Advancing Digital Libraries through Augmented Reality and Virtual Reality: A Comprehensive Framework

This electronic document is a "live" template and already defines the components of your paper [title, text, heads, etc.] in its style sheet. Libraries digitizing has changed the academic world and created free knowledge everywhere. Nevertheless, traditional digital libraries have engagement, interactivity, and accessibility restrictions. VR and AR technologies are about to tackle this issue, delivering an immersive and engaging experience to users. Drawing upon literature from many sources, this paper looks at the potential for AR and VR to bring about positive change to the space of the academic library, outlining implementations and applications as well as ways to measure impacts. It summarises of comparative studies of AR/VR improved libraries and conventional systems, list down case studies of real-world implementation, and also discusses the challenges and solutions put forth to them. This becomes a discussion that lays a path for world adoption, a path seen globally that details how the library will be relevant and grow and become a womb of innovative creation and collaboration.

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Publication Details

Published
2025-03-28
DOI
https://doi.org/10.1109/icdsaai65575.2025.11011726
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
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article

Advancing Digital Libraries through Augmented Reality and Virtual Reality: A Comprehensive Framework

M Sadik Batcha, Chandra Chary Sreeramoj
Augmented Reality Applications
article

Advancing Digital Libraries through Augmented Reality and Virtual Reality: A Comprehensive Framework

M Sadik Batcha, Chandra Chary Sreeramoj
article en

Abstract

This electronic document is a "live" template and already defines the components of your paper [title, text, heads, etc.] in its style sheet. Libraries digitizing has changed the academic world and created free knowledge everywhere. Nevertheless, traditional digital libraries have engagement, interactivity, and accessibility restrictions. VR and AR technologies are about to tackle this issue, delivering an immersive and engaging experience to users. Drawing upon literature from many sources, this paper looks at the potential for AR and VR to bring about positive change to the space of the academic library, outlining implementations and applications as well as ways to measure impacts. It summarises of comparative studies of AR/VR improved libraries and conventional systems, list down case studies of real-world implementation, and also discusses the challenges and solutions put forth to them. This becomes a discussion that lays a path for world adoption, a path seen globally that details how the library will be relevant and grow and become a womb of innovative creation and collaboration.

Annamalai University (IN)
Openalex Percentile: Top 90%
Augmented Reality Applications
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