Brought to you from Mesa Public Library, it’s the Adventures in VR Roadshow, Teen and Adult Edition. After purchasing VR headsets and controllers with funding received through a grant, our journey began to create programming that would be both innovative and enlightening. The first goal, to introduce teens and adults to new virtual places, the second and more important goal, to make those places inclusive, immersive, and interactive, which are basic principles behind most VR apps. Join us as we take you on new augmented adventures and brainstorm some new journeys that are out of this virtual world!
Jeffrey Stoffer has been working in Libraries for over 18 years. He has presented at over 60 conferences on a number of topics including, Storytimes, Film Making, Innovative programming, and risk taking. He was asked to be the Plenary speaker at the UNT (University of North Texas) 2013 Digital Frontiers Conference teaching the inspiring domino effect of technology growing at our fingertips. Jeffrey has been working with VR/AR for over 4 years. In 2018, Jeffrey worked on adding AR elements to his cognitive storytimes. In 2019 he worked with tweens and teens on graphic design for AR and VR objects. In 2021 Jeffrey was part of a pilot project with the state library where they tested VR for future career paths with teens. Since then Jeffrey has worked on finding new ways to stretch, connect and adapt AR and VR Technology to make programming more exciting and mindful. He also hopes to find new ways to advance connectivity with VR and AR to further this powerful technology for libraries across the country.
Jasmine Mundo has worked in libraries for 2 years, but has spent most of her life growing up in library spaces. As a teen volunteer she was inspired by the librarians she shadowed. She has worked on creating and implementing programming for children and teens that promote the libraries initiatives of early literacy, diversity and inclusion, climate action plan, and skilled and talented workforce. Her current focus for teens is on providing immersive experiences in VR/AR worlds and access to VR technology, and mental health for teens.