Augmented and Virtual Reality in Libraries

Augmented and Virtual Reality in Libraries
-0 %
 HC gerader Rücken kaschiert
Print on Demand | Lieferzeit: Print on Demand - Lieferbar innerhalb von 3-5 Werktagen I

Unser bisheriger Preis:ORGPRICE: 129,90 €

Jetzt 129,89 €* HC gerader Rücken kaschiert

Alle Preise inkl. MwSt. | Versandkostenfrei
Artikel-Nr:
9781538102909
Veröffentl:
2018
Einband:
HC gerader Rücken kaschiert
Erscheinungsdatum:
14.05.2018
Seiten:
250
Autor:
Jolanda-Pieta van Arnhem
Gewicht:
564 g
Format:
235x157x19 mm
Serie:
15, LITA Guides
Sprache:
Englisch
Beschreibung:

Edited by Jolanda-Pieta van Arnhem; Christine Elliott and Marie Rose
Augmented and Virtual Reality in Libraries is written for librarians, by librarians: understanding that diverse communities use libraries, museums, and archives for a variety of different reasons. Many current books on this topic have a very technological focus on augmentation and are aimed towards computer programmers with advanced technology skills. This book makes augmented reality, virtual reality, and mixed reality applications much more accessible to professionals without extensive technology backgrounds.This innovative title touches on possible implementation, projects, and assessment needs for both academic and public libraries, museums, and archives.
Part I AR and VR TechnologiesChapter 1: AR U Ready for AR/VR? An Overview of Augmented and Virtual Reality by Jolanda-Pieta Van Arnhem, Marie Rose, and Christine ElliottChapter 2: What is Augmented Reality? by Markus WustChapter 3: Hardware and Software for AR/VR Development by Philip BalloChapter 4: Presence Vs Utility: Differences and Similarities of Virtual and Augmented Reality by Cynthia HartPart II Case StudiesChapter 5: Augmented Orientation: Animating an Interactive Welcome Event at an Academic Library by Julie N. Hornick and Steven WadeChapter 6: Augmented Archives: Engaging Students in Archives and Special Collections Through Augmented Reality Technology by Heather Calloway and Raven BishopChapter 7: Blipping Through Information Literacy by Bethanie O'Dell and Art GutierrezChapter 8: Dance Magic Dance: A Case Study of AR/360 Video and The Performing Arts by Melanie Hibbert, Gabri Christa, Alexis Seeley, and Abby LeeChapter 9: Gotta Catch'em All: A Case Study about CPP's Pokemon Go AR Orientation by Kai Smith and Paul HottingerChapter 10: That E-Book Smell :Curating for the Senses with AR/VR by Michael Ovens and Katherine MillsChapter 11:Wayfinding Narratives by Brian SutherlandChapter 12: AR, VR, and Video 360: Toward New Realities in Education by Plamen MiltenoffChapter 13: Teaching through Experiencing: A Case Study Using 360-Degree Video in Library Instruction by Alanna Aiko Moore and Scott McAvoy

Kunden Rezensionen

Zu diesem Artikel ist noch keine Rezension vorhanden.
Helfen sie anderen Besuchern und verfassen Sie selbst eine Rezension.