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010 _a 2018049625
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_2bnb
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_2Uk
020 _a9780838917855
_qpaperback
020 _z9780838918104
_qPDF
020 _z9780838918098
_qePub
020 _z9780838918135
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040 _aStDuBDS
_beng
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_dUk
_erda
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050 0 0 _aZ678.93.S53
_bB49 2019
082 0 0 _a006.8
_223
245 0 0 _aBeyond reality :
_baugmented, virtual, and mixed reality in the library /
_cedited by Kenneth J. Varnum.
264 1 _aChicago :
_bALA Editions,
_c2019.
300 _ax, 134 pages :
_billustrations ;
_c23 cm
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
500 _aFormerly CIP.
_5Uk
504 _aIncludes bibliographical references and index.
505 0 _aAugmented reality: all about holograms / Austin Olney -- Extended reality in informal learning environments / Chad M. Clark -- Virtual reality for 3D modeling / Bohyun Kim -- Play, education, and research: exploring virtual reality through libraries / Brandon Patterson, Tallie Casucci, Thomas Ferrill, and Greg Hatch -- Every student her universe: alternate academic realities / R. Bruce Jensen -- Integrating 3d and VR into research and pedagogy in higher education / Matt Cook & Zack Lischer-Katz -- Information literacy instruction using virtual reality / Felicia A. Smith -- Augmented reality in the library: pivoting toward a security-first implementation strategy / Brigitte Bell and Terry Cottrell -- Augmented reality and virtual reality and their legal implications for libraries / Michael Riesen.
520 _aIn June, Ken Varnum put out a call for proposal for the second edition of this Top Technologies book. Of the 38 proposals he received, 11 address virtual or augmented reality, an indication of the strong interest in the topic. He considered proposals to be of good quality and showing an intereresting range, but of course, it’s too many to run in a book that aims to offer an overview of a range of technologies. With my encouragement, he proposes to take 1 proposals and publish as a separate book. Virtual reality headsets start at around $1,, within economic reach of most libraries. The potential of “assisted reality” tools goes well beyond inviting patrons to experience virtual reality experience. A couple examples of applications of augmented, virtual, or mixed reality tools in libraries include: enhanced training or enriching digital collections with a third party appBelow are chapter proposals already in, which Varnum is ready to approve with our acceptance of the proposal. Chapters (4-45 words each)1. Virtual Reality for Improved library instruction (Felicia Smith, Stanford University)2. Virtual Reality Workstations (Matt Cook and Zack Lischer-Katz, University ofOklahoma Libraries)3. Virtual Reality for Learning and Teaching (Bohyun Kim, University of Maryland)4. Virtual Reality for Education (Brandon Patterson, Tallie Casucci, Thomas (TJ)Ferrill, and Greg Hatch, Eccles Health Sciences Library & J. Willard MarriottLibrary -- University of Utah)5. Virtual Reality as Collaboration Space (R. Bruce Jensen, Kutztown University)6. Video 36 (Plamen Miltenoff, St. Cloud State University)7. Augmented Reality and User Privacy (Brigitte Bell and Terry Cottrell, Universityof St. Francis)8. Augmented Reality in Public Libraries (Austin Olney, White Plains [New York]Public Library)9. Augmented Reality for Museums and Special Collection Libraries (Chad Clark,Highland Park Public Library)1. Mixed Reality (Elisandro Cabada, University of Minnesota). [amazon.com]
530 _aAlso issued online.
650 0 _aVirtual reality
_xLibrary applications.
700 1 _aVarnum, Kenneth J.,
_d1967-
_eeditor.
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