XR-Metaverse Cases: Business Application of AR, VR, XR and Metaverse

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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.

Author(s): Timothy Jung, M. Claudia tom Dieck
Series: Business Guides on the Go
Publisher: Springer
Year: 2023

Language: English
Pages: 110
City: Cham

Preface
Contents
List of Figures
List of Table
The Temple of Brunello: Virtual Journeys to Enhance a Unique Product and Its Territory—Brunello di Montalcino Wine
1 Company Description
2 Project Summary
3 Project Details
3.1 InVolo
3.2 Temple of Brunello: Panoramic Skyline Close to the Wine Shop, Bistrot, and Cafeteria
3.3 Augmented and Interactive Shelves in the Wine Shop
4 Feedback from End Users
5 Future Outlook
6 Conclusions
References
Resuscitation VR: Implementing the Future of Emergency Medicine Training
1 Company Background
2 Project Summary
3 Project Details
3.1 Challenge
3.2 Solution
3.3 Benefits
4 Feedback from End Users
4.1 Initial Pilot
4.2 Stress Inoculation
4.3 User Experience
4.4 Comparison with Manikin-Based Simulation
5 Future Outlook
5.1 New Ways to Interact
5.2 New Ways to Build
6 Conclusion
References
A Bridge into the Metaverse: XR-Supported Bridge Inspections
1 Institute Description
2 Project Summary
3 Project Details
4 Feedback from End Users
5 Outlook
6 Conclusion
References
Enabling the Metaverse with the Development of PopupView: An Augmented Reality Platform
1 Company Description
2 Project Summary
3 Project Details
4 Case Studies
5 Feedback from End Users
6 Future Outlook
7 Conclusion
An Extended Reality Solution for Mitigating the Video Fatigue of Online Meetings
1 Company Description
2 Project Summary
3 Project Details
4 Feedback from End Users
5 Future Outlook
6 Conclusion
References
Hello World: Liveness in Virtual Theatre for the Metaverse
1 What Do Audiences Want?
1.1 Context
1.2 Virtual Theatre
1.3 The Value of Liveness
2 The Projects Methodology
2.1 Research Mechanics
2.1.1 Survey
2.1.2 Data Tracking in Game
2.1.2.1 Directors View/Interaction Mode
2.1.2.2 Chat Window
2.1.2.3 Emoji Buttons
2.2 Equipment and Processes
2.3 Story
3 Discoveries
4 Conclusions
Integration of Smart Glasses for Knowledge Transfer in Industrial Remote Maintenance: Learnings from Practice
1 Company Description
2 Project Summary
3 Project Details
4 Evaluation
5 Future Outlook and Conclusion
References
Safety Is Everything: Design of an AR∙VR Training Simulator for Radiation Emergency Response
1 Company Description
2 Project Summary
3 Project Details
3.1 Challenge
3.2 Solution
3.3 Benefits
4 Feedback from End Users
5 Outlook/Roadmap
6 Conclusion
An Audience with a Hero: A Conversational VR Experience
1 Company Description
2 Project Summary
3 Project Details
4 Feedback from End Users
5 Future Outlook
6 Conclusions
References
Enhancing Continued Medical Education with Shared Immersive Spaces
1 Company Description
1.1 Med Learning Group
1.2 Igloo Vision
2 Project Summary
3 Project Details
3.1 The Situation
3.2 The Solution
3.3 Details of the Igloo Immersive Spaces
3.4 Why Med Learning Group Was Attracted to Igloo Immersive Technology
3.5 The VR Rooms in Action
3.6 Evaluating the Impact
4 Feedback from End Users
5 Future Outlook/Roadmap
6 Conclusion