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1.
随着移动通信技术的不断进步,增强现实(Augmented Reality,AR)技术扩展了更多的应用领域,图书馆可利用移动AR技术改变信息传递和展现的形式,使读者享受到更加直观和丰富的阅读体验.在概述移动AR技术的基础上,介绍该技术在图书馆的应用现状.结合体验式服务的特点,提出移动AR技术应用于图书馆,可提供基于资源联合的"文化旅行"服务,实现人机交互的书评推荐,开展馆内互动游戏以及创新用户阅读体验等.  相似文献   

2.
王璞 《图书与情报》2014,(1):96-100
增强现实(Augmented Reality,AR)技术是将计算机产生的虚拟信息覆盖在真实世界的场景上,从而增强用户对现实环境的认知、理解和交互的一种新兴技术。随着移动互联网技术的快速发展,以智能手机为基础的移动AR应用开始将AR技术从实验室带入到普通民众的视野。移动AR技术在国外文化教育领域的应用已经取得长足的进步,如在古建筑研究、博物馆展览、增强旅行、校园导航以及古籍阅读等方面。文章从图书排架与资源融合、AR多媒体图书、AR图书馆导航、AR光学字符识别和AR个性化服务等五个方面探讨了移动AR技术在现代图书馆的应用。  相似文献   

3.
虚拟仿真技术是利用虚拟现实技术和增强现实技术将现实中的场景搬到具有沉浸感的虚拟环境中,可以实现与使用者的交互。文章通过探索虚拟仿真技术在图书馆漫游展示、读者借阅指引、馆藏资源重塑、提升读者体验、信息交流等方面的应用,提出构建以虚拟洞穴为核心,桌面平台、网络平台、移动平台为支点的跨平台图书馆虚拟仿真应用模式,可有效促进馆藏资源的开发与利用,有力提升图书馆的服务能力。  相似文献   

4.
本文立足于移动AR技术的应用,简略阐述了研究背景,介绍了在图书馆服务创新中应用移动增强现实技术的重要性,提出了整合各项资源、创设优质情景和强化资源交互移动AR技术下的图书馆服务创新思路,并从信息推送服务、完善阅读体验、图书定位服务以及图书指引服务几方面着手对图书馆服务创新举措进行了详细分析,旨在为相关研究人员提供参考。  相似文献   

5.
本文阐述了移动AR技术内涵及其技术特征,分析了移动AR技术在图书馆中的应用现状,并结合图书馆的业务特点,对移动AR技术在图书馆中的应用前景进行了探索,为进一步发挥移动AR技术在图书馆中的应用价值做参考。  相似文献   

6.
全媒体时代,工具平台扩张迅速,技术手段层出不穷,以VR、AR为代表的人工现实技术近年来更是发展迅猛.以人工现实技术作为切入点,梳理分析VR、AR技术在图书馆中的已有应用,继而探讨人工现实技术服务于图书馆营销的新途径.  相似文献   

7.
文章探讨增强现实(AR)技术在公共文化服务机构中的应用现状、存在问题与应用前景,为智慧社会背景下基于AR技术的智慧公共文化服务转型提供参考。利用网络调研法和案例研究法观察、总结国内外实践案例,凝练基于AR技术的智慧公共文化服务应用框架;采用比较分析法,揭示不同公共文化服务机构的应用特征,探究公共文化服务机构应用AR技术趋势。研究发现:AR技术运用增强了公共文化机构在文化传承、社会教育、信息服务、休闲互动方面的功能发挥;在运用AR技术提供服务时,不同类型机构的侧重点不同,博物馆、美术馆和档案馆重视文化传承服务,档案馆、图书馆注重利用AR技术进行社会教育,图书馆、科技馆提供信息服务,科技馆和博物馆同时侧重休闲互动服务的供给;目前应用AR技术仍面临设备费用高昂、业态雷同、安全隐患、知识产权风险、功能质量有待提高、用户体验需要提升等问题。  相似文献   

8.
童云 《中国广播》2018,(4):21-23
全民阅读被列为我国文化重大工程之一,广播影视领域将打造一批精品有声读物。增强现实技术(AR)有声书是将声音与计算机系统生成的虚拟模型、虚拟场景及相关信息叠加到真实场景中,实现对现实的增强,增加用户对现实世界感知。增强现实技术与有声书的结合在诸多领域具有广泛应用前景,对于广播产业发展也将是一片值得探索的蓝海。  相似文献   

9.
苏燕 《出版广角》2018,(5):67-69
虚拟现实技术VR (Virtual Reality) 和增强现实技术AR(Augmented Reality)是计算机科学在当代多媒体领域的重要创新应用.随着人们对当代儿童出版物创新需求的不断提高,VR/AR技术在少儿出版领域的应用目的、应用效用和应用方式渐渐成为首要研究的理论问题.VR/AR技术在少儿出版领域的应用方式主要为运用VR/AR技术构建数字化共享素材库,编辑和发布运用于智能移动终端的数字APP以及为读者创造具有互动性的阅读空间,并以此促进少儿出版业的发展与创新.  相似文献   

10.
AR技术近年来与各行业融合发展的势头上升,并给行业带来技术性变革.AR与广告业的联合,将在广告的媒介、形式和内容方面带来新的变化,其中户外广告与AR技术的联系尤其紧密. AR发展概况 AR即增强现实技术,是一种将虚拟数字信息与现实世界信息相结合的叠印技术.2015年,全球AR/VR领域的风险投资达到了6.86亿美元,①与人工智能、大数据等科技风投概念齐头并进,是市场与科研领域的宠儿.  相似文献   

11.
虚拟现实技术及其在图书馆的应用   总被引:2,自引:0,他引:2  
虚拟现实技术具有沉浸性、交互性和想象性三大特征,增添了新的多维感触与人机交互方式,在图书馆场景建设、信息资源建设、读者服务工作中都有其广阔的应用空间。但现阶段虚拟现实技术在图书馆应用中遇到了虚拟现实技术设备商业化程度不高、视景生成技术自身还不够成熟、应用虚拟现实技术的图书馆少等问题,因此图书馆应积极关注虚拟现实技术、两种视景生成技术交互使用,加大宣传力度,推广虚拟现实技术。  相似文献   

12.
虚拟现实技术具有沉浸性、交互性和想象性三大特征,增添了新的多维感触与人机交互方式,在图书馆场景建设、信息资源建设、读者服务工作中都有其广阔的应用空间。但现阶段虚拟现实技术在图书馆应用中遇到了虚拟现实技术设备商业化程度不高、视景生成技术自身还不够成熟、应用虚拟现实技术的图书馆少等问题,因此图书馆应积极关注虚拟现实技术、两种视景生成技术交互使用,加大宣传力度,推广虚拟现实技术。  相似文献   

13.
Virtual and Augmented Realities are advancing technologies that are becoming more popular in gaming and programming communities. However, virtual reality has been in development for decades. As libraries are often at the forefront of offering new and advancing technologies to their communities, virtual and augmented reality programs have become new additions to library services. While gaming is the prominent use of these technologies, virtual and augmented reality affords many educational opportunities. Mississippi State University Libraries have recently added a virtual/augmented reality lab as part of its library program.  相似文献   

14.
虚拟现实技术作为智慧信息环境下的新兴技术范式,受到图书馆界青睐。文章以虚拟现实技术概念及内涵特征为切入点,对虚拟现实技术在公共图书馆移动场景、馆藏定位、信息可视化、虚拟参考咨询服务应用前景进行可行性分析,指出实践中存在的问题,并提出相关解决对策。  相似文献   

15.
Near field communication is an emerging technology that allows objects, such as mobile phones, computers, tags, or posters, to exchange information wirelessly across a small distance. Though primarily associated with mobile payment, near field communication has many different potential commercial applications, ranging from marketing to nutrition, transportation, gaming, and health care. In libraries, near field communication could enhance outreach and existing services such as self-checkout. More importantly, near field communication also serves as a new way to link physical materials with digital information, potentially transforming the way users interact with the information environment. This introduction to near field communication will address its background and functionality, its current and anticipated commercial applications, and its potential effect on libraries, librarians, and library patrons. The authors of the article will also discuss the time frame for mainstream adoption, and the privacy and security concerns of this new technology.  相似文献   

16.
[目的/意义]基于AR技术开发图书馆增强现实导览系统,并在移动终端上显示3D效果,从而帮助用户更好地掌握图书馆馆藏空间与资源布局。此系统具有三维定位、高度交互性、虚实结合的特点,以满足高校图书馆导览工作日益增多的需求。[方法/过程]在对实地导览、导航图、视频、动态图、全景视频等导览形式进行概述的基础上,运用Android、Vuforia SDK、Untiy3D、3ds Max等软件,开发出嵌入Android系统的手机安装程序。[结果/结论]以广东外语外贸大学南校区图书馆建筑物及馆藏空间布局为例的嵌入式增强现实导览服务系统,缩短了现实世界和虚拟世界的距离,扩展了现实世界的信息展示空间,实现了不受地域限制的图书馆空间布局导览、资源介绍、书目检索等功能,并在读者试用中反映较好。  相似文献   

17.
《The Reference Librarian》2013,54(41-42):173-184
Using the Internet and a software development program called LambdaMOO, it is possible to create a text-based and real-lime virtual reality for multiple users. In such a virtual reality, many simultaneous users can logon and communicate with each other, interact with programmed objects, and move around a virtual landscape (generically called a MOO). While, in the past, these kinds of virtual realities have been dominated by dungeons and dragons, some MOOS are now attempting to model more serious work communities for their users. As a result, virtual libraries, in various stages of development, already exist and continue to grow. Accessible through the Internet, these virtual libraries offer the reference librarian an early glimpse at the future of Internet reference services. This article tours the reader through a MOO, examines three virtual libraries, and explains the use of a dictionary. MOO objects, applications, and potential in the virtual library are discussed along with sample logs and explanations for visiting MOO libraries independently.  相似文献   

18.
This mixed-methods study aims to characterize the appropriate structure of the academic library in the information age according to the perceptions of the faculty members who use the library and the academic librarians operating it. Two main issues were addressed: centralization versus decentralization, and the provision of physical versus virtual services. The study population included members of the faculties of Humanities and Social Sciences in three academic institutions in Israel and academic librarians working in these institutions. Qualitative data was collected through interviews with 20 faculty members and 15 librarians, while quantitative data was collected through questionnaires filled by 191 faculty members and 50 librarians in the above-mentioned institutions. Analysis of these data reveal that faculty members generally prefer a concentration of materials—rather than decentralization—and they show a similar preference toward a faculty library model, a combined faculty/departmental library model, and a central library model. Similarly, the academic librarians prefer either faculty or combined faculty/department libraries, but their preference toward a central library model is lower than that of the faculty members. The decentralized, departmental library model was the least favored by both groups. In addition, our findings indicate that both the faculty members and the librarians appreciate the virtual services that the library provides as well as its physical presence, although fewer faculty members than librarians perceived the latter as an important role of the library. Taken together it appears that the preferred model for the academic library in the information age is of large, multidisciplinary libraries that contain materials from a variety of fields and provide comprehensive virtual services.  相似文献   

19.
王娟 《高校图书馆工作》2012,32(4):62-63,67
信息共享空间是近年来国内图书馆争先引进的一种服务模式,它注重实体空间与虚拟空间的结合,打造自己的信息共享空间是高校图书馆提供知识服务的最佳选择。  相似文献   

20.
The multi-user virtual environment Second Life has drawn attention from many librarians who established virtual libraries and information spaces there. Even as interest in Second Life diminishes, it is worthwhile to look at how libraries in Second Life were established and what models they followed. This study examines the purposes, users, collections, and community integration of Second Life libraries. Researchers identified over 75 libraries in Second Life through the professional literature and search results within Second Life. Using this sample, they identified seven general categories of libraries and discuss examples of each. Some Second Life library spaces help to set a scene and contribute to the ethos of a larger space. Other Second Life libraries connect physical libraries with virtual communities. Still others serve communities that exist only in virtual spaces, supporting common interests or role-playing scenarios. Finally, some Second Life libraries expand understandings of what a virtual library might be, whether through imaginative architecture or unusual collections. Second Life libraries offer collections of resources tailored to the needs of individual communities and make them available in different formats. They also offer social and educational programs, much as physical libraries do. Whatever the future of Second Life, the libraries that have been established there raise important questions for future virtual library work.  相似文献   

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