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https://gnanaganga.inflibnet.ac.in:8443/jspui/handle/123456789/16851
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DC Field | Value | Language |
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dc.contributor.author | Subaveerapandiyan, A | - |
dc.contributor.author | Baiju, Arunima | - |
dc.contributor.author | Ahmad, Naved | - |
dc.contributor.author | Verma, Manoj Kumar | - |
dc.contributor.author | Sinha, Priyanka | - |
dc.date.accessioned | 2024-12-12T09:38:15Z | - |
dc.date.available | 2024-12-12T09:38:15Z | - |
dc.date.issued | 2024 | - |
dc.identifier.citation | Vol. 18, No. 2; pp. 39-63 | en_US |
dc.identifier.issn | 1932-2909 | - |
dc.identifier.uri | https://doi.org/10.1080/19322909.2024.2382688 | - |
dc.identifier.uri | https://gnanaganga.inflibnet.ac.in:8443/jspui/handle/123456789/16851 | - |
dc.description.abstract | This study aims to assess the familiarity, understanding, and perceptions of immersive technologies such as Virtual Environments (VEs), Augmented Reality (AR), and Virtual Reality (VR) among library professionals in India. It seeks to determine the importance of Metaverse literacy for librarians, explore their attitudes toward integrating Metaverse concepts into library services, identify potential benefits, and examine perceived barriers hindering the adoption of Metaverse technologies in libraries. A quantitative research approach was employed, involving a stratified random sampling method to gather data from library professionals across various universities and colleges in India. Familiarity with VEs, AR, and VR technologies was high, with mean scores above 4.0 for most items, indicating respondents’ strong interest and understanding. The importance of Metaverse literacy was emphasized, with high mean scores (above 4.2) on its significance for enhancing library services and user engagement. Critical barriers identified included cost (mean = 4.13), lack of expertise (mean = 4.01), and privacy concerns (mean = 3.51). The results underscore the need for targeted training programs and resource allocation to support adopting immersive library technologies. Adopting Metaverse literacy in libraries can help bridge the digital divide and promote digital inclusion. © 2024 Subaveerapandiyan A, Arunima Baiju, Dr. Naved Ahmad, Manoj Kumar Verma, Priyanka Sinha. | en_US |
dc.language.iso | en | en_US |
dc.publisher | Journal of Web Librarianship | en_US |
dc.publisher | Routledge | en_US |
dc.subject | Augmented Reality (Ar) | en_US |
dc.subject | Digital Inclusion | en_US |
dc.subject | Immersive Technologies | en_US |
dc.subject | Indian Libraries | en_US |
dc.subject | Library Professionals | en_US |
dc.subject | Library Services | en_US |
dc.subject | Metaverse | en_US |
dc.subject | Technology Adoption | en_US |
dc.subject | User Engagement | en_US |
dc.subject | Virtual Environments (Ves) | en_US |
dc.subject | Virtual Reality (Vr) | en_US |
dc.title | Exploring Metaverse Literacy: Immersive Technologies In Library Environments | en_US |
dc.type | Article | en_US |
Appears in Collections: | Journal Articles |
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