Virtual Discovery in UseWhat is it?

The Virtual Discovery Space is MSU's immersive visualization and virtual reality environment. Equipped with four large screens and virtual reality, this space is located on the first floor of Montana State University Library. The Virtual Discovery Space is ideal for exploring virtual reality, teaching and learning, viewing hi-resolution images and videos, collaborating with colleagues around the world, and much more.


The Virtual Discovery Space is an interactive and dynamic physical space which inspires inquiry and innovation through virtual reality and large-scale visualization technologies.


The Virtual Discovery Space provides technological resources to bring people together from across disciplines to experience diverse ideas and ways of learning that are inclusive and engaging.

What about using Virtual Reality?

The Virtual Discovery Space is equipped with HTC Vive powered by SteamVR for an immersive virtual reality (VR) experience. Learn more about the VR setup, VR applications available, and VR use.

Where is it?

The Virtual Discovery Space is a public area on the first floor of the MSU Library, across from the Service Desk to the North, near the stairs. 

How do I use it and Who can use it?

The Virtual Discovery Space is available for use by MSU faculty, staff, and students with a valid CatCard. It is not available for use by the general public. MSU faculty, staff, and students can make an appointment to use the Virtual Discovery Space on our reservation page or, if not reserved, they can use the space on a walk-in basis. We have a simple instruction manual available and an advanced, detailed instruction manual as linked here as accessible PDFs. Also, check out our introductory video tutorial

Use Cases for Students

  • VR meditation/escape applications for relaxation, de-stressing
  • Collaborative viewing/editing for group projects
  • Google Earth visualization for understanding:
    • Global Warming
    • Places being learned about in class
    • What it looks like where your friends live
    • Where you’ll be going on your study abroad trip
    • Learning computer programming languages through VR
  • Developing and testing your own VR applications
  • Student groups/club use  

Use Cases for Faculty

  • VR for:
    • Anatomy
    • Hematology
    • Medical procedures
    • Architecture
    • Art – close up views of works
  • Presentations by students for class
  • Create new technologies for teaching – possible collaborations between faculty and computer programmers
  • Small group presentations/brown bag talks
  • Storytelling
  • Google Earth visualization for understanding:
    • Explore study abroad spaces prior to trip
    • Places written about in literature
    • To explore architecturally significant spaces