Immersive technologies to accelerate innovation : how virtual and augmented reality enables the co-creation of concepts
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Fleury, S., & Richir, S. (2021). Immersive technologies to accelerate innovation: how virtual and augmented reality enables the co-creation of concepts . ISTE, Ltd. ;.
Chicago / Turabian - Author Date Citation, 17th Edition (style guide)Fleury, Sylvain and Simon, Richir. 2021. Immersive Technologies to Accelerate Innovation: How Virtual and Augmented Reality Enables the Co-creation of Concepts. London, UK: ISTE, Ltd..
Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)Fleury, Sylvain and Simon, Richir. Immersive Technologies to Accelerate Innovation: How Virtual and Augmented Reality Enables the Co-creation of Concepts London, UK: ISTE, Ltd., 2021.
Harvard Citation (style guide)Fleury, S. and Richir, S. (2021). Immersive technologies to accelerate innovation: how virtual and augmented reality enables the co-creation of concepts. London, UK: ISTE, Ltd..
MLA Citation, 9th Edition (style guide)Fleury, Sylvain,, and Simon Richir. Immersive Technologies to Accelerate Innovation: How Virtual and Augmented Reality Enables the Co-creation of Concepts ISTE, Ltd. ;, 2021.
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Grouped Work ID | 9c1a3cf2-944b-e615-8f38-a14164a32436-eng |
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Full title | immersive technologies to accelerate innovation how virtual and augmented reality enables the co creation of concepts |
Author | fleury sylvain |
Grouping Category | book |
Last Update | 2024-12-17 08:40:50AM |
Last Indexed | 2024-12-17 08:44:43AM |
Marc Record
First Detected | Dec 16, 2024 11:19:44 PM |
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Last File Modification Time | Dec 17, 2024 08:19:29 AM |
Suppressed | Record had no items |
MARC Record
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100 | 1 | |a Fleury, Sylvain,|e author. | |
245 | 1 | 0 | |a Immersive technologies to accelerate innovation :|b how virtual and augmented reality enables the co-creation of concepts /|c Sylvain Fleury, Simon Richir. |
264 | 1 | |a London, UK :|b ISTE, Ltd. ;|a Hoboken, NJ :|b Wiley,|c 2021. | |
300 | |a 1 online resource. | ||
336 | |a text|b txt|2 rdacontent | ||
337 | |a computer|b c|2 rdamedia | ||
338 | |a online resource|b cr|2 rdacarrier | ||
490 | 1 | |a Innovation, entrepreneurship, management series. Smart innovation set ;|v volume 38 | |
504 | |a Includes bibliographical references and index. | ||
505 | 0 | |a Innovation Management: Issues and Key Points for a Vital and Strategic Process -- Creativity and Cognition: Factors and Biases of Mental Processes Involved in Creative Activities -- Physical and Virtual Environments and their Influence on Creativity -- User-Centered Innovation Methods: Design Thinking, Double Diamond, Lean UX and Time to Concept -- Some Creative Problem-Solving Methods: TRIZ, C-K, CPS, Design Sprint -- All-Terrain Ideation Techniques: Brainstorming, Brainwriting, Brainsketching, Bodystorming and Immersive-Storming -- Immersive Tools for Every Innovative Situation -- A Successful Immersive Experience for More Creativity -- Conclusion -- References -- Index -- Other titles from iSTE in Innovation, Entrepreneurship and Management. | |
520 | |a The digital transformation of companies is both a competitive challenge and a complex step for large groups and industries, and at the same time a tremendous opportunity. This transformation is entering a new dimension with the development of immersive technologies such as virtual reality, mixed reality and augmented reality, which are revolutionizing the way we generate content as well as visualize and interact with models and data. The challenges of innovation and digital transformation within companies are now converging. Research shows the potential that immersive technologies have to accelerate the first steps of the innovation process. The objective of this book is to provide a clear vision of the state of research on immersive technologies for design and to deliver practical recommendations for companies wishing to improve their innovation process. | ||
588 | 0 | |a Online resource; title from PDF title page (John Wiley, viewed January 3, 2022). | |
590 | |a O'Reilly|b O'Reilly Online Learning: Academic/Public Library Edition | ||
650 | 0 | |a Technological innovations|x Management.|9 85657 | |
650 | 0 | |a Virtual reality.|9 66924 | |
650 | 0 | |a Augmented reality.|9 76777 | |
700 | 1 | |a Richir, Simon,|e author. | |
758 | |i has work:|a IMMERSIVE TECHNOLOGIES TO ACCELERATE INNOVATION (Text)|1 https://id.oclc.org/worldcat/entity/E39PD3cbTGG3b9mcv78TrKJTRC|4 https://id.oclc.org/worldcat/ontology/hasWork | ||
830 | 0 | |a Innovation, entrepreneurship, management series.|p Smart innovation set ;|v v. 38. | |
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