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| 003 | ES-MaUEC | ||
| 005 | 20230102121726.0 | ||
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| 007 | cr nn 008mamaa | ||
| 008 | 220124s2022 sz | s |||| 0|eng d | ||
| 020 | _a9783030913946 | ||
| 024 | 7 |
_a10.1007/978-3-030-91394-6 _2doi |
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| 040 |
_aES-MaUEC _bspa _cES-MaUEC _dES-MaUEC |
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| 050 | 4 |
_aLB1028.43 _b2022 EB |
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| 245 | 0 | 0 |
_aExtended Reality Usage During COVID 19 Pandemic _cedited by Anitha S. Pillai, Giuliana Guazzaroni |
| 250 | _aFirst edition 2022 | ||
| 264 | 1 |
_aCham _bSpringer International Publishing _c2022 |
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| 300 |
_a1 recurso en línea (X, 141 páginas) _b13 ilustraciones, 10 ilustraciones a color |
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| 336 |
_2rdacontent _aTexto _btxt |
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| 337 |
_2rdamedia _aelectrónico _bc |
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| 338 |
_2rdacarrier _arecurso electrónico _bcr |
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| 347 |
_aarchivo de texto _bPDF |
||
| 490 | 0 |
_aIntelligent Systems Reference Library _x1868-4408 _v216 |
|
| 505 | 0 | _a1. Use of Extended Reality in Medicine during the Covid-19 pandemic -- XR based remote learning experience during pandemic: Effectiveness and Barriers -- How virtual and augmented reality are reshaping the fashion industry during the Covid-19 Pandemic. | |
| 520 | _aThis book explores the benefits to online teaching incorporating extended reality technologies both from a teacher's and from a students' perspective. As we are all aware, the COVID-19 pandemic has created a worldwide lock down which is clearly visible in individuals' shifting behaviour as they are keeping away from public contact, large events, weddings, places of worship, public transportation, restaurant, flights, shopping malls, etc. People across the world have adopted to Work From Home (WFH) concept using digital technology. They are teaching, learning, conducting meetings, seminars, etc., using digital medium. As people were not allowed to go out and buy things, online shopping was in demand and extensible reality helped in marketing the products and customers could also have a better shopping experience. Gaming industry has always brought in many new games for children and adults. Healthcare sector also leveraged the benefits of this technology to the fullest extent. The use of augmented and virtual reality in art and museum is also highlighted. Our book presents the different sectors that have benefitted using this technology during this time of crisis. This book will be very useful for students, professionals and researchers working in the area of virtual, augmented or mixed reality. Our aim is to bring out the use of this technology during the COVID-19 pandemic so that the readers are exposed to the various applications of this technology. | ||
| 988 | _aSpringer_Robotics_2022 | ||
| 650 | 7 |
_2embne _9363686 _aRealidad virtual _xAspectos sociales |
|
| 650 | 7 |
_2embne _9679169 _aRealidad aumentada |
|
| 650 | 7 |
_2embne _9155934 _aInternet en la enseñanza |
|
| 700 | 1 |
_aPillai, Anitha S. _eeditor literario _4edt _4http://id.loc.gov/vocabulary/relators/edt |
|
| 700 | 1 |
_aGuazzaroni, Giuliana _eeditor literario _4edt _4http://id.loc.gov/vocabulary/relators/edt |
|
| 776 | 0 | 8 |
_iPrinted edition: _z9783030913939 |
| 776 | 0 | 8 |
_iPrinted edition: _z9783030913953 |
| 776 | 0 | 8 |
_iPrinted edition: _z9783030913960 |
| 856 | 4 | 0 |
_uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-030-91394-6 _zAcceso a este recurso digital (usuarios Universidad Europea de Madrid) |
| 942 |
_2lcc _cLE _n0 |
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| 998 |
_b03/2022 _dz _esc _zSI |
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