Augmented and Virtual Reality in Libraries

Augmented and Virtual Reality in Libraries
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Artikel-Nr:
9781538102923
Veröffentl:
2018
Seiten:
248
Autor:
Jolanda-Pieta van Arnhem
Serie:
15, LITA Guides
eBook Typ:
PDF
Kopierschutz:
Adobe DRM [Hard-DRM]
Sprache:
Englisch
Beschreibung:

This book is written for librarians, by librarians: understanding that diverse communities use libraries, museums, and archives for a variety of different reasons. It makes augmented reality, virtual reality, and mixed reality applications much more accessible to professionals in libraries, museums, and archives.
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 Technologies
Chapter 1: AR U Ready for AR/VR? An Overview of Augmented and Virtual Reality by Jolanda-Pieta Van Arnhem, Marie Rose, and Christine Elliott
Chapter 2: What is Augmented Reality? by Markus Wust
Chapter 3: Hardware and Software for AR/VR Development by Philip Ballo
Chapter 4: Presence Vs Utility: Differences and Similarities of Virtual and Augmented Reality by Cynthia Hart

Part II Case Studies
Chapter 5: Augmented Orientation: Animating an Interactive Welcome Event at an Academic Library by Julie N. Hornick and Steven Wade
Chapter 6: Augmented Archives: Engaging Students in Archives and Special Collections Through Augmented Reality Technology by Heather Calloway and Raven Bishop
Chapter 7: Blipping Through Information Literacy by Bethanie O’Dell and Art Gutierrez
Chapter 8: Dance Magic Dance: A Case Study of AR/360 Video and The Performing Arts by Melanie Hibbert, Gabri Christa, Alexis Seeley, and Abby Lee
Chapter 9: Gotta Catch’em All: A Case Study about CPP’s Pokemon Go AR Orientation by Kai Smith and Paul Hottinger
Chapter 10: That E-Book Smell :Curating for the Senses with AR/VR by Michael Ovens and Katherine Mills
Chapter 11:Wayfinding Narratives by Brian Sutherland
Chapter 12: AR, VR, and Video 360: Toward New Realities in Education by Plamen Miltenoff
Chapter 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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