| 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 |
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| 988 | _aSpringer_Business_2021 | ||
| 999 |
_c239199 _d239199 |
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