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What is Extended Reality (ER)

Emerging Trends and Impacts of the Internet of Things in Libraries
An immersive experience involving interactions with the real world, virtual reality, augmented reality, as well as other machines or computers adding content to the experience.
Published in Chapter:
Video 360 and Augmented Reality: Visualization to Help Educators Enter the Era of eXtended Reality
Plamen Miltenoff (St. Cloud State University, USA)
Copyright: © 2020 |Pages: 15
DOI: 10.4018/978-1-7998-4742-7.ch012
Abstract
The advent of all types of eXtended Reality (XR)—VR, AR, MR—raises serious questions, both technological and pedagogical. The setup of campus services around XR is only the prelude to the more complex and expensive project of creating learning content using XR. In 2018, the authors started a limited proof-of-concept augmented reality (AR) project for a library tour. Building on their previous research and experience creating a virtual reality (VR) library tour, they sought a scalable introduction of XR services and content for the campus community. The AR library tour aimed to start us toward a matrix for similar services for the entire campus. They also explored the attitudes of students, faculty, and staff toward this new technology and its incorporation in education, as well as its potential and limitations toward the creation of a “smart” library.
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