Libraries are well-known as work places and thus have a common way of everyday use. Unfortunately, there is a gap between the physical and digital contents of a library and its media. By expanding the physical, tangible media with digital information, many new possibilities for interaction would open up for users. With the help of a prototype, we want to show how it is possible to shrink this gap with the use of blends and augmented reality. The Augmented Shelf allows for an overlay of digital information and additional functionality over a certain inventory in real time depending on the position of the user in a three dimensional space. The users are able to highlight physical artifacts, leave virtual commentaries and search for related media. 1 Augmented Shelf The idea of using augmented reality in the surroundings of a library was at latest brought up by Rekimoto and Katashi (1995) in the mid-nineties. They outline an application for a handheld device which allows users to find specific books by using their natural voice. Additionally, the device is able to answer questions related to those books. Even 15 years later new concepts and prototypes keep appearing, trying to close the gap between the physica
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