Thursday, April 19, 2018

MLIS 7510 -- Library Technology Proposal


Introduction
This proposal suggests that the law library create and maintain a virtual reality courtroom for law students to get more realistic experience in a courtroom in a relatively low-stakes environment before participating in mock trial competitions or participating in a real court trial. The literature shows that law school libraries are adopting or considering virtual reality technology to assist their students in getting courtroom experience before actually entering a courtroom. And because law firms are starting to use virtual reality technology to help prepare their witnesses for court and depositions, as well as using virtual reality technology to provide evidence in court, law students will be at an advantage if they are already familiar with and know how to use virtual technology. It is also another great way for law libraries to remain relevant as students use law libraries less for physical resources and more as study spaces and places to access electronic and other resources.  
Virtual reality is a realistic three-dimensional image or artificial environment created with a mixture of interactive hardware and software. Virtual reality makes it possible to experience anything, anywhere, anytime. It is the most immersive type of reality technology and can convince the human brain that it is somewhere it really is not. Head-mounted displays are used with headphones and hand controllers to provide a fully immersive experience. With the largest technology companies in the world (Facebook, Google, and Microsoft) currently investing billions of dollars into virtual reality companies and startups, the future of virtual reality is set to be a part of our everyday lives (Reality Technologies, 2016). Preparing law students to successfully try a case in court in such an environment would be extremely beneficial. 
Literature Review
Fernandez (2017) discussed virtual and augmented reality technologies in education.  He writes that the main focus should always be on improving students’ learning outcomes. He defines virtual reality as “an environment created by a computer system that simulates a real situation” (p. 2). It provides the user with the opportunity to be immersed in a programmed environment that simulates a reality. Fernandez (2017) goes on to say that the learning methodologies with the greatest impact are those that confront students with a real situation they have to solve using acquired theoretical knowledge. Moreover, access to knowledge is more democratic since students who may struggle to achieve some learning goals may now be able to achieve those goals with this new learning opportunity. Virtual reality technology can help clarify abstract concepts.
            Ulicki (2012) believes that a critical need exists in law schools for a pedagogical transformation to provide students not only with a substantive education of the law, but also to provide them with opportunities to gain skills in a medium that will allow them to encounter real-life situational problems. She points out that other fields, such as the medical community and the military, have embraced virtual reality technology for education, training, and virtual experience.
            It is well known that moot (or mock) court is beneficial for law students in getting practical experience to round out their theoretical knowledge. Yule, McNamara, and Thomas (2010) wrote that through moot court academic learning is improved, students learn to think like a lawyer, it assists students in developing written and oral communication, legal research and advocacy, and helps them to gain self-confidence and build character. Moreover, moot court helps students understand courtroom processes and how to run a case (p. 138). Yule et al. (2010) determined in their investigation of the use of technology in moot court scenarios that starting out with technology-based moot trials are less threatening to inexperienced students. Their study used Second Life, a virtual reality environment developed by Linden Labs and launched in 2003. The moot trial in Second Life created a sense of occasion and, for inexperienced students, introduced them to the basic mechanics and dynamics of the court environment (p. 143).  There were drawbacks, such as technical difficulties, the need for IT support, and the limited ability of the platform to allow students to practice advocacy skills (p. 144).
            Öngöz, Karal, Tüysüz, Yıldız, and Kılıç, (2017) studied the development a three-dimensional virtual court for legal education. Their research found that “the feeling of existing in and belonging to a virtual environment is higher than that of the traditional classroom environment. Simultaneous communication in the virtual environment has a motivating effect on students” (p. 71). They write that virtual court can be used as part of the teaching methods and techniques for transforming theoretical knowledge into practice in law faculties and as a lifelong learning environment where experienced lawyers and judges can share their knowledge with younger colleagues and law students. They also say that virtual court experience “will allow the use of different teaching methods and techniques, can provide a flexible and independent learning environment, and can help correct procedural mistakes made in the legal system” (p. 78). 
            Law schools traditionally are slow in embracing change, but some are already utilizing the virtual world technology. The University of Oklahoma and UNT Dallas College of Law are currently working on creating entire virtual reality universes to give their students opportunities to practice in a realistic environment before engaging in an actual high-stakes situation. The University of Oklahoma Virtual Academic Laboratory provides all its students with educational virtual reality experiences. (Alvarez, 2018).
Application in Today’s Law Library
            As Library of the Future (2017) points out, libraries have long served as the public’s first exposure to new technologies, and they probably will again with virtual reality. Perfecting virtual reality technology in a learning setting is still an ongoing endeavor, but one worth seriously considering being on the front lines of. If the law library recognizes and adapts to the limitations of virtual reality presently, it can be very successful and be a leader in bringing this technology to the law library.
Focusing on providing a realistic courtroom setting for law students to practice mock trials in is a great way to introduce this technology into the law library. This could open up doors to other virtual reality situations to provide supplemental educational experiences to our students before they practice in a high-stakes, real-world situation.
Challenges/Issues
            Cost has always been a major challenge for virtual reality technology. Another challenge is having someone knowledgeable enough to set up the scenarios and maintain the system. One of the biggest challenges, according to Alvarez (2018), is hardware limitations. However, according to Library of the Future (2017), in March 2014, Facebook announced the acquisition of Oculus, a startup that had launched a crowdfunding campaign for their Rift headset resulting in over $2.5 million raised. Facebook isn’t the only player in the space, as Google (Cardboard, Daydream), Samsung (Gear VR), HTC (Vive), and Sony (Playstation VR) have introduced platforms and hardware for virtual reality. Moreover, recent developments have been promising advances in computing power, more accurate motion sensors, and displays with better resolution.
            There is also a limited availability of technical expertise. This is where the law library can come into play. They have a full staff of IT professionals, and offering this technology in the library means that all professors and students don’t need to have the technical expertise – they can rely on the library staff for that.
            Fernandez (2017) discusses the risk of isolation from peers while using virtual reality technology. However, if a virtual reality courtroom is used as a supplement to law classes and study groups, that should not be an issue. He also warns against seeing virtual reality technology as the end, rather than a means to the end, which is improving students’ learning outcomes.
            Fernandez (2017) also discusses the issues with the limited technology capabilities of faculty. Teachers would need to be trained how to use this technology and, more importantly, how to use this technology within a teaching itinerary. He did not mention this, but the obvious answer is having the library, with its technologically savvy IT staff and librarians, provide this kind of service. Yule, et al (2010) brought up the issues of needing IT support for technical difficulties and limited ability to practice advocacy skills; however, with newer technology available eight years later and having the law library host the virtual reality courtroom would take care of those drawbacks.  
Conclusion
            There are some obstacles and challenges, but available literature and resources suggest that the benefits far outweigh the challenges. A law library that offers its students virtual reality experience in a courtroom will not only attract potential students to the law school, it will get students into the law library. Having the library provide this service makes sense since they already have a dedicated IT staff, IT librarian, and technologically savvy librarians and staff right there on site to run the program and assist with technical difficulties.  


References
Alvarez, G. (2018). Law schools dive into virtual reality experiences for their students. ABA Journal. Retrieved on April 9, 2018 from http://www.abajournal.com/news/article/law_schools_dive_into_virtual_reality_experiences_for_their_students
Fernandez, M. (2017). Augmented virtual reality: How to improve education systems. Higher Learning Research Communications, 7(1), 1-15. doi:http://dx.doi.org.ezproxy.library.valdosta.edu:2048/10.18870/hlrc.v7i1.373
Öngöz, S., Karal, H., Tüysüz, M., Yıldız, A., & Kılıç, A. (2017). Development of three dimensional virtual court for legal education. Turkish Online Journal of Qualitative Inquiry8(1), 69-90. doi:10.17569/tojqi.288854
Reality Technologies - Virtual Reality (2016). Retrieved April 17, 2018 from http://www.realitytechnologies.com/virtual-reality
Library of the Future - Virtual Reality (2017). American Library Association. Retrieved April 17, 2018 from http://www.ala.org/tools/future/trends/virtualreality
Ulicki, J. (2012). Transforming Legal Education: Teaching Law in a Virtual World Environment. Institute for Law Teaching and Learning – 2012 Conference – Technology in and Beyond the Classroom Presentations. Retrieved from file:///Users/jenzie/Downloads/Transforming%20Legal%20Education-Teaching%20Law%20in%20a%20Virtual%20World%20Environment_stamped%20(2).pdf
Yule, J., McNamara, J., & Thomas, M. (2010). Mooting and Technology: To what extent does using technology improve the mooting experience for students? Legal Education Review20(1/2), 137-155. Retrieved from https://login.ezproxy.library.valdosta.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=lgh&AN=59898031&site=eds-live&scope=site

Wednesday, January 10, 2018

Hello!

My name is Jennifer, and I am a student in Valdosta State University's Masters of Library and Information Science Program. For the next few months, I will be posting assignments and other items related to my MLIS 7510 class, Essential Technologies in Libraries.

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