Virtual Reality Survey

In Spring of 2017, NCSU Libraries was experimenting with virtual reality (VR) services and preparing to launch two VR learning spaces. We had questions about our users' general knowledge of this emerging technology. We conducted a user survey to gather this information.

Overview

In the Spring of 2017, NCSU Libraries was experimenting with virtual reality (VR) services and preparing to launch two VR learning spaces. VR technology was emerging as a consumer platform between 2016 and 2017, with potential to integrate into many areas of education, work, and personal life. We had questions about our users' general knowledge of VR technology. To better serve our population’s needs, we conducted a user survey to gather information about their knowledge, use and interest in VR.. The Libraries plans to use this survey again to track user knowledge over time.

WHAT WE FOUND

~67% of respondents were confident in their understanding of what VR is.

Respondents reported using the following equipment at these rates:

  • ~35% Google Cardboard
  • ~26% Samsung Gear VR
  • ~20% Oculus Rift
  • ~15% Playstation VR
  • ~8% HTC Vive
  • ~7% Microsoft HoloLens

~87% of respondents have viewed a 360° video, but only ~8% have created one.

While only ~3% of respondents report their instructor using VR in class, ~79% expressed interest in classroom use of VR.

~81% of respondents expressed interest in using the Libraries’ VR equipment.

~72% of respondents expressed interest in Libraries’ facilities for VR.

~82% of respondents expressed interest in Libraries’ VR workshops.

RECOMMENDATIONS

These high numbers for interest in, and low numbers for actual use of VR indicate opportunities for the Libraries to fill the experience gap for those students who have not yet used various VR technologies.

We should make an effort to increase VR programming, especially workshops related to VR tool use and VR creation.

The Libraries should continue investment in VR services, and continue to track student awareness and interest in VR through subsequent surveys.

How We Did It

We emailed the survey to nearly 400 students. Those students were ones who, in a larger pool of random NCSU students, had self-selected as williing to participating in user studies. Sixty one students responded, which represents a 16% response rate. Note that the response rate was low compared to some of our other surveys.

As an incentive to complete the survey, one respondent was chosen at random to receive a rechargeable back-up phone battery.

Team