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Titlebook: Augmented Reality and Virtual Reality; The Power of AR and M. Claudia tom Dieck,Timothy Jung Book 2019 Springer Nature Switzerland AG 2019

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Creating Virtual Reality in a Business and Technology Educational Context uses for virtual reality in a business context, and then create their own VR scenes for a selected business or industry. In doing so, students follow a virtual mobility learning scenario in which they explore the capabilities of virtual reality in both business and technology educational contexts.
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Book 2019ts, fashion, entertainment, retail, education and gaming..The volume collects contributions by prominent computer and social sciences experts from around the globe. Addressing the most significant topics in the field of augmented and virtual reality and sharing the latest findings, it will be of interest to academics and practitioners alike.
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https://doi.org/10.1007/978-3-319-10142-2ntributions in the area of cultural tourism and consumer psychology, discussing tourist sites mediated by engaging technologies to enhance the visitor experience. Further research is highlighted in the area of VR and AR development through purpose-driven design.
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Transformation of , Protoplastsronment factors: .. Further, the perceived challenges included three organisation factors: ., ., and ., and two environment factors: . and .. Theoretical contributions, practical implications, and recommendations for further research and action are presented.
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Shigeyuki Kawai Ph.D.,Kousaku Murata Ph.D.al boundaries in both clinical cases simulating a hospital ward and natural countryside landmarks. With VR and IVR embedded in the classroom, students expressed greater learning satisfaction while experiencing more opportunities to rehearse professional skills and explore historical artefacts with deeper cultural understanding.
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Augmented Reality in Real Stores: Empirical Evidence from Consumers’ Interaction with AR in a Retail They find interaction with the augmented store to be ‘realistic’, and hedonic motivations for interacting with the immersive store frequently prevail. The AR enhanced store appears to stimulate brand engagement, increasing consumers’ desire to shop at the retailer, which provides managerial opportunities to reinforce brand positioning.
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Designing Valuable Augmented Reality Tourism Application Experiencestakeholder groups, revealing four AR design categories; visitor value, organisational value, stakeholder value, economic value. Findings identified these categories should be considered for the effective design and implementation of enhanced tourist experiences, bridging a gap in current research.
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