32 Virtual, Augmented, and Mixed Reality Programs for Libraries
Book Details
Format
Paperback / Softback
ISBN-10
0838949487
ISBN-13
9780838949481
Publisher
American Library Association
Imprint
ALA Editions
Country of Manufacture
GB
Country of Publication
GB
Publication Date
Jul 30th, 2021
Print length
216 Pages
Weight
300 grams
Dimensions
15.30 x 22.70 x 1.50 cms
Ksh 10,100.00
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A timely, all-in-one guide to planning, organizing, and running virtual events in libraries. Ranging from simple gaming activities utilizing VR headsets to augmented reality tours, exhibits, immersive experiences, and STEM educational programs, these ideas include something for every size and type of academic, public, and school library.
Packed with real-world ideas drawn from an assortment of different libraries, alongside best practices for hygiene, implementation, and marketing, this resource will assist libraries in offering these exciting forms of programming to their patrons. Bestselling tech maven Kroski is back with a timely, all-in-one guide to planning, organizing, and running virtual events in libraries. Ranging from simple gaming activities utilizing VR headsets to augmented reality tours, exhibits, immersive experiences, and STEM educational programs, these ideas include something for every size and type of academic, public, and school library. Programs encompassing new technologies such as augmented reality (AR), virtual reality (VR), and mixed reality (MR) are all included. Complete with step-by-step instructions, a materials and equipment list, budget, and recommendations for age ranges and type of library, among this collection's engaging programming events and educational opportunities areadapting to COVID-19 by transitioning a library orientation game night to an enhanced virtual tour;Oculus VR programs for patrons with physical and cognitive disabilities;field trips with Classvr and Thinglink, which enable school librarians and educators to connect virtual experiences to curriculum; creating and manipulating virtual clay to sculpt with Oculus Medium;leveraging VR software to stage a virtual art exhibition;using VR for STEM programs, literacy programs, geography programs, and YA outreach; transitioning academic library services from traditional face-to-face, hybrid, or online approaches to a virtual world (AltSpaceVR or ASVR), helping to maximize individualized learning;using a virtual environment to help students understand the impact of warfare and the implementation of power; andan AR game based on the library's catalog system.
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