This volume, comprising eight chapters from experts in a variety of fields, examines the use of three-dimensional (3D) and virtual reality (VR) technologies in research and teaching, and the library’s vital role in supporting this work. 3D modeling, 3D capture techniques, and VR enable faculty and students to engage with highly detailed 3D data—from cultural heritage artifacts to scientific simulations—in new ways. As 3D and VR projects scale up and move outside of the specialist disciplines where they have existed for decades, many academic libraries are taking the lead in supporting such projects because they are already centers for collaboration, instruction, research, and collection preservation. The volume seeks to prompt greater awar...
Today’s virtual reality (VR) technologies enable students to traverse immersive learning environment...
In this study, in line with the era of the fourth industrial revolution, general concepts, technolog...
In the late 1990s, the explosion of electronic resources resulted in large-scale digitisation projec...
Virtual reality (VR) is a rich visualization and analytic platform that furthers the library’s missi...
183-190The paper aims to determine whether AR and VR library services are useful and, if so, what ar...
The paper aims to determine whether AR and VR library services are useful and, if so, what are the a...
VR is no longer just gaming. It’s increasingly being deployed across academic campuses and is becomi...
Presented at LOEX 2017, May 12, 2017.Virtual reality (VR) platforms provide exciting opportunities f...
This study identifies challenges and promising directions in the curation of 3D data. 3D visualizati...
In this paper, we discuss possible pedagogical applications for virtual and augmented reality (VR an...
The purpose of the article is to study the introduction and impact of virtual reality (VR) technolog...
In developing a Virtual Reality (VR) project, the library creates a democratic home for ateaching an...
In developing a Virtual Reality (VR) project, the library creates a democratic home for ateaching an...
research project involving museums, libraries and ICT academy partners aiming to develop a consisten...
The libraries at the University of Wisconsin - Madison, have been offering access to virtual reality...
Today’s virtual reality (VR) technologies enable students to traverse immersive learning environment...
In this study, in line with the era of the fourth industrial revolution, general concepts, technolog...
In the late 1990s, the explosion of electronic resources resulted in large-scale digitisation projec...
Virtual reality (VR) is a rich visualization and analytic platform that furthers the library’s missi...
183-190The paper aims to determine whether AR and VR library services are useful and, if so, what ar...
The paper aims to determine whether AR and VR library services are useful and, if so, what are the a...
VR is no longer just gaming. It’s increasingly being deployed across academic campuses and is becomi...
Presented at LOEX 2017, May 12, 2017.Virtual reality (VR) platforms provide exciting opportunities f...
This study identifies challenges and promising directions in the curation of 3D data. 3D visualizati...
In this paper, we discuss possible pedagogical applications for virtual and augmented reality (VR an...
The purpose of the article is to study the introduction and impact of virtual reality (VR) technolog...
In developing a Virtual Reality (VR) project, the library creates a democratic home for ateaching an...
In developing a Virtual Reality (VR) project, the library creates a democratic home for ateaching an...
research project involving museums, libraries and ICT academy partners aiming to develop a consisten...
The libraries at the University of Wisconsin - Madison, have been offering access to virtual reality...
Today’s virtual reality (VR) technologies enable students to traverse immersive learning environment...
In this study, in line with the era of the fourth industrial revolution, general concepts, technolog...
In the late 1990s, the explosion of electronic resources resulted in large-scale digitisation projec...