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From the Franklin Institute:
Augmented reality (AR) adds digital elements to a live view often by using the camera on a smartphone. Examples of augmented reality experiences include Snapchat lenses and the game Pokemon Go.
Virtual reality (VR) implies a complete immersion experience that shuts out the physical world. Using VR devices such as HTC Vive, Oculus Rift or Google Cardboard, users can be transported into a number of real-world and imagined environments such as the middle of a squawking penguin colony or even the back of a dragon.
In a mixed reality (MR) experience, which combines elements of both AR and VR, real-world and digital objects interact. Mixed reality technology is just now starting to take off with Microsoft’s HoloLens one of the most notable early mixed reality apparatuses.
The following books are available from the Middletown Library Service Center's (MLSC's) Professional Collection.
Interested in borrowing one of these titles? Contact the Middletown Library Service Center, 860-704-2200.
Augmented and Virtual Reality in Libraries by Augmented and Virtual Reality in Libraries is written for librarians, by librarians: understanding that diverse communities use libraries, museums, and archives for a variety of different reasons. Many current books on this topic have a very technological focus on augmentation and are aimed towards computer programmers with advanced technology skills. This book makes augmented reality, virtual reality, and mixed reality applications much more accessible to professionals without extensive technology backgrounds. This innovative title touches on possible implementation, projects, and assessment needs for both academic and public libraries, museums, and archives.
Call Number: P 025.002 AUG
Publication Date: 2018-05-24
Beyond Reality by
Call Number: P 006.8 BEY
Publication Date: 2019-01-01
Defying Reality by No longer just a mainstay of science fiction, VR has seen recent success with companies such as Oculus, Sony, and HTC. But little is known about its history, which reaches back decades. Ewalt chronicles its origins in Cold War military laboratories, and traces it through decades of hype and failed products, to a teenage gamer whose advancements made the recent breakthroughs in VR possible. Writing for a mainstream audience as well as technology enthusiasts, Ewalt offers a unique perspective on how VR got here, where it's going, and how and why it will change the way we live.
Call Number: P 006.8 EWA
Publication Date: 2018-07-17
Learning Transported by Teachers nationwide are adopting immersive technology -- devices and software that provide augmented, virtual and mixed reality experiences -- to enable students to go on virtual field trips, manipulate 3D objects and augment the world around them. Immersive technology resources can be far less costly than many believe, but there are issues school districts should resolve before making purchases and implementing this technology. Learning Transported provides practical insights and classroom examples to help educators plan and establish goals so that their investment in immersive technology benefits the greatest number of students. Topics covered include definitions and examples of augmented, virtual and mixed reality; comparison of devices and platforms, and tips for selecting the best one; lesson plans mapped to standards and content areas and ideas for using immersive technology tools in the classroom.Immersive technology has great potential to transform learning and create engaging experiences for students. Before bringing it to the classroom, educators must consider the most important factors: that the instruction addresses student outcomes and standards, and that the mechanism for delivering this learning (no matter the device) is safe, affordable and suitable for the situation.
Call Number: P 371.33 DON
Publication Date: 2018-04-10
Teaching and Learning in Virtual Environments: Archives, Museums, and Libraries by Useful to school librarians, teachers, and faculty, this book explains the range of possibilities for creating immersive learning experiences through the use of virtual worlds, virtual simulations, virtual collections, exhibits by libraries and museums, and archives. * Explains how using virtual worlds in teaching and outreach can better motivate, engage, and reach more students with diverse learning styles than traditional text-based methods * Updated with information on the latest technology and newest library applications * Enables readers to make more informed decisions about which latest virtual reality platforms to use
Call Number: P 371.3346 TEA
Publication Date: 2016-09-26
Virtual and Augmented Reality by An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they're being used, and how they'll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed--and that's where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird's eye view of what you can expect as they continue to take the world by storm. * Keeps you up-to-date on the pulse of this fast-changing technology * Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.
Call Number: P 006.8 MEA
Publication Date: 2018-07-11
Virtual Reality and Augmented Reality by Virtual and Augmented Reality have existed for a long time but were stuck to the research world or to some large manufacturing companies. With the appearance of low-cost devices, it is expected a number of new applications, including for the general audience. This book aims at making a statement about those novelties as well as distinguishing them from the complexes challenges they raise by proposing real use cases, replacing those recent evolutions through the VR/AR dynamic and by providing some perspective for the years to come.
Call Number: P 006.8 VIR
Publication Date: 2018-05-08
Free Archived Webinars: Virtual Reality for Libraries
The list below contains links to free, archived webinars on the topic of virtual reality, augmented reality, and mixed reality for libraries.
(Note: Some recordings are made available only for a limited time. If there is something on the list below you wish to watch, you are best off viewing it sooner rather than later.)
Thinking about buying an Oculus Rift or just trying it out?
Schedule a visit to the Middletown Library Service Center to check it out!
Contact: Gail Hurley Gail.Hurley@ct.gov or 860-704-2223
Connecticut State Library | 231 Capitol Avenue, Hartford, CT 06106 | 860-757-6500 * Toll-free 866-886-4478