Browsing by Author "Mohamed, Afzan"
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Item Augmented Reality @Library(International Federation of Library Associations and Institutions (IFLA), 2022-12-14) Mohamed, Afzan; Jajuli, AzliAugmented Reality (AR) is a technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view. Augmented Reality (AR) input devices allow users to experience virtual reality and allowed user to escape into an imaginative world in a different way to books or television. At the Johor Public Library Corporation, this Augmented Reality (AR) service will be providing some flexibility for users and library staff in discovering something new while enhancing their knowledge next year. It will bring education to the real world by allowing user to manipulate 3D models with their hand and also helping to maximize individualized learning. The user amount is expected to increase 5-10% every month after the pandemic recovered. Therefore, Johor Public Library Corporation has taken bold steps to introduce this medium of entertainment into a library. Its main purpose is to attract the community from different level to visit the library and in the other hand gain reading habit especially the young generation.Item PocketBook App(International Federation of Library Associations and Institutions (IFLA), 2022-11-26) Mohamed, Afzan; Sulaiman, Linda"Pocket Book" application, which is an application that will offer the service of collecting books published by PPAJ in PDF format to be read directly by library users. (1) Uses Android Studio software (android 4.4 - 10.0) and can be used even without an internet connection (offline). Suitable for use by all library users. (2) All books published by Johor Public Library Corporation (PPAJ) can be read or access directly. (3) Johor Public Library Corporation (PPAJ) obtained the copyright for the application. (3) Content of the collection will be increased every year.Item Virtual Reality @ Library(International Federation of Library Associations and Institutions (IFLA), 2022-12-20) Mohamed, AfzanVirtual Reality (VR) has become a mainstream reality. VR is a technology that can allow a person to feel present in completely digitally created world. This feeling of presence is produced by replacing a user's vision with a stereoscopic image updated in real time of an environment rendered by a computer, viewed by the user through a headset. With the addition of accompanying audio experienced through headphones, a well-crafted experience can immerse the user in the digital environment, overriding his or her sense of physical place The most commonly used input tools are joysticks, force balls / tracking balls, controller wands, data gloves, track-pads, on-device control buttons, motion trackers, bodysuits, treadmills and motion platforms (virtual omni). This virtual reality (VR) service was introduced in October 2019 to provide a brand-new social engagement tool designed to get user interacting, communicating and socializing. An estimated 350 people were using the service when it was first introduced. The amount is expected to increase 5-10% every month. Although Virtual Reality (VR) is common only in entertainment theme parks around the world, at Johor Public Library Corporation the main purpose is to attract the community who have never been to the library to visit the library and are expected to develop a deep interest in reading.