Description |
1 online resource (272 p.) |
Contents |
Cover -- Title Page -- Copyright Page -- Contents -- Introduction -- Why Xr Is a Trend on the Rise -- Why This Book, and Why Now? -- In the pandemic, our lives moved further online -- Work, as we know it, may never be the same -- Evolving relationships with customers -- A "perfect storm" of technology -- Introducing the Extended Reality Spectrum -- The Incredible (And Very Real) Possibilities of XR -- Key Takeaways -- Endnote -- Chapter 1 What Is Extended Reality? -- A Word About XR Definitions -- Remember, XR is a spectrum -- XR technology is constantly evolving |
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Augmented Reality: The Most Accessible of the XR Technologies -- What is AR? -- How does AR work? -- Stepping into a More Immersive Environment with Virtual Reality -- What is VR? -- How does VR work? The super-quick version -- Merging the Real and Digital Worlds with Mixed (Hybrid) Reality -- What is MR? -- How does MR work? -- Where Is XR Technology Heading? -- Key Takeaways -- Endnotes -- Chapter 2 The Amazing Evolution of XR: A Brief History -- Tracing the XR Timeline -- The 1800s: A critical discovery -- The early 1900s: Forecasting the future of VR |
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The 1950s, 1960s and 1970s: The first VR and AR experiences -- The 1980s, 1990s and 2000s: Gaming adopts VR -- 2010 to 2020: XR technologies gain momentum -- Rapid Evolutions in XR Hardware -- VR equipment -- AR apps and glasses -- Other types of XR displays -- An Evolution Fueled By Other Tech Trends -- Key Takeaways -- Chapter 3 Challenges with XR -- Legal and Moral Concerns -- Can a virtual act be a crime? -- Murky moral practices -- Access for the few, not the many? -- Privacy and Security Concerns -- Taking the term "personal data" to a new level -- It's in your eyes |
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The risk of identity hacking -- Health Concerns -- Introducing the VR hangover -- Post-VR sadness -- Cyber-addiction -- The Need for Responsible XR -- Key Takeaways -- Endnotes -- Chapter 4 XR in Everyday Life and Business -- XR in Everyday Life -- AR apps are everywhere -- Social media heads in a more immersive direction -- Improving the dating experience -- Bringing news, history and world issues to life -- And, finally, some other examples from everyday life -- XR in the Workplace -- Enhancing various recruitment processes -- Making data analysis easier and more immersive |
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Improving virtual meetings -- Transitioning to virtual trade shows -- Key Takeaways -- Endnotes -- Chapter 5 Customer Engagement and Retail -- Giving Customers More Immersive Experiences -- Foot Locker -- Burger King -- Red Bull -- LEGO -- Mercedes-Benz -- One Aldwych Hotel -- Miller Lite -- Bombay Sapphire -- Living Wine Labels app -- Bringing Products to Life in Greater Detail -- Apple -- Asos -- Gap -- Sotheby's and virtual house tours -- Christie's -- Home Depot -- Ikea -- Target -- Wayfair -- Amazon -- Toyota -- A New Age of "Try Before You Buy" -- InkHunter -- Skin Motion Soundwave Tattoos |
Notes |
Description based upon print version of record |
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Warby Parker |
Subject |
Mixed reality -- Industrial applications
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Human-computer interaction.
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Human-computer interaction
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Form |
Electronic book
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ISBN |
9781119699385 |
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111969938X |
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