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01962aam a2200397 4500 001 77B6B508BB4F11EE9799A7D243ECA4DB 003 SILO 005 20240125010040 008 191220s2021||||||||||||||||||||||||eng|u 010 $a 2019059307 020 $a 1644872897 020 $a 9781644872895 035 $a (OCoLC)1149192951 040 $d TxAuBib $d SILO 100 1 $a Rathburn, Betsy, $e author. $t Virtual reality. 245 1 $a Virtual reality / $c by Betsy Rathburn. 264 1 $a Minneapolis, MN : $b Bellwether Media, Inc., $c 2021. 300 $a 24 pages : $b color illustrations ; $c 24 cm. 490 1 $a Epic. Cutting-edge technology 490 1 $a Epic $p Cutting-edge technology 500 $a Many people know that virtual reality is used in video games. But this cutting-edge technology is also used to train doctors, pilots, and more! This high-interest title introduces readers to the past, present, and future of virtual reality through engaging text and vibrant photos. A diagram shows off how virtual reality works, a pro/con comparison examines the technology of VR, and a graph explores how many people use this fascinating technology!. 504 $a Includes bibliographical references and index. 520 $a "Engaging images accompany information about virtual reality. The combination of high-interest subject matter and light text is intended for students in grades 2 through 7" -- $c Provided by publisher. 521 1 $a Ages 7-12. 521 2 $a Grades 4-6. 541 $d 20230601. 650 7 $a Virtual reality $v Juvenile literature. 650 7 $a Virtual reality. 650 $a Virtual computer systems $v Juvenile literature. 650 $a Virtual computer systems. 655 7 $a Juvenile works. 830 $a Epic. Cutting-edge technology. 830 $a Epic $p Cutting-edge technology. 941 $a 1 952 $l TXPC862 $d 20240125010713.0 956 $a http://locator.silo.lib.ia.us/search.cgi?index_0=id&term_0=77B6B508BB4F11EE9799A7D243ECA4DBInitiate Another SILO Locator Search