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| 005 | 20240701193226.0 | ||
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| 007 | cr nn 008mamaa | ||
| 008 | 230622s2023 sz | o |||| 0|eng d | ||
| 020 | _a9783031305665 | ||
| 024 | 7 |
_a10.1007/978-3-031-30566-5 _2doi |
|
| 040 |
_aES-VaUEC _bspa _cES-VaUEC _dES-VaUE |
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| 050 | 4 |
_aHF54.56 _b2023 EB |
|
| 245 | 0 | 0 |
_aXR-Metaverse Cases : _bBusiness Application of AR, VR, XR and Metaverse _cedited by Timothy Jung, M Claudia tom Dieck |
| 250 | _a1st ed 2023 | ||
| 264 | 1 |
_aCham _c2023 _bSpringer International Publishing |
|
| 300 | 0 | 0 | _a1 recurso en línea |
| 336 |
_atexto _btxt _2rdacontent |
||
| 337 |
_aelectrónico _bc _2rdamedia |
||
| 338 |
_arecurso electrónico _bcr _2rdacarrier |
||
| 490 | 0 |
_aBusiness Guides on the Go _x2731-4766 |
|
| 505 | 0 | _aChapter 1. The Temple of Brunello - Virtual Journeys to Enhance a Unique Product and Its Territory: Brunello Di Montalcino Wine -- Chapter 2. Resuscitation VR: Implementing the Future of Emergency Medicine Training -- Chapter 3. A Bridge Into the Metaverse: XR-supported Bridge Inspections -- Chapter 4. Enabling the Metaverse With the Development of PopupView, an Augmented Reality (AR) Platform -- Chapter 5. An Extended Reality Solution for Mitigating the Video Fatigue of Online Meetings -- Chapter 6. Hello World. Liveness in Virtual Theatre for the Metaverse -- Chapter 7. Integration of Smart Glasses for Knowledge Transfer in Industrial Remote Maintenance: Learnings From Practice -- Chapter 8. Safety is Everything; Design of an AR∙VR Training Simulator for Radiation Emergency Response -- Chapter 9. An Audience With a Hero: a Conversational VR Experience -- Chapter 10. Enhancing Continued Medical Education with Shared Immersive Spaces. | |
| 520 | _aThis book presents a collection of latest case studies on augmented reality (AR) and virtual reality (VR), extended reality (XR) and metaverse applications in various industries. AR, VR, XR and Metaverse are changing the business landscape, providing opportunities for businesses to offer unique services and experiences to their customers. The case studies explore business uses of the technology across multiple industries such as healthcare, tourism, hospitality, events, fashion, entertainment, retail, education and video gaming. The volume includes solutions of different maturities as well as those from startups to large enterprises thereby providing a thorough view of how AR, VR, XR and Metaverse can be used in business. | ||
| 988 | _aSpringer_Business_2023 | ||
| 650 | 7 |
_2embne _924240 _aMarketing en Internet |
|
| 856 | 4 | 0 |
_uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-031-30566-5 _zAcceso a este recurso digital (usuarios Universidad Europea de Valencia) |
| 942 |
_2lcc _cLE |
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| 998 |
_b07/2024 _db _ej _zSI |
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