The library's commitment to being on the forefront of technology, it is able to provide sophisticated services to both its customers and the terminal. Due to the fact that they have access to a greater volume of information, they are in a better position than clients of the centralized digital reading room. In order for learning to be able to satisfy the varied data needs of its constituents, it is required for it to be able to supply knowledge services and carry out its duty of convergence. This is something that can only be done through effective value management that is based on innovative applications of technical solutions. Some of the problems that afflict digital libraries include a lack of forethought and organization, bad software, import constraints on technology, a dearth of experienced staff, a scarcity of standards, and an inability to collaborate with one another. This research proposes employing Eye Movement Technology (EMT) as an automated library administration system in order to assist smart libraries (SLs) in lowering their costs and increasing their output by taking advantage of the opportunities presented by virtual reality. In particular, the purpose of this study is to pave the way for SLs to be able to achieve this aim. Electronic medical technology (EMT) that may be worn on the body is part of the expanding subject of wearable computing, which is a subfield of computer technology. The positions of the eyes' focus sources, visual fields, and gaze vectors are examples of the information that is received from the eyes. The librarians are responsible for monitoring the vast majority of actions that take place inside the library, and this system keeps track of every book that is borrowed from and returned to the collection. As a direct consequence of the recent developments made by EMT-SL, an expanded number of users will soon be able to take advantage of the resources made available by the intelligent library. Users of both conventional virtual reality and augmented reality have the capacity to interact with computer-generated picture models, and both traditional virtual reality and augmented reality have the potential to make individuals visible in a wide range of different environments.