Augmented and Virtual Reality in Libraries
Herausgeber: Arnhem, Jolanda-Pieta van; Rose, Marie; Elliott, Christine
Augmented and Virtual Reality in Libraries
Herausgeber: Arnhem, Jolanda-Pieta van; Rose, Marie; Elliott, Christine
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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.
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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.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- LITA Guides Nr.15
- Verlag: Rowman & Littlefield Publishers
- Seitenzahl: 250
- Erscheinungstermin: 24. Mai 2018
- Englisch
- Abmessung: 229mm x 152mm x 15mm
- Gewicht: 412g
- ISBN-13: 9781538102916
- ISBN-10: 1538102919
- Artikelnr.: 50567329
- LITA Guides Nr.15
- Verlag: Rowman & Littlefield Publishers
- Seitenzahl: 250
- Erscheinungstermin: 24. Mai 2018
- Englisch
- Abmessung: 229mm x 152mm x 15mm
- Gewicht: 412g
- ISBN-13: 9781538102916
- ISBN-10: 1538102919
- Artikelnr.: 50567329
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.
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
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
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
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