04038nam 22007095 450 991048300400332120230810172454.03-030-68086-X10.1007/978-3-030-68086-2(CKB)4100000011918715(MiAaPQ)EBC6606013(Au-PeEL)EBL6606013(OCoLC)1250080625(DE-He213)978-3-030-68086-2(PPN)25588365X(EXLCZ)99410000001191871520210504d2021 u| 0engurcnu||||||||txtrdacontentcrdamediacrrdacarrierAugmented Reality and Virtual Reality New Trends in Immersive Technology /edited by M. Claudia tom Dieck, Timothy H. Jung, Sandra M. C. Loureiro1st ed. 2021.Cham :Springer International Publishing :Imprint: Springer,2021.1 online resource (312 pages)Progress in IS,2196-87133-030-68085-1 Includes bibliographical references.How To Design Effective AR Retail Apps -- The Role of Mental Imagery as Driver to Purchase Intentions in a Virtual Supermarket -- User responses towards Augmented Reality face filters: Implications for social media and brands -- Can You Make the Cut? Exploring the Effect of Frequency of Cuts in Virtual Reality Storytelling -- Incorporation of augmented-reality technology into smartphone app for large-scale performance art -- Testing Mixed Reality Experiences and Visitor’s Behaviours in a Heritage Museum -- Interactive Mixed Reality Technology for Boosting the Level of Museum Engagement -- Too real for comfort: Measuring Consumers’ Augmented Reality Information Privacy Concerns -- The Proteus Effect: How Avatars Influence Their Users’ Self-Perception and Behaviour -- Modifying the Technology Acceptance Model To Investigate Behavioural Intention To Use Augmented -- Using Virtual Reality as a form of Simulation in the context of Legal Education.This book features the latest research in the area of immersive technologies, presented at the 6th International Augmented Reality and Virtual Reality Conference, held in online in 2020. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, health care, tourism, events, fashion, entertainment, retail and the gaming industry. The book is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.Progress in IS,2196-8713Business information servicesSocial sciencesData processingMultimedia systemsDigital humanitiesIT in BusinessBusiness Information SystemsComputer Application in Social and Behavioral SciencesMultimedia Information SystemsDigital HumanitiesBusiness information services.Social sciencesData processing.Multimedia systems.Digital humanities.IT in Business.Business Information Systems.Computer Application in Social and Behavioral Sciences.Multimedia Information Systems.Digital Humanities.006.8006.8Dieck M. Claudia tomJung TimothyLoureiro Sandra Maria Correia1967-MiAaPQMiAaPQMiAaPQBOOK9910483004003321Augmented Reality and Virtual Reality2143206UNINA