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.
Produktdetails
- Produktdetails
- Verlag: Rowman & Littlefield Publishers
- Seitenzahl: 250
- Erscheinungstermin: 24. Mai 2018
- Englisch
- Abmessung: 235mm x 157mm x 19mm
- Gewicht: 562g
- ISBN-13: 9781538102909
- ISBN-10: 1538102900
- Artikelnr.: 51153703
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
- Verlag: Rowman & Littlefield Publishers
- Seitenzahl: 250
- Erscheinungstermin: 24. Mai 2018
- Englisch
- Abmessung: 235mm x 157mm x 19mm
- Gewicht: 562g
- ISBN-13: 9781538102909
- ISBN-10: 1538102900
- Artikelnr.: 51153703
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
Edited by Jolanda-Pieta van Arnhem; Christine Elliott and Marie Rose
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