没入型技術によるビジネス変革<br>Reality Check : How Immersive Technologies Can Transform Your Business

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没入型技術によるビジネス変革
Reality Check : How Immersive Technologies Can Transform Your Business

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  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 238 p.
  • 言語 ENG
  • 商品コード 9781789666335
  • DDC分類 658

Full Description


Discover THE next big competitive advantage in businessaugmented and virtual reality can put your business ahead.Augmented reality (AR) and virtual reality (VR) are part of a new wave of immersive technologies that offer huge opportunities for businesses, across industries and regardless of their size. Most people think of AR or VR as a new development in video gaming like Pokemon GO, or an expensive marketing campaign by the Nikes of the world. The truth is, businesses of any size can put these new technologies to immediate use in areas that include:- Learning and development- Remote collaboration and assistance- Visualization of remote assets and environments - Sales and marketing- Consumer behaviour researchReality Check dispels the common misconceptions of AR and VR, such as them being too expensive or not easily scalable, and details how business leaders can integrate them into their business to deliver more efficient, impactful and cost-effective business solutions. The up and coming voice of AR and VR for businesses, Jeremy Dalton, uses case studies from organizations all over the world including Cisco, Ford, GlaxoSmithKline, La Liga and Vodafone to showcase the practical uses of immersive technologies. Reality Check makes cutting-edge technology accessible and grounds them into the everyday workings of normal businesses. It is your one-stop non-technical guide to incredibly exciting new technologies that will deliver results.

Table of Contents

Acknowledgements                                   x
01 Loading... 1 (6)
A book on virtual reality and augmented 1 (1)
reality technology?
Who is this book for? 2 (1)
My approach 2 (1)
Summary and objectives 3 (1)
Definitions 4 (3)
02 Why XR means business 7 (6)
Strengths of virtual reality 7 (1)
Strengths of augmented reality 8 (2)
What outcomes can XR drive in business? 10 (3)
03 Learning and development 13 (21)
Soft skills 15 (3)
Diversity and inclusion 18 (4)
Practical skills 22 (6)
Remote assistance 28 (6)
04 Operations 34 (23)
Collaboration, conferences and remote 34 (10)
working
Environment and asset visualization 44 (4)
Visualization of hidden utilities 48 (3)
Forensic visualization 51 (6)
05 Sales and marketing 57 (17)
A new sales avenue 57 (8)
A new research tool 65 (2)
A new marketing medium 67 (3)
A new advertising channel 70 (4)
06 Five phases of XR implementation 74 (3)
Discover 74 (1)
Design 75 (1)
Develop 75 (1)
Deploy 76 (1)
Debrief 76 (1)
07 Discovery challenges 77 (14)
Educating yourself and others on the 77 (6)
potential of XR
Hardware considerations and selection 83 (8)
08 Design and develop challenges 91 (19)
Selecting the right type of content for 91 (9)
your project
Resourcing the right team in the right way 100(3)
Improving accessibility 103(1)
Data protection, privacy and cyber 104(6)
security
09 Deploy and debrief challenges 110(13)
Device management 110(4)
Maintaining headset hygiene 114(2)
Collecting data on XR solutions 116(7)
10 A beginner's guide to creating quality 123(28)
360 video content
Alex Ruhl
Introduction 123(5)
Pre-production 128(6)
Production 134(11)
Post-production 145(2)
Other subjects of 360 video you might 147(3)
come across
Closing remarks 150(1)
11 Common misconceptions and criticisms of 151(25)
XR
`XR is only for entertainment' 151(1)
`VR makes people sick' 152(4)
`VR is an isolating technology' 156(1)
`VR will replace real-life experiences' 157(1)
`XR is just headsets' 158(1)
`360 video is not VR' 158(1)
`Can't they just watch a regular video?' 159(1)
`XR is not scalable' 160(3)
`XR is expensive' 163(1)
`XR only appeals to younger generations' 164(1)
`AR will make VR irrelevant' 165(2)
`This is going to be the year of VR' 167(2)
`VR is dead' 169(7)
12 Why now? 176(25)
Decreasing costs, increasing power 177(1)
Investment in XR 178(1)
Backing of multinational corporations 179(1)
Global economic impact 180(5)
Academic research in XR is surging 185(3)
Acceptance of video gaming trends and 188(4)
technologies in organizations and society
Maturity of XR 192(3)
Omnipresence of the smartphone 195(6)
13 Conclusion 201(3)
XR's impact is global across all 201(1)
industries
Challenges exist but the rewards are great 202(1)
Expect to see XR more often 203(1)
14 The machinery behind XR 204(21)
Head-mounted displays (HMDs) 204(1)
Virtual reality 204(4)
Augmented reality 208(3)
Tracking technology 211(1)
Application technology 212(1)
Input technology 212(3)
Handheld devices 215(1)
Projection systems 216(5)
Large screens 221(4)
Glossary 225(1)
All the Rs 225(1)
Other terms 225(5)
Index 230