Augmented and Virtual Reality in Libraries: LITA Guides
Editat de Jolanda-Pieta van Arnhem, Christine Elliott, Marie Roseen Limba Engleză Hardback – 24 mai 2018
This innovative title touches on possible implementation, projects, and assessment needs for both academic and public libraries, museums, and archives.
| Toate formatele și edițiile | Preț | Express |
|---|---|---|
| Paperback (1) | 314.93 lei 6-8 săpt. | |
| Bloomsbury Publishing – 24 mai 2018 | 314.93 lei 6-8 săpt. | |
| Hardback (1) | 556.38 lei 6-8 săpt. | |
| Bloomsbury Publishing – 24 mai 2018 | 556.38 lei 6-8 săpt. |
Din seria LITA Guides
- 30%
Preț: 616.29 lei - 24%
Preț: 314.93 lei - 25%
Preț: 248.28 lei -
Preț: 440.14 lei - 25%
Preț: 241.03 lei - 24%
Preț: 313.63 lei - 26%
Preț: 208.96 lei - 21%
Preț: 296.90 lei - 30%
Preț: 373.47 lei - 25%
Preț: 241.03 lei - 24%
Preț: 259.40 lei -
Preț: 482.55 lei - 25%
Preț: 241.13 lei - 26%
Preț: 215.58 lei - 33%
Preț: 497.39 lei - 25%
Preț: 270.23 lei - 25%
Preț: 271.16 lei - 25%
Preț: 241.75 lei - 27%
Preț: 325.46 lei - 25%
Preț: 271.07 lei - 25%
Preț: 241.69 lei - 33%
Preț: 372.50 lei - 22%
Preț: 123.09 lei - 25%
Preț: 248.47 lei - 21%
Preț: 296.63 lei - 34%
Preț: 582.94 lei - 22%
Preț: 347.14 lei - 15%
Preț: 213.31 lei - 22%
Preț: 346.86 lei - 30%
Preț: 371.72 lei
Preț: 556.38 lei
Preț vechi: 799.32 lei
-30%
Puncte Express: 835
Preț estimativ în valută:
98.36€ • 117.27$ • 85.31£
98.36€ • 117.27$ • 85.31£
Carte tipărită la comandă
Livrare economică 16-30 martie
Specificații
ISBN-13: 9781538102909
ISBN-10: 1538102900
Pagini: 264
Ilustrații: 30 b/w illustrations; 20 b/w photos; 4 tables
Dimensiuni: 160 x 237 x 25 mm
Greutate: 0.55 kg
Editura: Bloomsbury Publishing
Colecția Rowman & Littlefield
Seria LITA Guides
Locul publicării:New York, United States
ISBN-10: 1538102900
Pagini: 264
Ilustrații: 30 b/w illustrations; 20 b/w photos; 4 tables
Dimensiuni: 160 x 237 x 25 mm
Greutate: 0.55 kg
Editura: Bloomsbury Publishing
Colecția Rowman & Littlefield
Seria LITA Guides
Locul publicării:New York, United States
Cuprins
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