www.sciencedirect.com/science/article/abs/pii/S0360131512000589
https://www.sciencedirect.com/science/article/abs/pii/S0360131520300993
https://www.sciencedirect.com/science/article/abs/pii/S0099133320301610
Session specifications
Digital Citizen
- Students cultivate and manage their digital identity and reputation and are aware of the permanence of their actions in the digital world.
- Students curate information from digital resources using a variety of tools and methods to create collections of artifacts that demonstrate meaningful connections or conclusions.
- Students publish or present content that customizes the message and medium for their intended audiences.