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Oculus Quest 2 Virtual Reality Kit

Introduction to Oculus Quest 2

Oculus Quest 2 is a standalone virtual reality (VR) headset that will immerse you in a virtual world. Libraries are a great way to introduce people to this new technology for both entertainment and practical applications in pretty much every industry. VR is commonly found in healthcare, education, manufacturing, agriculture, and more. Connect students, business-owners, and entrepreneurs of all shapes and sizes to the technology of the future!

  • For ages 13+
  • Great for curious explorers, business-owners, students, and entrepreneurs.
  • Find out how VR is used in nearly every industry.
  • Play games, experience new worlds, and explore the capabilities of VR.
  • Check out the Oculus Quest 2 website for more details.

If you're new to virtual reality, Get Started with the Oculus Quest 2 Librarian's Preparation Guide to learn how to setup a VR station and guide patrons through a positive VR experience. All new users should start with "First Steps for Quest 2" to learn the basics.

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Virtual Reality Oasis (YouTube) shows Oculus Quest 2 Setup, Unboxing & Tips in this video:

Get Started with Cue

Libraries can help introduce people to the world of virtual reality. Use the resources in these steps to get started:

Step 1: Librarian's Preparation Guide

The Oculus Quest Librarian's Preparation Guide is designed to get beginners up to speed with the essential of virtual reality. By the end of this guide, you will:

  • Know how to setup, use and update the Oculus Go Headset
  • Understand the basics of Virtual Reality, using Oculus Go.
  • Have access to resources to answer patrons questions during events and activities.
  • Understand VR safety and sign a Waiver for VR Use in the Library.

Step 2: Faciliate an Activity in the Library

Use the steps outlined in the Librarian Preparation Guide above to setup a VR station and facilitate an activity in the library. Start with "First Steps for Oculus Quest 2" to show people how to use the controllers and get used to interacting with a virtual world. Then explore other apps within the VR headset.

Use the Activities & Resources section on this page to explore more ways to use VR, and experiment with creating your own virtual worlds.

(Optional) Step 3: Additional Resources

If you have really curious learners, head over to the more in-depth resource page on Virtual Reality to find resources, extended activities, and more for both patrons and librarians to get the most out of the Oculus Quest 2.

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Activities

The most popular activity to do with Oculus Quest 2 is to introduce community members to the world of VR. Some people gasp in awe, others freeze like a deer in the headlights. Good times were had by all.

The real trick is to find ways to use VR in real life. Which industries are popular in your community and how can VR help do the job better? Check out the Real World Problems section to explore use cases across industries.

Try VR in the library and find out if VR is worth the cost for your community. Here are a few ways libraries have used this in the past:

After experiencing VR, some users naturally want to start making it for themselves. Here are some resources to learn how to make VR:

  • Cospaces: This was developed for use in the classroom. Cospaces uses drag and drop blocking programming to help you build virtual worlds.
  • A-Frame: Build VR for the web and/ or use in a headset using HTML, CSS and JavaScript. There are plenty of tutorials to get people started.
  • A-Frame Tutorial Series: Try this YouTube series to learn A-Frame, step-by-step.
  • Unity for Beginners: This tutorial is for beginners with no development or VR experience. Use this to test the waters. The next step is learning C# to level up your game!
  • VR Beginner: The Escape Room: Learn Unity by using a project template to design an escape room, step-by-step.

Dig deeper into how VR is made and additional learning communities in the Virtual Reality page on the Nebraska Library Commission's website.

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Real World Problems

When framed properly, you can help learners make connections between virtual reality and real world problems. This is an inspiration page showing different ways robots have helped us solve the world's most pressing problems.

  • Applications of Virtual Reality: The Virtual Reality Society has a collection of practical applications of VR, organizaed by profession.
  • VR & AR Applications: The World Economic Forum has a growing collection of articles describing how VR & can solve real problems, and how we can take precautions to use this technology safely.
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