Augmented and Virtual Reality in Libraries

Augmented and Virtual Reality in Libraries
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Artikel-Nr:
9781538102916
Veröffentl:
2018
Einband:
Paperback
Erscheinungsdatum:
14.05.2018
Seiten:
250
Autor:
Jolanda-Pieta van Arnhem
Gewicht:
412 g
Format:
229x152x15 mm
Serie:
15, LITA Guides
Sprache:
Englisch
Beschreibung:

Christine Elliott is information services librarian at The Citadel, The Military College of South Carolina. She has presented on augmented reality at summer ALA 2016 and the 2017 South Carolina Conference on Innovations in Teaching and Learning in Charleston, SC with Jolanda-Pieta van Arnhem and Marie Rose.Marie Rose is an information services librarian at The Citadel, The Military College of South Carolina in Charleston, South Carolina. She provides expertise in systems and technology at her library, and led efforts to create The Citadel¿s first makerspace. Through this initiative, Marie has been introducing emerging technologies, such as AR/VR, to students, and faculty.Jolanda-Pieta van Arnhem is the studio librarian at the College of Charleston Libraries. She is a member of the American Library Association, is on the editorial board for The Charleston Advisor, and contributes advisor reports from the field in her column Mobile Apps in Libraries.
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

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