000 02842nam a22003015i 4500
001 239199
003 ES-VaUE
005 20240306114307.0
007 cr nn 008mamaa
008 210504s2021 sz | o |||| 0|eng d
020 _a9783030680862
024 7 _a10.1007/978-3-030-68086-2
_2doi
040 _aES-VaU
_bspa
_cES-VaU
_dES-VaU
050 4 _aHF54.5-54.56
_b2021 EB
245 0 0 _aAugmented Reality and Virtual Reality :
_bNew Trends in Immersive Technology
_cedited by M Claudia tom Dieck, Timothy H Jung, Sandra M C Loureiro
250 _a1st ed. 2021.
264 1 _aCham
_c2021
_bSpringer International Publishing
300 _a1 recurso en línea
336 _atexto
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
490 0 _aProgress in IS
_x2196-8713
505 0 _aHow To Design Effective AR Retail Apps -- The Role of Mental Imagery as Driver to Purchase Intentions in a Virtual Supermarket -- User responses towards Augmented Reality face filters: Implications for social media and brands -- Can You Make the Cut? Exploring the Effect of Frequency of Cuts in Virtual Reality Storytelling -- Incorporation of augmented-reality technology into smartphone app for large-scale performance art -- Testing Mixed Reality Experiences and Visitor's Behaviours in a Heritage Museum -- Interactive Mixed Reality Technology for Boosting the Level of Museum Engagement -- Too real for comfort: Measuring Consumers' Augmented Reality Information Privacy Concerns -- The Proteus Effect: How Avatars Influence Their Users' Self-Perception and Behaviour -- Modifying the Technology Acceptance Model To Investigate Behavioural Intention To Use Augmented -- Using Virtual Reality as a form of Simulation in the context of Legal Education.
520 _aThis book features the latest research in the area of immersive technologies, presented at the 6th International Augmented Reality and Virtual Reality Conference, held in online in 2020. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, health care, tourism, events, fashion, entertainment, retail and the gaming industry. The book is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-030-68086-2
_zAcceso a este recurso digital (usuarios Universidad Europea de Valencia)
942 _2lcc
_cLE
988 _aSpringer_Business_2021
999 _c239199
_d239199