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