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Social and Behavioral Sciences Commons

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Full-Text Articles in Social and Behavioral Sciences

Implementing Augmented Reality In Academic Libraries, Sandy Avila Sep 2017

Implementing Augmented Reality In Academic Libraries, Sandy Avila

Sandy Avila

The rising popularity of augmented reality (AR) was punctuated by the Pokémon Go craze of 2016. Individuals of all ages were glued to their phones, attempting to catch creatures that displayed on their phone but were not physically in front of them. There are free and low-cost applications that libraries can use to harness the magic and create their own AR content to enhance library usability and marketing. This column explores the history of AR, explains how it works, and provides some examples of how librarians can use it to market their services and provide additional assistance to library users.


New Design Principles For Mobile History Games, Owen Gottlieb Jun 2017

New Design Principles For Mobile History Games, Owen Gottlieb

Presentations and other scholarship

This study draws on design-based research on an ARIS–based mobile augmented reality game for teaching early 20th century history. New design principles derived from the study include the use of supra-reveals, and bias mirroring. Supra-reveals are a kind of foreshadowing event in order to ground historical happenings in the wider enduring historical understanding. Bias mirroring refers to a nonplayer character echoing back a player’s biased behavior, in order to open the player to listening to alternative perspectives. Supra-reveals engendered discussion of historical themes early in the game experience. The results showed that use of a cluster of NPC bias mirroring …


Optimizing Virtual Reality For All Users Through Gaze-Contingent And Adaptive Focus Displays, Nitish Padmanaban, Robert Konrad, Tal Stramer, Emily Cooper, Gordon Wetzstein Feb 2017

Optimizing Virtual Reality For All Users Through Gaze-Contingent And Adaptive Focus Displays, Nitish Padmanaban, Robert Konrad, Tal Stramer, Emily Cooper, Gordon Wetzstein

Dartmouth Scholarship

From the desktop to the laptop to the mobile device, personal computing platforms evolve over time. Moving forward, wearable computing is widely expected to be integral to consumer electronics and beyond. The primary interface between a wearable computer and a user is often a near-eye display. However, current generation near-eye displays suffer from multiple limitations: they are unable to provide fully natural visual cues and comfortable viewing experiences for all users. At their core, many of the issues with near-eye displays are caused by limitations in conventional optics. Current displays cannot reproduce the changes in focus that accompany natural vision, …


Stak – Serendipitous Tool For Augmenting Knowledge: A Conceptual Tool For Bridging Digital And Physical Resources, Kim Martin, Brian Greenspan, Anabel Quan-Haase Jan 2017

Stak – Serendipitous Tool For Augmenting Knowledge: A Conceptual Tool For Bridging Digital And Physical Resources, Kim Martin, Brian Greenspan, Anabel Quan-Haase

FIMS Publications

Humanities scholars have long claimed the importance of browsing in the library stacks as part of their research process. The digitization practices of libraries and archives, while meant to assist with preservation and access, make the physical browsing experience impossible. While there have been various attempts to recreate this experience online, none as yet has created a digital tool which users can interact with as they move through the physical material in the library. This paper aims to introduce the concept of the Serendipitous Tool for Augmenting Knowledge (STAK), a geolocative app that allows users to access material complementary to …