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1

Doerner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung, eds. Virtual and Augmented Reality (VR/AR). Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-79062-2.

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2

Dörner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung, eds. Virtual und Augmented Reality (VR/AR). Berlin, Heidelberg: Springer Berlin Heidelberg, 2019. http://dx.doi.org/10.1007/978-3-662-58861-1.

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3

Dörner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung, eds. Virtual und Augmented Reality (VR / AR). Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-28903-3.

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4

Germany) Paderborner Workshop Augmented & Virtual Reality in der Produktentstehung (1st 2002 Paderborn. Augmented & virtual reality in der Produktentstehung: Grundlagen, Methoden und Werkzeuge ; virtual prototyping/digital mock up, digitale Fabrik ; Integration von AR/VR in industrielle Geschäftsprozesse. Paderborn: Heinz Nixdorf Institut, 2002.

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5

augmented reality. SDU Academic Service, 2011.

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6

Kipper, Gregory, and Joseph Rampolla. Augmented Reality: An Emerging Technologies Guide to AR. Elsevier Science & Technology Books, 2012.

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7

Augmented Reality: An Emerging Technologies Guide to AR. Syngress, 2012.

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8

VictoryXR. Human Anatomy in Augmented Reality AR: Vital Organs Teacher Edition. Kendall Hunt Publishing Company, 2020.

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9

VictoryXR. Human Anatomy in Augmented Reality AR: Vital Organs Student Edition. Kendall Hunt Publishing Company, 2020.

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10

Apple Augmented Reality by Tutorials: Create AR Experiences with ARKit, RealityKit & Reality Composer. Kodeco Inc., 2022.

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11

Jung, Timothy, and M. Claudia tom Dieck. Augmented Reality and Virtual Reality: The Power of AR and VR for Business. Springer, 2019.

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12

Mazmanyan, Diana. Virtual Reality, Augmented Reality Und 360°-Videos: VR, AR und 360°-Videos Im Vergleich. Independently Published, 2020.

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13

Madden, Lester. Beginning Augmented Reality for iOS: Developing AR Applications for iPhone and iPad. Wiley & Sons, Limited, John, 2012.

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14

Wassom, Brian. Augmented Reality Law, Privacy, and Ethics: Law, Society, and Emerging AR Technologies. Elsevier Science & Technology Books, 2014.

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15

Wassom, Brian. Augmented Reality Law, Privacy, and Ethics: Law, Society, and Emerging AR Technologies. Elsevier Science & Technology Books, 2014.

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16

Aukstakalnis, Steve. Practical Augmented Reality: A Guide to the Technologies, Applications, and Human Factors for AR and VR. Pearson Education, Limited, 2016.

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17

Aukstakalnis, Steve. Practical Augmented Reality: A Guide to the Technologies, Applications, and Human Factors for AR and VR. Pearson Education, Limited, 2016.

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18

Aukstakalnis, Steve. Practical Augmented Reality: A Guide to the Technologies, Applications and Human Factors for AR and VR. Addison Wesley, 2016.

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19

Fowler, Allan. Beginning iOS AR Game Development: Developing Augmented Reality Apps with Unity and C#. Apress, 2018.

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20

Benito, Jorge R. López, and Enara Artetxe González. Enterprise Augmented Reality Projects: Build Real-World, Large-scale AR Solutions for Various Industries. Packt Publishing, Limited, 2019.

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21

S. H., Lytvynova, Pinchuk O. P., Luparenko L. A., and Sokolyuk O. M. Criteria and indicators for evaluating the quality of educational digital content with augmented reality. Institute for Digitalization of Education, 2022. http://dx.doi.org/10.33407/lib.naes.732810.

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The scientific-methodical publication highlights certain aspects of the use of immersive technologies (virtual, augmented, mixed, augmented, substituted reality) in the educational process and their didactic potential. Educational mobile applications with the support of augmented reality technology are considered, the course and results of teachers' training on creating AR content are described, the current state of their readiness and attitude to the use of such technologies in the educational process of general secondary education institutions of Ukraine is investigated. The authors justified the criteria-indicator matrix for determining the quality of augmented reality objects, which contains such criteria as technical-technological, visual-dynamic, content-methodical. It is proposed to determine the quality of AR objects according to four levels of compliance: do not meet the requirements, need thorough refinement, require minor refinement, meet quality requirements. The developed toolkit will potentially contribute to the improvement of the quality of digital educational content for PPE at the stage of development and selection. Methodological studies can be useful to teachers, employees of education and science administration bodies, publishers of educational materials, scientific and scientific-pedagogical workers, management personnel of institutions of various levels of education, and all interested readers.
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22

Linowes, Jonathan. Augmented Reality with Unity AR Foundation: A Practical Guide to Cross-Platform AR Development with Unity 2020 and Later Versions. Packt Publishing, Limited, 2021.

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23

Valk, Alison, Ximin Mi, and Ashley L. Schick. Making Virtual Reality a Reality. Bloomsbury Publishing Inc, 2023. http://dx.doi.org/10.5040/9798216171966.

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Walks readers through the key components of developing library-led research and programming that leverages emerging technologies with the goal of engaging students and faculty. As educational curricula and research evolve to include advanced technologies, libraries must offer programming with these emerging technologies in mind, including the use of virtual reality (VR) and augmented reality (AR). In this timely guide, Valk, Mi, and Schick present readers with tools for assessing their level of organizational readiness to begin such programs and, more importantly, how to sustain them with limited budgets, expertise, and resources. Building on their own experiences, the authors teach readers how to develop technology-rich classes, assess student projects, and overcome technical hurdles. They spotlight this kind of programming as integral to building strategic partnerships in an educational environment. Readers will learn how to adapt and design programs or initiatives in which the necessary technologies are rapidly changing, not only in higher education institutions, but also in schools. Worksheets and resources assist readers in reflecting on their own work and developing educational programming to suit their organizational needs.
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24

Glover, Jesse. Unity 2018 Augmented Reality Projects: Build four immersive and fun AR applications using ARkit, ARCore, and Vuforia. Packt Publishing - ebooks Account, 2018.

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