Real world objects in the context of
library science include library non-text-based equipment, tools, devices, and other three-dimensional objects that the user handles, manipulates, or may observe tactilely, and that allow him or her to gain experience and knowledge about the device, learn about how the real world functions, or access digital tools and content.
Real world objects originated as a phrase used in
computer science in the
artificial intelligence community, but has slowly been gaining traction in
library science. These items have also been called or associated with names such as non-bibliographic materials, “
realia”, non-book materials, non-library materials,
three-dimensional objects, and other terms.
The use of "real-world objects" as a phrase in library science has come about partially as a result of the ongoing connection between computer technologies and communities with librarians. Additionally, realia has come to mean historical and artistic artifacts, often kept in museums and archives, and have a prevailing paradigm that sanctions against touch
and has been inextricably linked with the Whitworth Art Gallery's Tactile project rather than based on bibliographic based architectures such as
BIBFRAME BIBFRAME (Bibliographic Framework) is a data model for bibliographic description. BIBFRAME was designed to replace the MARC standards, and to use linked data principles to make bibliographic data more useful both within and outside the library com ...
.
See also
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Realia (library science)
In library classification systems, realia are three-dimensional objects from real life such as coins, tools and textiles, that do not fit into the traditional categories of library material. They can be either man-made (artifacts, tools, utensils, ...
References
Library science
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