32 Virtual, Augmented, and Mixed Reality Programs for Libraries

ALA Member
$62.99
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$69.99
Item Number
978-0-8389-4948-1
Published
2021
Publisher
ALA Editions
Pages
216
Width
6"
Height
9"
Format
Softcover
AP Categories
A
C
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  • Description
  • Table of Contents
  • About the author
  • Reviews

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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 are

  • adapting 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; and
  • an AR game based on the library’s catalog system.

Preface

1    Virtual Reality Is for Everybody: Connecting with Harder-to-Serve Populations
Cheryl Martin

2    Creating Dynamic, Immersive Field Trips with ClassVR and ThingLink
Melissa Arenson

3    Sculpting in VR: Using Oculus Rift + Medium
Stephen Barlow 

4    Leveraging VR Software to Create Virtual Art Exhibitions
Cal Murgu

5    Building a Community for Patrons in AltSpaceVR
Plamen Miltenoff

6    zSpace Open Lab: Using AR/VR Software to Learn Anatomy and More
Cari Didion and Elizabeth Sterner

7    360 Tours Made Easy, Scalable, and Useful
Liz Gabbitas

8    How to Create Augmented Reality Culture Expedition Experiences
Xiaolian Deng

9    Exhibiting Digital Collections Via Web-Based 3D Galleries and Events Using Mozilla Hubs and Other WebXR Frameworks
Colin Patrick Keenan

10    Integration and Application of Virtual Reality in Library Programming
Chloe Hovind and Shelby Carroll

11    Photogrammetry and Texture Baking: Creating Lightweight 3D Objects for Any VR Headset
Sarah Huber and Andrew Sumner

12    Virtual Reality at Your Campus’s Study Abroad Fair: Immersive Global Exploration Meets Library Outreach
Liliana LaValle

13    VR for All: A STEM Library Engineers Open House
Elizabeth P. Waugh and Jessica Urick Oberlin

14    VR on Wheels: Bring the Virtual World to Your Audience
Alvaro Alvarez

15    Virtual Reality as a Medium for Community Art
Anna Mauldin Speth
16    Augmented Reality Introduction for Libraries: Metaverse and Library Services
Plamen Miltenoff

17    Activities for Calcflow Virtual Reality Software Exploring Vector Operations in Virtual Reality
Gavin Meighan, Linda Burrow, and Dorothy Ogdon

18    Amazin’ Creations: Augmented Reality Critter Creation Tutorial
Elizabeth A. Gross and Ulan Dakeev

19    The Experience of War: An Immersed Reality
Seth M. Porter

20    Designing in Virtual Reality: Using Apps to Create and Make
Hannah Pope

21    How to Create a VR Art Exhibition
Chris Holthe

22    Google’s Tour Creator: Bringing Library and Classroom Tours to Life 
Bianca C. Rivera

23    Creating Immersive VR Library Tours with CoSpaces Edu
Bianca C. Rivera

24    Creating VR Exhibits Based on Digital Collections
Scott Fralin and Wen Nie Ng

25    ArtEdge: A Multidisciplinary Art and Tech VR Experience for School Children
Kristi Wyatt and John Grime

26    Keep It Clean: Essential Hygiene Practices for Shared Head-Mounted Devices (HMDs)
Bobby Reed

27    VR Orientation on a Light Budget: Library Orientation for New University Students Using Inexpensive Virtual Reality Technology
Sandra Valenti, Ting Wang, and Brady Lund

28    Using VR in Youth Programming
Holly Eberle

29    Adapting to COVID-19: Transitioning a Library Orientation Game Night to an Enhanced Virtual Tour
Megan Wilson and Jeff Henry

30    Create an AR Game Based on Your Library’s Catalog System
Julia Uhr

31    Keepin’ It Real: Piloting AR, VR, and MR in the Library
Jolanda-Pieta van Arnhem and Elena Rodriguez

32    Adventures in VR: Mobile Virtual Reality Events for the 50+ Community
Erik Rock and Danielle Stephens

Index

Ellyssa Kroski

Ellyssa Kroski is the Director of Information Technology and Marketing at the New York Law Institute as well as an award-winning editor and author of 60 books, including Law Librarianship in the Age of AI for which she received AALL's 2020 Joseph L. Andrews Legal Literature Award. She is a librarian, an adjunct faculty member at Drexel and San Jose State Universities, and an international conference speaker. She received the 2017 Library Hi Tech Award from the ALA/LITA for her long-term contributions in the area of Library and Information Science technology and its application. She can be found at: http://www.amazon.com/author/ellyssa.

"The programs cover a wide range of topics and difficulty levels, including programs for children and the elderly. This is a very beginner friendly book as it gives a step-by-step guide on how to set up and present programs, provides an overview of equipment needed, and outlines the cost of each program. There are program ideas available in many different price ranges as well as equipment capabilities. The authors do not assume knowledge about VR, so I can recommend this book for any beginners wanting to include VR in their library or classroom. The book is very readable, with an inclusive approach – the language used is accessible and avoids jargon. It helps the reader to start or participate in VR programs within community and heritage spaces."
— Journal of the Australian Library and Information Association