000 | 01466cam a2200361 i 4500 | ||
---|---|---|---|
001 | 21319308 | ||
003 | OhDaMVS | ||
005 | 20240218144227.0 | ||
008 | 191204s2021 mnua j b 001 0 eng | ||
010 | _a 2019956175 | ||
020 |
_a9781098221195 _q(lib. bdg.) |
||
020 |
_z9781098222178 _q(ebook) |
||
020 |
_z9781098222666 _q(Read-to-me ebook) |
||
040 |
_aDLC _beng _erda _cDLC |
||
042 | _apcc | ||
050 | 0 | 0 |
_aQA76.9.C65 _bM877 2021 |
082 | 0 | 4 |
_a003.3 MUR _223 |
100 | 1 |
_aMurray, Julie, _d1969- _eauthor. |
|
245 | 1 | 0 |
_aVirtual reality / _cby Julie Murray. |
300 |
_a24 pages : _billustrations (chiefly color) ; _c24 cm. |
||
490 | 0 | _aDash! Leveled readers. 3 | |
490 | 0 | _aHigh technology | |
504 | _aIncludes bibliographical references (page 24) and index. | ||
520 | _aTechnology keeps progressing and advancements in virtual reality will continue to amaze mankind for years to come. Readers will learn about amazing inventions throughout the years, what they do, why they're important, and what technology of the future might look like. | ||
521 | _aAges 5-9 | ||
650 | 0 |
_aComputer simulation _vJuvenile literature. |
|
650 | 0 |
_aHigh technology _vJuvenile literature. |
|
650 | 0 |
_aHuman-computer interaction _vJuvenile literature. |
|
650 | 0 |
_aTechnological innovations _vJuvenile literature. |
|
650 | 0 |
_aVirtual reality _vJuvenile literature. |
|
906 |
_a7 _bcbc _corignew _d2 _eepcn _f20 _gy-gencatlg |
||
942 |
_2ddc _cNON-FIC |
||
999 |
_c61179 _d59849 |