Skip to main content
Article
Implementing Augmented Reality in Academic Libraries
Public Services Quarterly (2017)
  • Sandy Avila, University of Central Florida
Abstract
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.
Keywords
  • augmented reality,
  • academic libraries,
  • marketing,
  • outreach,
  • library services
Publication Date
Fall September 5, 2017
DOI
https://doi.org/10.1080/15228959.2017.1338541
Publisher Statement
Author's Pre-print:
  author can archive pre-print (ie pre-refereeing)
Author's Post-print:
  author can archive post-print (ie final draft post-refereeing)
Publisher's Version/PDF:
  •   author cannot archive publisher's version/PDFAfter publication of the article
  • On author's personal website, institutional repository, subject-based repository or academic social network
  • Publisher's version/PDF cannot be used
  • On a non-profit server
  • Published source must be acknowledged
  • Set statements to accompny versions deposited (see policy)
  • Must link to publisher version
The publisher will deposit in PubMed Central on behalf of NIH authors

I am archiving my post-print copy.
Citation Information
Sandy Avila. "Implementing Augmented Reality in Academic Libraries" Public Services Quarterly Vol. 13 Iss. 3 (2017) p. 190 - 199 ISSN: 15228959
Available at: http://works.bepress.com/sandy-avila/16/