Coming Soon!
Making Virtual Reality a Reality
Designing Educational Initiatives in Libraries with Emerging Technologies
by Alison Valk, Ximin Mi, and Ashley L. Schick
June 2023, 189pp, 6 1/8 x 9 1/4
1 volume, Libraries Unlimited

Paperback: 978-1-4408-7897-8
$60, £47, 53€, A83
Available for purchase 30 days prior to publication.
eBook Available: 978-1-4408-7898-5
Please contact your preferred eBook vendor for pricing.

Offers insights into best practices for developing educational initiatives with emerging technologies.

Walks readers through the key components of developing library-led research and programming that leverages emerging technologies with the goal of engaging students and faculty.

As educational curricula and research evolve to include advanced technologies, libraries must offer programming with these emerging technologies in mind, including the use of virtual reality (VR) and augmented reality (AR). Valk, Mi, and Schick present readers with tools for assessing their level of organizational readiness to begin such programs and, more importantly, how to sustain them with limited budgets, expertise, and resources.

Building on their own experiences, the authors teach readers how to develop technology-rich classes, assess student projects, and overcome technical hurdles. They spotlight this kind of programming as integral to building strategic partnerships in an educational environment. Readers will learn how to adapt and design programs or initiatives in which the necessary technologies are rapidly changing, not only in higher education institutions, but also in K–12 schools. Worksheets and resources assist readers in reflecting on their own work and developing educational programming to suit their organizational needs.


  • Teaches readers to develop courses and programs including immersive technologies
  • Identifies free and low-cost resources
  • Helps instructors evaluate devices
  • Helps develop library-led research
Alison Valk is the instructional coordinator and multimedia librarian for the Georgia Tech Library. She teaches approximately 100 workshops a year on professional multimedia software, including tools for AR/VR, video/audio editing, and graphic design. In 2016, she became the program manager for the Georgia Tech Library's instruction program and service owner of the library's Media Scholarship Commons. As instructional coordinator, she oversees the development of the library's educational curriculum. She leads numerous specialized educational programs that incorporate emerging technologies, as well as a federal Institute for Museum and Library Services grant-funded program that integrates arts-based projects and library resources into the curriculum.

Ximin Mi has been working on developing virtual reality library services since 2016. Since becoming the data visualization librarian at the Georgia Tech Library in 2017, Mi has led the acquisition of VR devices and service development and co-taught the virtual reality undergraduate research section with colleague Alison Valk. She also focuses on developing library data services, teaches other classes and non-credit workshops, and provides research data consultation to campus students, faculty, and staff.

Ashley L. Schick is an artist and art educator. She taught drawing, printmaking, and digital photography in the upper school at the Lovett School, Atlanta, GA, where she also led cross-curricular projects, joining arts and technology with other disciplines. She was an active member of the Lovett Digital Citizenship Committee. Schick has taught workshops with SCAD, Georgia Tech, the Atlanta Printmakers Studio, the High Museum, the Atlanta Zine Fest, and other organizations. Her artwork has been exhibited nationally and internationally, has been installed in film sets, and is held in multiple private and university collections.


"A thoughtful and comprehensive guide to implementing VR pedagogy in primary–post-secondary education. The authors give practical advice on a wide range of subjects from design and funding to implementation and administration of VR curriculum, drawing from real-world case studies. A valuable tool for anyone developing XR classes and programs of study."—Brad Rittenhouse, Research Data Facilitator/Stanford University Research Computing Center
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