This chapter is a review of VR Hardware, VR apps, and use cases for VR's application to research and teaching within library settings. The chapter concludes with a summary of development requirements related to staying up-to-date with VR technologies in the future.
Publisher
American Library Association
Type of Resource
text
Language
en
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http://hdl.handle.net/2142/96159
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This work is licensed under a Creative Commons Attribution 4.0 License, CC BY (https://creativecommons.org/licenses/by/4.0/).
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