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XR-Metaverse Cases

Business Application of AR, VR, XR and Metaverse

  • Book
  • © 2023

Access provided by Autonomous University of Puebla

Overview

  • Presents the state of the art in AR, VR, XR and metaverse cases in business
  • Includes application in industries such as healthcare, tourism, fashion, entertainment, and education
  • Highlights the commercial potential of AR, VR, XR and metaverse technologies

Part of the book series: Business Guides on the Go (BUGO)

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About this book

This book presents a collection of latest case studies on augmented reality (AR) and virtual reality (VR), extended reality (XR) and metaverse applications in various industries. AR, VR, XR and Metaverse are changing the business landscape, providing opportunities for businesses to offer unique services and experiences to their customers. The case studies explore business uses of the technology across multiple industries such as healthcare, tourism, hospitality, events, fashion, entertainment, retail, education and video gaming. The volume includes solutions of different maturities as well as those from startups to large enterprises thereby providing a thorough view of how AR, VR, XR and Metaverse can be used in business.

Keywords

Table of contents (10 chapters)

Editors and Affiliations

  • Manchester Metropolitan University, Manchester, UK

    Timothy Jung, M. Claudia tom Dieck

About the editors

Prof. Timothy Jung is Chair Professor of XR (eXtended Reality) and 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, IoT, Big Data, 5G and Digital Twin powered immersive technology innovation for well-being, quality of life and happiness. 

Dr. M. Claudia tom Dieck is a research fellow 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.

Bibliographic Information

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