2018
DOI: 10.1108/lhtn-04-2018-0023
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Virtual reality (VR) and augmented reality (AR) in libraries and museums

Abstract: Purpose This edition of this study aims to focus on augmented reality (AR) and virtual reality (VR) in libraries and museums, as seen from the internet cyber sphere including blogs. It takes a look at the first quarter of 2018 and analyzes the trending issues within the period, highlighting examples of some institutions that make use of VR and AR. The advantages of the use of VR, AR and sometimes mixed reality are also pointed out. Design/methodology/approach Libraries, archives and museums are increasingly … Show more

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Cited by 32 publications
(16 citation statements)
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“…The literature analyzes the current challenges and benefits of using VR/AR in libraries using examples from specific institutions [2]. Pellerin, Mi and Valk (2019) [4] explore the potential of using augmented reality (AR) and virtual reality (VR) technologies with archival materials to enhance STEM-based learning and outreach in the university.…”
Section: Literature Reviewmentioning
confidence: 99%
See 1 more Smart Citation
“…The literature analyzes the current challenges and benefits of using VR/AR in libraries using examples from specific institutions [2]. Pellerin, Mi and Valk (2019) [4] explore the potential of using augmented reality (AR) and virtual reality (VR) technologies with archival materials to enhance STEM-based learning and outreach in the university.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Technology is expanding how library materials are provided and received and how users can interact with them [1]. Therefore, libraries and archives are increasingly using AR/VR technology to provide services, a pervasive trend [2].…”
Section: Introductionmentioning
confidence: 99%
“…Also, libraries sometimes provide space and services to help develop projects or collaborate with other institutions, such as universities or private companies. For instance, in 2018, the University of California San Diego Geisel Library's Digital Media Lab offered virtual reality headsets, 3-D printing and digital expert consultation to students and a general audience (Oyelude, 2018).…”
Section: Background On the Use Of Virtual Reality In Librariesmentioning
confidence: 99%
“…The interest and application of Extended Reality (XR) technologies, including Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) has boomed in recent years with huge increment in popularity across different markets, from gaming and education, to customer services and workplaces (Bohil et al, 2011;Meagan Shelley, n.d.;Zweifach and Triola, 2019). With VR, AR and MR becoming mainstream, more and more people use these technologies in personal and professional settings within their everyday lives (Funk et al, 2017;Oyelude, 2018;Ripamonti et al, 2021). However, XR technologies rely on immersive multisensory stimulations, and it is unclear how these affect people who have different sensory processing patterns.…”
Section: Introductionmentioning
confidence: 99%
“…With VR, AR and MR becoming mainstream, more and more people use these technologies in personal and professional settings within their everyday lives (Funk et al. , 2017; Oyelude, 2018; Ripamonti et al. , 2021).…”
Section: Introductionmentioning
confidence: 99%