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.
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.
Edited by Jolanda-Pieta van Arnhem; Christine Elliott and Marie Rose
Inhaltsangabe
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
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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