Document Type : Research Paper
Authors
1 Professor, Department of Industrial Engineering, University of Qom, Qom, Iran
2 Doctoral Student of Knowledge and Information Science, Qom University, Qom, Iran
Abstract
Introduction
With the tremendous growth of the Internet from the 1990s to the present, a variety of innovative technologies have emerged that enable users to interact virtually. Metaverse is one of the technologies that has attracted attention. In fact, it is a new technology brought about by augmented and virtual reality, which integrates new technologies such as artificial intelligence, the Internet of Things, blockchain, and virtual reality. In Metaverse, users are able to communicate with each other in virtual space instead of physical communication. Therefore, the aim of the current research is to identify the development barriers of Metaverse in digital libraries.
Research Question(s)
What are the causal conditions for identifying metaverse development obstacles in digital libraries?
What are the background conditions affecting the identification of metaverse development obstacles in digital libraries?
What are the intervening conditions in identifying the development obstacles of metaverse in digital libraries?
What are the strategies to identify the development obstacles of metaverse in digital libraries?
What are the consequences of identifying the development barriers of metaverse in digital libraries?
Literature Review
Metaverse is a combination of two words, Meta+ Universe. Each of these two words has different meanings. The word meta is derived from the Greek root "beyond" and verse is derived from the word "universe" meaning "world". As a result, the word metaverse means a world beyond the real world. Metaverse is a virtual world where users can experience all the activities they have in the real world in the virtual world. Many experts in this field believe that the further development of Metaverse will not affect the daily lives of companies and people, but its impact on culture and society, in general, is undeniable (Yufu. et.al, 2023؛ Mohammad Hasan, 2023(.
Since 1999, the growth of information technology has transformed the future of information systems (Arshad, Ameen, 2019). Hence, information technology increases the speed of operations and reduces costs and ultimately has made a major difference in how libraries do things (Thimm, 2017). As organizations that store and retrieve information, libraries are voluntarily or involuntarily influenced by new technologies. In recent years, smart libraries have been created with the growth of technology from terms such as digital, virtual, and electronic libraries (Gul and Bano, 2019).
One of the types of libraries that can be imagined in the field of virtual reality or metaverse is digital libraries. It is a new type of traditional library in which time and place do not matter and users who have the necessary information are given the opportunity to find the resources they need in any situation (Rahmani, 2022(.
Methodology
The current research is qualitative in terms of purpose and implementation method. The approach considered in the present research is based on the basic theory, which is a method utilized in qualitative research according to inductive methods. For this purpose, it starts with sampling, data collection, and at the same time coding and data analysis. Data analysis is done based on open-source, central, and selective sources, which will continue until theoretical saturation. In the present study, the steps of work are as follows. First, sampling was done from among the research population, followed by formulating interview questions, collecting information, coding and analyzing data, open coding, and selective focus, and the conceptual model was formulated based on answers to the research questions. In the present study, the statistical population included 10 university specialists who were selected by purposive sampling. The sample size was calculated based on the theoretical saturation principle. In fact, the researchers did not identify any barriers to the interview after holding the interview, so two other interviews were held. The inclusion criteria of selected specialists were membership in educational and academic institutions, fields of study being related to digital libraries and Metaverse (information science and epistemology, computer, architecture), having books and articles related to the current research field, and interest in participating in interviews. Due to the closure of educational and academic institutions in the summer, most of the interviews were held by phone. The research tool was semi-structured interviews in the field of developing Metaverse libraries in digital domains. Open, central and selective coding method based on grounded theory was used to analyze the data. "user understanding", "heady library", "economic status", "technology literacy level", "cultures and values", "background and experience", "user needs". Intervening conditions include "limited resources", "high speed of change", "uncertainty in the future of the Metaverse", "human factors". Strategies include "education and awareness", "collaboration with technology companies", "development of technology infrastructure", and "research and development" and messages include "access to information", "non-compliance with standards", "security and privacy risks", "non-acceptance by users".
Results
The findings of the research show that there are 53 central themes in the form of causal conditions as follows. "Existence of a problem or issues involved", "individual factors", "organizational, managerial", "technology", "political", "social", "institutional"; terms of the fields include "technology development", "user understanding", "heady library", "economic status", "technology literacy level", "cultures and values", "background and experience", "user needs". Intervening conditions include "limited resources", "high speed of change", "uncertainty in the future of the Metaverse", and "human factors". Strategies include "education and awareness", "collaboration with technology companies", "development of technology infrastructure", "research and development" and messages include "access to information", "non-compliance with standards", "security and privacy risks", and "non-acceptance by users".
Discussion
In explaining the result, it can be said that according to the codes extracted from the interviews, the causal conditions involve individual, organizational, managerial, political, institutional, social and other factors that create a barrier in the formation of Metaverse in digital libraries. In addition to the causal conditions, intervening and contextual factors were also considered and investigated. In the intervening factors, those factors such as limited resources, high speed of technological change, uncertainty in the future of Metaverse, and human factors were identified. Moreover, contextual factors including users' understanding, economic status, technology literacy level, cultures and values, background and experience, and users' needs were identified. Therefore, according to the abovementioned obstacles, the strategies of education and awareness, cooperation with technology companies, development of technology infrastructure, and finally research and development were extracted. The strategies show both positive and negative reactions of the emerging Metaverse phenomenon on digital libraries. Finally, the consequences of Metaverse in digital libraries include lack of access to Metaverse and its development, reducing access to information, non-compliance with standards, security and privacy risks, non-acceptance by users, which result from strategies.
Conclusion
Based on the results, it can be said that there are various obstacles in the development of Metaverse. When these obstacles are identified and the necessary solutions are provided to solve them, it can be said that libraries will have new opportunities to provide services to their users with the development of Metaverse. By thinking creatively about how to use this technology, libraries can become valuable educational and social platforms.
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