Augmented and Virtual Reality in Libraries (eBook, ePUB)
Redaktion: Arnhem, Jolanda-Pieta van; Rose, Marie; Elliott, Christine
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Augmented and Virtual Reality in Libraries (eBook, ePUB)
Redaktion: Arnhem, Jolanda-Pieta van; Rose, Marie; Elliott, Christine
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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…mehr
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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.
Produktdetails
- Produktdetails
- Verlag: Bloomsbury eBooks US
- Seitenzahl: 248
- Erscheinungstermin: 24. Mai 2018
- Englisch
- ISBN-13: 9781538102923
- Artikelnr.: 52628123
- Verlag: Bloomsbury eBooks US
- Seitenzahl: 248
- Erscheinungstermin: 24. Mai 2018
- Englisch
- ISBN-13: 9781538102923
- Artikelnr.: 52628123
- Herstellerkennzeichnung Die Herstellerinformationen sind derzeit nicht verfügbar.
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
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
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







