Description

Book Synopsis
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.

Table of Contents
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

Augmented and Virtual Reality in Libraries

Product form

£36.90

Includes FREE delivery

RRP £41.00 – you save £4.10 (10%)

Order before 4pm tomorrow for delivery by Fri 23 Jan 2026.

A Paperback / softback by Jolanda-Pieta van Arnhem, Christine Elliott, Marie Rose

Out of stock


    View other formats and editions of Augmented and Virtual Reality in Libraries by Jolanda-Pieta van Arnhem

    Publisher: Rowman & Littlefield
    Publication Date: 24/05/2018
    ISBN13: 9781538102916, 978-1538102916
    ISBN10: 1538102919

    Description

    Book Synopsis
    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.

    Table of Contents
    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

    Recently viewed products

    © 2026 Book Curl

      • American Express
      • Apple Pay
      • Diners Club
      • Discover
      • Google Pay
      • Maestro
      • Mastercard
      • PayPal
      • Shop Pay
      • Union Pay
      • Visa

      Login

      Forgot your password?

      Don't have an account yet?
      Create account