This document discusses augmented reality (AR) and its uses in books and libraries. It begins with definitions of AR as a technology that superimposes computer images onto the real world. It then provides examples of AR being used in books like the Guinness World Records to bring records to life. The document demonstrates how the Aurasma app can be used to create AR experiences and provide additional interactive layers of information when pointed at images. It provides ideas for using AR in libraries and classrooms, such as for book trailers, read-alouds, student reviews, and interactive exhibits. It compares AR to QR codes and provides resources for creating AR content and examples of publishers using AR.