
 
4 CONCLUDING REMARKS 
For the development of those library environments 
in VR, there are several computing resources that are 
already used nowadays by the Computer Science 
professionals. First of all, it is necessary to plan, 
implement, maintain and evaluate the developed 
software according to criteria elaborated by the area 
of software engineering (Kirner, 2000). Besides, the 
resource of collaborative environment that the VR 
technology can enable is related to the concepts and 
applications of the areas of distributed systems and 
database. Those two areas, although they are not 
focused by our present work, are necessary for the 
creation of a CVE (Collaborative Virtual 
Environment). 
The development of VR applications, such as the 
LVR, requires the use of modeling software tools 
and languages, which can be freeware, such as 
VRML, or commercialized, like 3D Studio, Poser, 
and World-UP, among others. There is a vast 
amount of software for modeling of scenarios and 
objects, with characteristics referring to the 
treatment of actions, animations, effects, simulation 
and manipulation of objects. For the development of 
a LVR, it is necessary to use the appropriate 
programming language, as, for instance, JAVA, 
which can be useful in the creation of structures that 
implement the interface between the VRML and the 
resources of the environment, as chat, or even in the 
development of those resources. 
Besides using the VR technology, there are other 
aspects of great importance that characterize a LVR, 
as, for instance, the user's interactivity with the 
environment and with the users amongst themselves 
through the communication nets. In order to assure 
such interaction, it is important to exist the 
possibility of collaboration, since a collaborative 
environment can be a fundamental piece of a LVR. 
We believe that libraries based on the use of 
technology have specific functions for certain 
groups of users. As well as a virtual library has a 
non physical structure, a LVR should provide a 
virtual space for the exchange and spread of 
information. The VR technology possesses many 
possibilities for the creation of a virtual 
environment, which can work as a point of virtual 
meeting for the exchange of information. While in 
the virtual libraries a space does not exist, in the 
LVR the space is represented by the virtual world, 
and the participants should be present in a 
collaborative environment, where they can be 
represented by avatars. The exchange of information 
depends on the virtual presence of the users of 
information inside of the environment, since the 
exchanges are activated by their participation and 
interaction. In the virtual libraries there is no specific 
place for the collaboration in real-time among their 
users, while in a LVR the space is appropriate and 
necessary for the participants to interact amongst 
themselves and with the objects of the scenery, 
simulations, and other contents that a LVR can 
contain (Matos, 2003). 
Therefore, we can conclude that such library type 
goes beyond employing the virtual reality 
technology. The resources offered by this 
technology can be explored integrally, because it 
allows the immersion, enabling more specific studies 
on new ways for assessing, disseminating, and 
sharing information. 
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