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An investigation into the use of AI-powered virtual reality in academic libraries: A case study of University of Abuja Library, FCT Abuja

  • Project Research
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  • NGN 5000

Background of the study
Virtual reality (VR) in libraries offers immersive environments for virtual tours, interactive learning modules, and simulated research scenarios. When augmented by AI—enabling adaptive content, gesture recognition, and personalized learning pathways—VR becomes a powerful pedagogical tool (Nguyen, 2023). Leading academic libraries leverage AI‑VR to orient new users, visualize complex data, and host virtual exhibitions (Chima, 2024). University of Abuja Library has introduced an AI‑enhanced VR space for anatomy simulations and historical archive exploration, yet user engagement metrics, learning outcomes, and technical challenges remain undocumented. Investigating these dimensions will clarify VR’s role in modern academic libraries and guide future investments.

Statement of the problem
Although AI‑powered VR installations exist at University of Abuja Library, low user uptake and technical glitches suggest gaps in usability, content relevance, or support, with no formal evaluation to pinpoint issues.

Objectives of the study

 

To assess user engagement and learning outcomes in AI‑VR sessions.

 

 

To identify technical and pedagogical barriers to effective use.

 

 

To recommend best practices for AI‑VR integration in academic libraries.

 

Research questions

 

What levels of user engagement and satisfaction characterize AI‑VR experiences?

 

 

How do VR sessions impact learning and research activities?

 

 

What infrastructure and training enhancements are needed for sustainable VR use?

 

Significance of the study
Findings will assist library planners, instructional designers, and IT specialists in optimizing AI‑VR applications, ensuring immersive technologies deliver educational value and align with academic objectives.

Scope and limitations of the study
This case study is limited to AI‑VR installations at University of Abuja Library. It excludes desktop VR simulations and external VR labs.

Definitions of terms

 

Virtual reality (VR): Computer‑generated immersive environments accessed via specialized headsets.

 

 

Gesture recognition: AI technology that interprets user movements as input commands.

 

 

Immersive learning: Educational experiences that deeply engage users through simulated environments.

 


 





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