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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