TurboSquid is a digital media company that sells stock 3D models used in 3D graphics to a variety of industries, including computer games, architecture, and interactive training
The Unity Asset Store is a marketplace for developers, inside the Unity platform, to share and trade assets among each other and will act as a hub for developers to shop for independently created assets for use in a wide variety of games and other interactive 3D projects.
The Unreal Engine Marketplace offers free and paid digital assets for making video games or for any 3D rendering project.
Selected Bibliography
•Barker, K. R. (2017). IMAGINATION, ADVENTURE, AND PRACTICAL APPLICATION: VIRTUAL REALITY IN AN ACADEMIC HEALTH SCIENCES LIBRARY. Journal of the Medical Library Association, 105(4), 408–410. https://doi.org/10.5195/jmla.2017.329
•Brigham, T. J. (2017). Reality Check: Basics of Augmented, Virtual, and Mixed Reality. Medical Reference Services Quarterly, 36(2), 171–178. https://doi.org/10.1080/02763869.2017.1293987
•Frost, M., Goates, M., Cheng, S., & Johnston, J. (2020). Virtual Reality: A Survey of Use at an Academic Library. Information Technology and Libraries (Online), 39(1), 1–12. https://doi.org/10.6017/ital.v39i1.11369
•Hannah, M., Huber, S., & Matei, S. A. (2019). Collecting Virtual and Augmented Reality in the Twenty-First Century Library. Collection Management, 44(2–4), 277–295. https://doi.org/10.1080/01462679.2019.1587673
•Lischer-Katz, Z., Cook, M., & Boulden, K. (2018). Evaluating the impact of a virtual reality workstation in an academic library: Methodology and preliminary findings. Proceedings of the Association for Information Science and Technology, 55(1), 300–308. https://doi.org/10.1002/pra2.2018.14505501033
•Marshall, D. H., DuBose, J., & Archer, P. (2019). Mixed Reality Lab at Mississippi State University Libraries. Public Services Quarterly, 15(1), 51–58. https://doi.org/10.1080/15228959.2018.1554466
•Valenti, S., Lund, B., & Wang, T. (2020). Virtual Reality as a Tool for Student Orientation in Distance Education Programs: A Study of New Library and Information Science Students. Information Technology and Libraries (Online), 39(2), 1–12. https://doi.org/10.6017/ital.v39i2.11937