Beyond Reality: Augmented, Virtual, and Mixed Reality in the Library

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The current price of virtual reality headsets may seem out of economic reach for most libraries, but the potential of “assisted reality” tools goes well beyond merely inviting patrons to strap on a pair of goggles. Ranging from enhanced training to using third-party apps to enrich digital collections, there are a kaleidoscope of library uses for augmented, virtual, or mixed reality. In this collection, Varnum and his hand-picked team of contributors share exciting, surprising, and inspiring case studies from a mix of institution types.

Table of Contents

  • Preface Chapter 1: "Augmented Reality: All about Holograms," by Austin Olney
  • Chapter 2: "Extended Reality in Informal Learning Environments," by Chad M. Clark
  • Chapter 3: "Virtual Reality for 3D Modeling," by Bohyun Kim
  • Chapter 4: "Play, Education, and Research: Exploring Virtual Reality through Libraries, by Brandon Patterson, Tallie Casucci, Thomas Ferrill, and Greg Hatch
  • Chapter 5: "Every Student Her Universe: Alternate Academic Realities," by R. Bruce Jensen
  • Chapter 6: "Integrating 3D and Virtual Reality into Research and Pedagogy in Higher Education," by Matt Cook and Zack Lischer-Katz
  • Chapter 7: "Information Literacy Instruction Using Virtual Reality, by Felicia A. Smith
  • Chapter 8: "Augmented Reality in the Library: Pivoting Toward a Security-First Implementation Strategy," by Brigitte Bell and Terry Cottrell
  • Chapter 9: "Augmented Reality and Virtual Reality and Their Legal Implications for Libraries," by Michael Riesen
  • About the Contributors
  • Index