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020 _a9783031305665
024 7 _a10.1007/978-3-031-30566-5
_2doi
040 _aES-VaUEC
_bspa
_cES-VaUEC
_dES-VaUE
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
998 _b07/2024
_db
_ej
_zSI