This document discusses various existing and potential applications of augmented reality technology in libraries. It provides examples of augmented reality being used to enhance experiences at cultural sites and sporting events. Specific library applications mentioned include using augmented reality to provide additional multimedia content for book talks, bulletin boards, and shelf reading. The document also lists augmented reality apps like Aurasma, Layar, and Google Cardboard that could be leveraged for such projects. Overall, the document explores how augmented reality could be utilized to enrich users' interactions with physical library spaces and collections.