Tecnologías para la incorporación de objetos 3D en libros de papel y libros digitales

  1. Carlos Carbonell Carrera
  2. José Luis Saorín Pérez
  3. Cecile Meier
  4. Dámari Melián Díaz
  5. Jorge de la Torre Cantero
El profesional de la información

ISSN: 1699-2407

Year of publication: 2016

Volume: 25

Issue: 4

Pages: 661-670

Type: Article

Export: RIS
DOI: 10.3145/epi.2016.jul.16 GOOGLE SCHOLAR lock_openOpen access editor
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Cited by

  • Dialnet Métricas Cited by: 1 (17-09-2021)

Journal Citation Reports

  • Year 2016
  • Journal Impact Factor: 1.063
  • Best Quartile: Q3
  • Area: INFORMATION SCIENCE & LIBRARY SCIENCE Quartile: Q3 Rank in area: 45/85 (Ranking edition: SSCI)

SCImago Journal Rank

  • Year 2016
  • SJR Journal Impact: 0.549
  • Best Quartile: Q1
  • Area: Cultural Studies Quartile: Q1 Rank in area: 62/947
  • Area: Library and Information Sciences Quartile: Q1 Rank in area: 50/243
  • Area: Communication Quartile: Q2 Rank in area: 85/432
  • Area: Information Systems Quartile: Q2 Rank in area: 109/1326

Índice Dialnet de Revistas

  • Year 2016
  • Journal Impact: 0.877
  • Field: DOCUMENTACIÓN Quartile: C1 Rank in field: 2/23
  • Field: COMUNICACIÓN Quartile: C1 Rank in field: 3/61


  • Social Sciences: A


  • Year 2016
  • CiteScore of the Journal : 1.5
  • Area: Library and Information Sciences Percentile: 69
  • Area: Information Systems Percentile: 36


Traditionally, the book uses text, pictures, and drawings to show information. To complement the information, various methods have been used, such as adding tangible objects or models. With the advent of digital books, it is possible to incorporate videos, interactive graphics, photo galleries, and 3D objects. This article describes the possibilities of including 3D models in books that are paper or electronic (read on a desktop or mobile device). For this article we have made several book prototypes in various formats, and instructions are presented so that the reader can visualize the 3D objects contained in them.

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