02823nam a22005055i 4500001001800000003000900018005001700027007001500044008004100059020001800100024003500118050001700153072001600170072001500186072002300201072001500224072001400239245019200253250001800445264006900463300006400532336002600596337002600622338003600648347002400684490006300708520082600771650003501597650002101632650002301653650003101676650002001707650003501727650004201762700008401804700007601888700007601964710003402040773002602074776003602100776003602136776003602172830006302208856004602271978-3-031-50559-1DE-He21320251030111359.0cr nn 008mamaa240122s2024 sz | s |||| 0|eng d a97830315055917 a10.1007/978-3-031-50559-12doi 4aHF54.5-54.56 7aKJQ2bicssc 7aUF2bicssc 7aBUS0830002bisacsh 7aKJQ2thema 7aUF2thema10aXR and Metaverseh[electronic resource] :bProceedings of the 8th International XR-Metaverse Conference 2023, Las Vegas, USA /cedited by M. Claudia tom Dieck, Timothy Jung, Yen-Soon Kim. a1st ed. 2024. 1aCham :bSpringer Nature Switzerland :bImprint: Springer,c2024. aXI, 272 p. 87 illus., 80 illus. in color.bonline resource. atextbtxt2rdacontent acomputerbc2rdamedia aonline resourcebcr2rdacarrier atext filebPDF2rda1 aSpringer Proceedings in Business and Economics,x2198-7254 aThis book offers a comprehensive collection of the latest research presented at the 8th International XR-Metaverse Conference, held in Las Vegas, USA in 2023. Its goal is to bridge the gap between academia and industry by advancing the state of the art in metaverse, XR, AI-based AR and VR technologies, and by exploring their applications in various fields such as business, marketing, education, health care, tourism, events, fashion, entertainment, retail, and the gaming industry. Including contributions by prominent XR scholars from around the globe, the book addresses a wide range of significant topics concerning XR and the metaverse. Showcasing cutting-edge research outputs, it will be of interest to both academics and practitioners eager to catch up on the latest developments in this rapidly evolving field. 0aBusiness information services. 0aVirtual reality. 0aAugmented reality. 0aTechnological innovations.14aIT in Business.24aVirtual and Augmented Reality.24aInnovation and Technology Management.1 atom Dieck, M. Claudia.eeditor.4edt4http://id.loc.gov/vocabulary/relators/edt1 aJung, Timothy.eeditor.4edt4http://id.loc.gov/vocabulary/relators/edt1 aKim, Yen-Soon.eeditor.4edt4http://id.loc.gov/vocabulary/relators/edt2 aSpringerLink (Online service)0 tSpringer Nature eBook08iPrinted edition:z978303150558408iPrinted edition:z978303150560708iPrinted edition:z9783031505614 0aSpringer Proceedings in Business and Economics,x2198-725440uhttps://doi.org/10.1007/978-3-031-50559-1