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Saturday, 29 November 2025

How to build XR Labs in Libraries: A Practical Guide for Implementing AR/VR/MR Services

 

Libraries across the world are evolving from passive information centres into active creators of immersive learning experiences. After understanding the potential of AR/VR/MR, the next major step for forward-looking libraries—academic, public, or special—is the creation of an XR Lab.

An XR Lab (Extended Reality Lab) is a dedicated space where users can explore Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR) and 360° digital environments for learning, training, research, and innovation.

This guide outlines how librarians can plan, design, implement, and sustain an XR-enabled learning environment.

 

1. Why Libraries Need XR Labs

Libraries with XR Labs gain significant advantages:

  • Support for STEM, vocational, technical, and professional learning
  • Opportunities for immersive research (anatomy, architecture, engineering)
  • Hands-on simulation-based learning
  • Enhanced information literacy and digital literacy
  • Increased user engagement and footfall
  • Establishment of the library as a technology and innovation hub

XR Labs align perfectly with the transformation of libraries into future-ready learning commons.

 2. Core Components of an XR Lab

Building an XR Lab requires planning across four elements: space, hardware, software, and safety.

 

A. Space Requirements

Space Type

Requirement

Notes

Movement Area

3m × 3m minimum

For VR users to move safely

Seated VR Area

Desk + Chair

For stationary VR apps

AR Zone

Open shelf area

Users scan books/surfaces

MR Zone

Good lighting, plain surfaces

For hologram stability

Sanitization Storage

Cabinet for devices

To clean headsets, controllers

Tip: Soft flooring or foam mats improve safety in VR zones.

 

B. Hardware Setup Checklist

Category

Devices Needed

VR Systems

Oculus Quest, HTC Vive, Pico, Valve Index

MR Systems

Microsoft HoloLens 2, Magic Leap

AR Devices

Tablets, Android/iOS smartphones

Computers

GPU-equipped PCs for rendering

360° Equipment

Insta360, GoPro Max cameras

Accessories

Charging hubs, controller straps, disinfectant wipes

 

C. XR Software Suite for Libraries

Purpose

XR Platforms

Learning & Labs

Labster VR, MEL VR Science, Anatomage XR

Cultural Experiences

Google Arts & Culture VR

3D Objects & Models

Sketchfab, Smithsonian 3D

Custom XR Development

Unity, Unreal Engine

AR Book Tools

Assemblr EDU, Zappar

 

3. Step-by-Step Implementation Plan for Librarians

Below is a practical roadmap for libraries starting an XR Lab.

 

Step 1: Conduct a Needs Assessment

Identify user groups:

  • Engineering students
  • Vocational trainees
  • Researchers
  • School groups
  • Community users

Define usage:

  • Virtual labs
  • Skill simulations
  • Historical walkthroughs
  • MR research visualizations

 

Step 2: Prepare a Budget Proposal

Break your budget into categories:

  • Hardware (60%)
  • Software/licenses (20%)
  • Space setup & electrical (10%)
  • Training & capacity building (10%)

Include life-cycle planning for upgrades every 2–3 years.

 

Step 3: Create the XR Space

  • Ensure strong Wi-Fi
  • Provide seating and free-movement areas
  • Install safety signs
  • Add CCTV (optional) to monitor device usage

 

Step 4: Build a Content Strategy

Curate:

  • VR science labs
  • 3D cultural heritage
  • AR books for children & teens
  • MR apps for research and engineering

Plan monthly thematic sessions (e.g., Space Month, Heritage Week).

 

Step 5: Train Library Staff

Librarians must learn:

  • Device handling
  • Safety protocols
  • Basic troubleshooting
  • XR content curation
  • User support and supervision

Offer micro-courses or collaborate with IT/engineering departments.

 

Step 6: Launch the XR Lab

Plan a high-visibility launch:

  • Invite faculty & administrators
  • Organize live XR demonstrations
  • Publish lab policies
  • Share videos/photos on library social media

Early adoption by faculty boosts usage dramatically.

 

Step 7: Develop Policy & Safety Guidelines

Policies should cover:

  • Age restrictions
  • Time limits
  • Hygiene & device cleaning
  • Safe movement rules
  • Intellectual property use
  • Accessibility provisions

 

Step 8: Measure Outcomes

Track:

  • Number of XR sessions
  • Subject-wise XR usage
  • User satisfaction
  • Learning outcomes
  • Cost-benefit analysis

Use data to strengthen institutional support.

 

Sample XR Lab Policy Template (For Libraries)

Section

Policy Summary

Eligibility

Students, staff, community members with valid ID

Booking System

Prior booking: 30–60 min slots

Safety Rules

No running, follow supervisor instructions, sanitize devices

Content Access

Only pre-approved apps and VR content

Device Handling

Users must attend a 5-minute orientation

Liability

Damage due to negligence = user responsibility

(You may request a full editable policy document.)

 

Use Cases: How Different Libraries Can Use XR Labs

Academic Libraries

  • VR labs for science & engineering
  • MR visualization for research projects
  • AR-based orientation and literacy training

Public Libraries

  • Community XR programs
  • Virtual travel and heritage tours
  • Skill-building simulations

Special Libraries

  • Medical VR anatomy simulations
  • Industrial safety VR
  • Defence MR training modules

 

The Future of XR Labs in Libraries

Upcoming trends:

  • AI-powered virtual tutors
  • XR-enabled examinations
  • Holographic reference services
  • Metaverse libraries
  • XR + 3D printing innovation labs

Libraries that adopt XR Labs early will position themselves as leaders in educational transformation.

 

Conclusion

Setting up an XR Lab is not just about modernizing the library—it is about empowering learners, enriching pedagogy, and democratizing access to immersive knowledge. With careful planning, training, and curation, any library can become a powerful centre for experiential learning and innovation.

 

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