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What is Extensive Reality (XR) Technologies

Handbook of Research on Knowledge and Organization Systems in Library and Information Science
360-degrees, virtual reality, augmented reality, and mixed reality.
Published in Chapter:
Low-End XR Practices for Libraries
Plamen Miltenoff (St. Cloud State University, USA) and Kate Borowske (Southwest Minnesota State University, USA)
DOI: 10.4018/978-1-7998-7258-0.ch005
Abstract
This chapter presents and discusses a review and comparison of low-end 360-degree and extended reality (XR) practices. The goal of the chapter is to assist both technologically and organizationally with the ubiquitous acceptance of these two technologies as part of the move toward immersive teaching and learning. The chapter shares an overview of rather fluctuant terminology: 360-degree videos and images, virtual reality, augmented reality, mixed reality, extended reality, immersive teaching, and immersive learning. Fostering and accepting a standardized and understandable terminology is an important part of the application process of these technologies to enable immersive teaching and learning. Furthermore, this chapter will argue the importance of a low-end approach toward immersive teaching and learning due to constraints of various characters and as a part of the scalable construct of immersive teaching and learning in academic libraries and respectively on campus.
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