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Reality Check: How Immersive Technologies Can Transform Your Business


Reality Check: How Immersive Technologies Can Transform Your Business

Paperback by Dalton, Jeremy

Reality Check: How Immersive Technologies Can Transform Your Business

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£22.94

ISBN:
9781789666335
Publication Date:
3 Jan 2021
Language:
English
Publisher:
Kogan Page Ltd
Pages:
248 pages
Format:
Paperback
For delivery:
Estimated despatch 21 - 22 May 2024
Reality Check: How Immersive Technologies Can Transform Your Business

Description

Discover THE next big competitive advantage in business: learn how augmented 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 Pokémon 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 research Reality 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.

Contents

Chapter - 01: Loading...; Chapter - 02: Why XR Means Business; Chapter - 03: Learning and Development; Chapter - 04: Operations; Chapter - 05: Sales and Marketing; Chapter - 06: Five Phases of XR Implementation; Chapter - 07: Discovery Challenges; Chapter - 08: Design and Development Challenges; Chapter - 09: Deploy and Debrief Challenges; Chapter - 10: A Beginner's Guide to Creating Quality 360 Video Content; Chapter - 11: Common Misconceptions and Criticisms of XR; Chapter - 12: Why Now?; Chapter - 13: Conclusion; Chapter - 14: The Machinery Behind XR

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