LEADER 04038nam 22007095 450 001 9910483004003321 005 20230810172454.0 010 $a3-030-68086-X 024 7 $a10.1007/978-3-030-68086-2 035 $a(CKB)4100000011918715 035 $a(MiAaPQ)EBC6606013 035 $a(Au-PeEL)EBL6606013 035 $a(OCoLC)1250080625 035 $a(DE-He213)978-3-030-68086-2 035 $a(PPN)25588365X 035 $a(EXLCZ)994100000011918715 100 $a20210504d2021 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aAugmented Reality and Virtual Reality $eNew Trends in Immersive Technology /$fedited by M. Claudia tom Dieck, Timothy H. Jung, Sandra M. C. Loureiro 205 $a1st ed. 2021. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2021. 215 $a1 online resource (312 pages) 225 1 $aProgress in IS,$x2196-8713 311 $a3-030-68085-1 320 $aIncludes bibliographical references. 327 $aHow 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. 330 $aThis book features the latest research in the area of immersive technologies, presented at the 6th International Augmented Reality and Virtual Reality Conference, held in online in 2020. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, health care, tourism, events, fashion, entertainment, retail and the gaming industry. The book is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike. 410 0$aProgress in IS,$x2196-8713 606 $aBusiness information services 606 $aSocial sciences$xData processing 606 $aMultimedia systems 606 $aDigital humanities 606 $aIT in Business 606 $aBusiness Information Systems 606 $aComputer Application in Social and Behavioral Sciences 606 $aMultimedia Information Systems 606 $aDigital Humanities 615 0$aBusiness information services. 615 0$aSocial sciences$xData processing. 615 0$aMultimedia systems. 615 0$aDigital humanities. 615 14$aIT in Business. 615 24$aBusiness Information Systems. 615 24$aComputer Application in Social and Behavioral Sciences. 615 24$aMultimedia Information Systems. 615 24$aDigital Humanities. 676 $a006.8 676 $a006.8 702 $aDieck$b M. Claudia tom 702 $aJung$b Timothy 702 $aLoureiro$b Sandra Maria Correia$f1967- 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910483004003321 996 $aAugmented Reality and Virtual Reality$92143206 997 $aUNINA