Buch, Englisch, 102 Seiten, Format (B × H): 153 mm x 216 mm, Gewicht: 273 g
Reihe: Business Guides on the Go
Business Application of AR, VR, XR and Metaverse
Buch, Englisch, 102 Seiten, Format (B × H): 153 mm x 216 mm, Gewicht: 273 g
Reihe: Business Guides on the Go
ISBN: 978-3-031-30565-8
Verlag: Springer International Publishing
This 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.
Zielgruppe
Professional/practitioner
Autoren/Hrsg.
Fachgebiete
- Wirtschaftswissenschaften Betriebswirtschaft Wirtschaftsinformatik, SAP, IT-Management
- Mathematik | Informatik EDV | Informatik Angewandte Informatik Wirtschaftsinformatik
- Mathematik | Informatik EDV | Informatik EDV & Informatik Allgemein
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Multimedia
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Kommunikationswissenschaften Digitale Medien, Internet, Telekommunikation
Weitere Infos & Material
Chapter 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.