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This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.  \nCover image credit:  \nCover images feature the Virtual Bethel project, images courtesy of Zebulun Wood Cover image designed by Reed Scriven  \nContents  \nForeword, by Christa Williford.......................................................................................iv  \nIntroduction. 3D/VR Creation and Curation: An Emerging Field of Inquiry, by Zack Lischer-Katz, Kristina Golubiewski-Davis, Jennifer Grayburn, and Veronica Ikeshoji-Orlati ..................................................................................................... 1  \n1. Collaborative and Lab-Based Approaches to 3D and VR/AR in the Humanities, by Victoria Szabo .......................................................................... 12  \n2. 3D Cultural Heritage Informatics: Applications to 3D Data Curation, by Will Rourk ............................................................................................................ 24  \n3. Virtual Reality for Preservation: Production of Virtual Reality Heritage Spaces in the Classroom, by Zebulun M. Wood, Albert William, and Andrea Copeland ................................................................................................ 39  \n4. Using 3D Photogrammetry to Create Open-Access Models of Live Animals: 2D and 3D Software Solutions, by Jeremy A. Bot and Duncan J. Irschick ..................................................................54  \n5. What Happens When You Share 3D Models Online (In 3D)?, by Thomas Flynn ....................................................................................................... 73  \n6. Building for Tomorrow: Collaborative Development of Sustainable Infrastructure for Architectural and Design Documentation, by Ann Baird Whiteside ............................................................................................ 87  \n7. 3D/VR Preservation: Drawing on a Common Agenda for Collective Impact, by Jessica Meyerson .................................................................. 99  \n8. CS3DP: Developing Agreement for 3D Standards and Practices Based on Community Needs and Values, by Jennifer Moore, Adam Rountrey, and Hannah Scates Kettler ...................................................................................... 114  \nConclusion. 3D/VR: Stakeholders, Ecosystems, and Future Directions, by Zack Lischer-Katz, Kristina Golubiewski-Davis, Jennifer Grayburn, and Veronica Ikeshoji-Orlati ................................................................................................. 122  \nAcknowledgments ...................................................................................................... 125  \nGlossary ........................................................................................................................ 126  \nAbout the Editors and Authors................................................................................. 130  \nForeword  \nMore and more individuals, both within and outside higher education, are creating and using 3D, virtual reality (VR), and augmented reality (AR) tools and systems for research and learning. Applications span the full breadth of the disciplinary spectrum: 3D models of vanished historical spaces allow archaeologists and historians to test theories about their arrangement and use; VR environments allow students of anatomy to explore simulations of the human body;","cbCaitNwEn9YVB7r","https://ap.wps.com/l/cbCaitNwEn9YVB7r","pdf",17994716,139,"English","# Foreword\n# Introduction. 3D/VR Creation and Curation: An Emerging Field of Inquiry\n# Collaborative and Lab-Based Approaches to 3D and VR/AR in the Humanities\n# 3D Cultural Heritage Informatics: Applications to 3D Data Curation\n# Virtual Reality for Preservation: Production of Virtual Reality Heritage Spaces in the Classroom\n# Using 3D Photogrammetry to Create Open-Access Models of Live Animals: 2D and 3D Software Solutions\n# What Happens When You Share 3D Models Online (In 3D)?\n# Building for Tomorrow: Collaborative Development of Sustainable Infrastructure for Architectural and Design Documentation\n# 3D/VR Preservation: Drawing on a Common Agenda for Collective Impact\n# CS3DP: Developing Agreement for 3D Standards and Practices Based on Community Needs and Values\n# Conclusion. 3D/VR: Stakeholders, Ecosystems, and Future Directions\n# Acknowledgments\n# Glossary\n# About the Editors and Authors","[{\"question\":\"What kinds of educational and research applications does the book describe for 3D/VR/AR?\",\"answer\":\"It describes using 3D models of historical spaces for testing scholarly theories, VR environments for anatomy simulations, AR for linking digitized archives to physical locations, and 3D printing to share prototypes and designs.\"},{\"question\":\"What challenges does the book identify for adopting 3D/VR technologies in academic and nonprofit contexts?\",\"answer\":\"It highlights the difficulty of keeping pace with rapid development, uncertainty for decision makers, and structural questions such as where the work should be hosted, who leads it, where it is shared, and how credit is distributed. It also addresses challenges related to sustaining shareable content as encodings and platforms evolve.\"},{\"question\":\"How does the book approach issues of sharing, sustainability, and standards for 3D content?\",\"answer\":\"It emphasizes that creators who value broad access, sharing, and sustainability must maintain 3D/VR content so it remains critique-able, reproducible, and repurposable. The later chapters focus on practices and agreements for 3D standards based on community needs and values.\"}]","3D/VR in the Academic Library - Emerging Practices and Trends | PDF",1792047602,350]