Fr. 216.00

XR and Metaverse - Proceedings of the 9th International XR-Metaverse Conference 2024, Busan, South Korea

English · Hardback

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Description

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This book offers a comprehensive collection of the latest research presented at the 9th International XR-Metaverse Conference held in Busan, South Korea, in 2024. 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 is of interest to both academics and practitioners eager to catch up on the latest developments in this rapidly evolving field.

About the author

Prof. Timothy Jung is Chair Professor of XR (extended reality), Director of Creative AR & VR Hub at Manchester Metropolitan University (UK) and President of the International Association of Immersive Technology Innovation (IAITI). His research interests include AI and Blockchain powered immersive technology innovation for well-being, quality of life and happiness. 
Dr. M. Claudia tom Dieck is Reader at the Creative Augmented and Virtual Reality Hub at Manchester Metropolitan University (UK), and the Programme Chair of the annual International XR Conference. Her research interests include immersive technologies in the creative industries.
Prof. Seok Chan Jeong is a scholar at the faculty of Artificial Intelligence at the Graduate School and Director of AI Grand ICT Research Center at Dong-eui University (South Korea). He is the Local and Conference Chair of the International Association of Immersive Technology Innovation (IAITI). His research interests include Big Data, DX, Smart Factory, IoT Systems, and AI-related services.
Prof. Sung-Hee Kim is a scholar at the faculty of Artificial Intelligence at the Graduate School and Director of Data Experience lab at the Dong-eui University, Busan, South Korea. She is Local Program Chair of the International Association of Immersive Technology Innovation (IAITI) and her research interests include human-computer interaction, data visualization, and AI-related services.
Prof. Daniel Sahl directs the Center for Gaming Innovation at the International Gaming Institute at the University of Nevada Las Vegas, USA collaborating with global industry leaders to pioneer and commercialize cutting-edge gaming technologies. Renowned for his expertise in game design, he has presented at conferences globally on the convergence of video game design and modern gaming machines.
Prof. SJ Kim serves as Director of the Digital Experience Lab (DEX Lab) within the Howard R. Hughes College of Engineering and the College of Fine Arts at the University of Nevada Las Vegas, USA. With specialized expertise in designing and evaluating immersive interactive interfaces, he contributes to advancing innovation at the intersection of engineering and arts.

Product details

Assisted by Seok Chan Jeong et al (Editor), M Claudia tom Dieck (Editor), Seok Chan Jeong (Editor), Timothy Jung (Editor), S J Kim (Editor), S. J. Kim (Editor), SJ Kim (Editor), Sung-Hee Kim (Editor), Daniel Sahl (Editor), M. Claudia Tom Dieck (Editor)
Publisher Springer, Berlin
 
Languages English
Product format Hardback
Released 01.02.2025
 
EAN 9783031779749
ISBN 978-3-0-3177974-9
No. of pages 509
Dimensions 155 mm x 31 mm x 235 mm
Weight 889 g
Illustrations XIV, 509 p. 123 illus., 102 illus. in color.
Series Springer Proceedings in Business and Economics
Subjects Social sciences, law, business > Business > General, dictionaries

Management: Innovation, Virtual Reality, Blockchain, Unternehmensanwendungen, Augmented Reality, Bildverarbeitung, Gamification, IT in Business, Computer Imaging, Vision, Pattern Recognition and Graphics, Innovation and Technology Management, Metaverse, Extended Reality, Immersive Technologies, Mobile Augmented Reality, Augmented Reality in Business, XR Adoption, Industrial Metaverse, State of the Art Research

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