Rowman & Littlefield Publishers
Pages: 248
Trim: 6¼ x 9⅜
978-1-5381-0290-9 • Hardback • May 2018 • $117.00 • (£90.00)
978-1-5381-0291-6 • Paperback • May 2018 • $56.00 • (£43.00)
978-1-5381-0292-3 • eBook • May 2018 • $53.00 • (£41.00)
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