Today: McKeldin Open 24 Hours 
Campus ID Required 11pm - 8am



Tryables Program

Let us provide you the ability to both try and reflect on technologies you may not have been aware of or have access to!

All our technology is barcoded and ready to be checked out on request: lib-makerspace@umd.edu.

 

Current Showcase: Virtual and Augmented Reality

Two sides of the same coin, virtual and augmented reality are fast developing technologies that we are already seeing in our everyday lives.

The attempt to create virtual worlds and place us in them while trying to emulate our actions as closely as possible to the real world. This is achieved with a high resolution tracking headset with a full range of motion and controllers that allow you to manipulate virtual environments with the same dexterity as your own hands.  

Try out virtual reality and learn more hands on with the HTC Vive & Hand Controllers on display to try during our hours.

Check out an Oculus Rift with Touch Controllers with your ID as either as a kit that includes a gaming laptop, or without a laptop to hook up to your own computer (must meet minimum specs). 

 

Augmented reality uses much of the same principles as virtual reality but instead tries to place the virtual world into our real world either by using our phones or transparent headsets.

Learn more about augmented reality and how the current technologies work with the Microsoft Hololens headset and the Google Tango phone on display to try in the MakerSpace and available for loan.

Microsoft Hololens by Virtual Studio on Sketchfab

Instructor, Oculus Rift

"I have ideas for developing pedagogical content and wanted to spend time exploring the current state of the field. My primary interest is in looking at what factors in content make the experience feel “real” and how the experience influences our thinking about reality. The most important uses are not going to be game ones, in my opinion. Rather, this can be used to treat all sorts of psychological issues (addiction, phobias, ptsd), it can give disabled or elderly people a sense of mobility, train physical skills for everyone from musicians to athletes. It has tremendous potential”

Student, Apple Watch

“A topic we spend a lot of time talking about in Information Studies is “The quantified self”, which is the idea that in this information age, we try to get as much hard data about ourselves as possible, instead of guesstimating. Having never used a wearable before, Iwas curious to see how they influence/perpetuate a user’s interest in their quantified self.”

Staff, Oculus Rift

"There are many potentials to advance the learning techniques using the VR technology in academia. I played the ShareCare app last night. If I had this experience in my teens, I would be a doctor now. It takes the learning experience into a different level when the lifeless texts in the medicine books become alive and function in a 3D environment."

Game Developers Club, Oculus Rift

"I ended up bringing the device home for the weekend so I could have some time to work with it myself and I let my parents try it. That “click” occurred while I was watching my parents use it for the first time. They’ve never been into gaming and they’re not the best with technology, but the system was so intuitive that they immediately got it. Not only was it intuitive, but the amazing experience it offered seemed to really stick with people."