THE IMMERSIVE METAVERSE PLAYBOOK FOR BUSINESS LEADERS a guide to strategic decision-making and implementation in the metaverse for improved products and services

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Published
Birmingham, UK : Packt Publishing Ltd., 2023.
Status
Available Online

Description

Discover what the metaverse can do for your business by exploring AR and VR, core support technologies, and use cases, while developing an understanding of its benefits, dangers, and future Key Features Understand the metaverse and learn how augmented reality and virtual reality are integral to it Get a solid understanding of core metaverse technologies Become a metaverse business thought leader by learning from real-world use cases Purchase of the print or Kindle book includes a free PDF eBook Book Description "The metaverse" has become a widely known term within a very short time span. The Immersive Metaverse Playbook for Business Leaders explicitly explains what it really refers to and shows you how to plot your business road map using the metaverse. This book helps you understand the concept of the metaverse, along with the implementation of generative AI in it. You'll not only get to grips with the underlying concepts, but also take a closer look at key technologies that power the metaverse, enabling you to plan your business road map. The chapters include use cases on social interaction, work, entertainment, art, and shopping to help you make better decisions when it comes to metaverse product and service development. You'll also explore the overall societal benefits and dangers related to issues such as privacy encroachment, technology addiction, and sluggishness. The concluding chapters discuss the future of AR and VR roles in the metaverse and the metaverse as a whole to enable you to make long-term business plans. By the end of this book, you'll be able to successfully invest, build, and market metaverse products and services that set you apart as a progressive technology leader. What you will learn Get to grips with the concept of the metaverse, its origin, and its present state Understand how AR and VR strategically fit into the metaverse Delve into core technologies that power the metaverse Dig into use cases that enable finer strategic decision-making Understand the benefits and possible dangers of the metaverse Plan further ahead by understanding the future of the metaverse Who this book is for If you are a C-suite technology and business executive, this book is for you. Investors, entrepreneurs, and other tech professionals will also find it beneficial. This book does not require any previous understanding of the metaverse or immersive technologies.

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Language
English
ISBN
9781837631995, 1837631999

Notes

Description
Discover what the metaverse can do for your business by exploring AR and VR, core support technologies, and use cases, while developing an understanding of its benefits, dangers, and future Key Features Understand the metaverse and learn how augmented reality and virtual reality are integral to it Get a solid understanding of core metaverse technologies Become a metaverse business thought leader by learning from real-world use cases Purchase of the print or Kindle book includes a free PDF eBook Book Description "The metaverse" has become a widely known term within a very short time span. The Immersive Metaverse Playbook for Business Leaders explicitly explains what it really refers to and shows you how to plot your business road map using the metaverse. This book helps you understand the concept of the metaverse, along with the implementation of generative AI in it. You'll not only get to grips with the underlying concepts, but also take a closer look at key technologies that power the metaverse, enabling you to plan your business road map. The chapters include use cases on social interaction, work, entertainment, art, and shopping to help you make better decisions when it comes to metaverse product and service development. You'll also explore the overall societal benefits and dangers related to issues such as privacy encroachment, technology addiction, and sluggishness. The concluding chapters discuss the future of AR and VR roles in the metaverse and the metaverse as a whole to enable you to make long-term business plans. By the end of this book, you'll be able to successfully invest, build, and market metaverse products and services that set you apart as a progressive technology leader. What you will learn Get to grips with the concept of the metaverse, its origin, and its present state Understand how AR and VR strategically fit into the metaverse Delve into core technologies that power the metaverse Dig into use cases that enable finer strategic decision-making Understand the benefits and possible dangers of the metaverse Plan further ahead by understanding the future of the metaverse Who this book is for If you are a C-suite technology and business executive, this book is for you. Investors, entrepreneurs, and other tech professionals will also find it beneficial. This book does not require any previous understanding of the metaverse or immersive technologies.
Local note
O'Reilly O'Reilly Online Learning: Academic/Public Library Edition

Table of Contents

Cover
Title Page
Copyright and Credits
Description
Foreword
Contributors
Table of Contents
Preface
Part 1: The Reality of the AR/MR Metaverse
Chapter 1: What and Why the Metaverse?
Origins of the Metaverse
The Metaverse
part of the fourth paradigm
What is the Metaverse?
My definition
Basic technical needs
Why is the Metaverse so important?
For human beings
For businesses
For economies
Summary
Chapter 2: Augmented Reality Status Quo
Smartphone, headset, and glasses endeavors
Smartphone AR
AR devices
Anticipated AR glasses
Apple
Meta
Google
Others
AR and the Metaverse
AR's current limitations
Summary
Chapter 3: Where Is Virtual Reality Heading?
History of VR
Gaming start and its current growth
Early beginnings: 1960s-1980
Nintendo's Virtual Boy: 1995
VR in-home gaming systems: late 1990s
Advances in VR hardware: the 2000s
Early innovations and Kickstarter campaigns: 2010-2012
Emergence of major players and acquisition: 2013-2014
The launch of the first consumer VR headsets: 2015-2016
Evolution of VR games and experiences
Location-based VR (LBVR)
The impact of COVID-19 (2020-2021)
Social VR and multiplayer experiences
VR and mixed reality (MR) devices
Some cautionary things about VR
Notable VR/MR headsets
More on the Apple Vision Pro
Everything else but gaming
Training and education
Design and prototyping
Marketing and sales
Remote collaboration
Healthcare
Real estate
Tourism and hospitality
Automotive industry
Retail industry
Entertainment and events
VR and the Metaverse
Summary
Chapter 4: The Value of Using 3D Visuals to Interact
3D SR
GenAI versus discriminative models
Generative adversarial networks (GANs)
Transformer-based models
NeRF.
3D Gaussian Splatting
an emerging alternative
The benefits of 3D visual information
Business benefits
Economic benefits
Hyper interactivity
The benefits of hyper interactivity
10 examples of beneficial hyper interactivity
Potential drawbacks of hyper interactivity
Summary
Part 2: Key Technologies That Power the Metaverse
Chapter 5: Understanding Perception Technologies
The role of artificial intelligence
NLP
GANs
ML
DL
Neural networks
RL
Speech recognition and synthesis
Emotion and sentiment analysis
How businesses can benefit
CV
How businesses can benefit
Tracking and capture technologies
Required tracking and capture technologies
How businesses can benefit
Summary
Chapter 6: The Different Types of Computing Technologies
Cloud computing
Cloud computing and the Metaverse
Cloud computing technology overview
Edge computing
Edge computing enhancements
Edge computing technology overview
Distributed computing
Distributed computing technology overview
Decentralized computing
Major advantages of decentralized computing
Decentralized computing technology overview
Guidelines
Cloud computing
Edge computing
Distributed computing
Decentralized computing
Summary
Chapter 7: Where APIs Are Needed
What are APIs?
Programming language APIs
Blockchain-related APIs
Blockchain APIs
Wallet APIs
Smart contract APIs
Digital payment APIs
Geolocation APIs
Uses of geolocation APIs
The technology behind geolocation APIs
Geolocation API performance metrics
Integration of geolocation APIs
Challenges with geolocation APIs
Mapping APIs
Messaging APIs
Artificial Intelligence (AI) APIs
Voice and audio APIs
Vision APIs
Examples of API uses in the Metaverse
Social interaction APIs.
Virtual goods and asset marketplace APIs
AI APIs
Multiplayer networking APIs:
Spatial audio APIs
Avatar customization APIs
Real-time translation and communication APIs
Virtual education and training APIs
Personal data and privacy APIs
Economic and financial APIs
Health and well-being APIs
Cross-platform and cross-reality APIs
Environmental and sustainability APIs
Summary
Chapter 8: Making and Using 3D Models and Integrating 2D Content
3D revolution and 2D evolution
The dynamic dance of 3D imaging and generative AI
3D imaging
the artisan's tool in the digital era
The evolutionary journey of 2D graphics
A brief history of 2D imaging
Contemporary digital landscape
The dominance of 3D graphics
A brief history of 3D imaging
Generative AI
the next quantum leap in digital design
Avatar creation
Envisioning and blueprinting
Crafting in 3D
Surface details and reflection properties
Movement and life infusion
Onboarding to the Metaverse
Societal and cultural dimensions
AI's intersection with avatars
Entities that produce avatars
2D integration
Why is 2D integration essential?
Technological techniques facilitating the integration
Potential challenges in integration
The roles of AI in bridging AI and the Metaverse
Summary
Chapter 9: Understanding User Experience Design and User Interface
What are UX and UI?
UX
UI
User concerns for VR versus AR
VR UX-related user concerns
VR UI-related user concerns
AR UX-related user concerns
AR UI-related user concerns
User experience design
Utilizing gesture-based inputs for human-centered interactions
Navigating typography's challenges in three-dimensional domains
Creating a tailored experience that resonates and adapts.
Embedding virtual elements seamlessly within environments
Strategically orchestrating engagement through sensory cues
Designing a multi-dimensional spatial experience
Addressing user comfort and ethical considerations
VR versus AR UX comparison
UI design
VR versus AR UI comparison
Business growth through VR and AR UX/UI design
VR UX business benefit
VR UI business benefit
VR UI's contribution to sustainability and social responsibility
AR UX business benefit
Operational efficiency gains through AR UX
AR UI business benefit
AR UI's impact on global appeal and brand consistency
AR UI's role in pioneering new market opportunities
Summary
Part 3: Consumer and Enterprise Use Cases
Chapter 10: New Ways of Social Interaction
Friends and Family Metaverse
Use case 1
virtual family reunions
Use case 2
augmented reality playdates
Use case 3
senior engagement and companionship
Use case 4
long-distance romantic relationships
Use case 5
multiplayer VR and AR gaming
Negative implications of the Friends and Family Metaverse
Personalized Metaverse
Use case 1
personalized virtual culinary experiences
Use case 2
holistic mental health support
Use case 3
specialized education and training
Use case 4
adaptive eCommerce platforms
Use case 5
ultimate fantasy fulfillment
Negative implications of the Personalized Metaverse
Exploration Metaverse
Use case 1
serendipitous social encounters across virtual and physical realities
Use case 2
randomized life simulations
Use case 3
Temporal Tourism
Use case 4
Pocket Universes
Use case 5
dynamic marketplaces
Negative implications of the Exploration Metaverse
Best business practices
Data governance and ethics
User experience and engagement
Business models and monetization.
Compliance and regulation
Inclusivity and accessibility
Community building and management
Business intelligence and analytics
Sustainability
Interoperability
Summary
Chapter 11: Virtual and Onsite Work
Metaverse
redefining office and virtual work
Use case 1
virtual team collaboration
Use case 2
virtual training and onboarding
Use case 3
remote customer support
Use case 4
virtual sales presentations
Use case 5
virtual project management
Negative implications of office and virtual work in the Metaverse
Walk-around work unleashed in the Metaverse
Use case 1
VR/AR-assisted construction inspections
Use case 2
virtual training for emergency responders
Use case 3
digital twin oil rig inspections
Use case 4
AR/VR-powered firefighter training
Use case 5
AR/VR-enhanced healthcare for paramedics
Negative implications for walk-around work in the Metaverse
The AR and VR work revolution in factories
Use case 1
AR/VR-powered workplace safety audits
Use case 2
AR-enhanced maintenance and repairs
Use case 3
virtual supply chain management and optimization
Use case 4
AR-powered maintenance drones
Use case 5
augmented reality training for collaborative robots
Negative implications for factory work, training, and diagnostics in the Metaverse
Best business practices
Comprehensive training programs
Integration of real and virtual worlds
Data security and privacy
Remote monitoring and supervision
Continuous improvement and feedback
Environmental responsibility
Inclusivity and accessibility
Safety protocols and hazard awareness
Regulatory compliance
Cross-functional collaboration
Mental health and well-being support
Quality assurance and diagnostics
Summary
Chapter 12: 3D and 2D Content Forms and Creation.

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Citations

APA Citation, 7th Edition (style guide)

Cronin, I., Scoble, R., & Swart, H. (2023). THE IMMERSIVE METAVERSE PLAYBOOK FOR BUSINESS LEADERS: a guide to strategic decision-making and implementation in the metaverse for improved products and services . Packt Publishing Ltd..

Chicago / Turabian - Author Date Citation, 17th Edition (style guide)

Cronin, Irena, Robert, Scoble and Hugo, Swart. 2023. THE IMMERSIVE METAVERSE PLAYBOOK FOR BUSINESS LEADERS: A Guide to Strategic Decision-making and Implementation in the Metaverse for Improved Products and Services. Birmingham, UK: Packt Publishing Ltd.

Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)

Cronin, Irena, Robert, Scoble and Hugo, Swart. THE IMMERSIVE METAVERSE PLAYBOOK FOR BUSINESS LEADERS: A Guide to Strategic Decision-making and Implementation in the Metaverse for Improved Products and Services Birmingham, UK: Packt Publishing Ltd, 2023.

Harvard Citation (style guide)

Cronin, I., Scoble, R. and Swart, H. (2023). THE IMMERSIVE METAVERSE PLAYBOOK FOR BUSINESS LEADERS: a guide to strategic decision-making and implementation in the metaverse for improved products and services. Birmingham, UK: Packt Publishing Ltd.

MLA Citation, 9th Edition (style guide)

Cronin, Irena,, Robert Scoble, and Hugo Swart. THE IMMERSIVE METAVERSE PLAYBOOK FOR BUSINESS LEADERS: A Guide to Strategic Decision-making and Implementation in the Metaverse for Improved Products and Services Packt Publishing Ltd., 2023.

Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.

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Grouped Work IDc1580ca6-302c-1ead-1e4a-946aebddaaca-eng
Full titleimmersive metaverse playbook for business leaders a guide to strategic decision making and implementation in the metaverse for improved products and services
Authorcronin irena
Grouping Categorybook
Last Update2025-02-25 03:25:41AM
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5050 |a Cover -- Title Page -- Copyright and Credits -- Description -- Foreword -- Contributors -- Table of Contents -- Preface -- Part 1: The Reality of the AR/MR Metaverse -- Chapter 1: What and Why the Metaverse? -- Origins of the Metaverse -- The Metaverse -- part of the fourth paradigm -- What is the Metaverse? -- My definition -- Basic technical needs -- Why is the Metaverse so important? -- For human beings -- For businesses -- For economies -- Summary -- Chapter 2: Augmented Reality Status Quo -- Smartphone, headset, and glasses endeavors -- Smartphone AR -- AR devices -- Anticipated AR glasses -- Apple -- Meta -- Google -- Others -- AR and the Metaverse -- AR's current limitations -- Summary -- Chapter 3: Where Is Virtual Reality Heading? -- History of VR -- Gaming start and its current growth -- Early beginnings: 1960s-1980 -- Nintendo's Virtual Boy: 1995 -- VR in-home gaming systems: late 1990s -- Advances in VR hardware: the 2000s -- Early innovations and Kickstarter campaigns: 2010-2012 -- Emergence of major players and acquisition: 2013-2014 -- The launch of the first consumer VR headsets: 2015-2016 -- Evolution of VR games and experiences -- Location-based VR (LBVR) -- The impact of COVID-19 (2020-2021) -- Social VR and multiplayer experiences -- VR and mixed reality (MR) devices -- Some cautionary things about VR -- Notable VR/MR headsets -- More on the Apple Vision Pro -- Everything else but gaming -- Training and education -- Design and prototyping -- Marketing and sales -- Remote collaboration -- Healthcare -- Real estate -- Tourism and hospitality -- Automotive industry -- Retail industry -- Entertainment and events -- VR and the Metaverse -- Summary -- Chapter 4: The Value of Using 3D Visuals to Interact -- 3D SR -- GenAI versus discriminative models -- Generative adversarial networks (GANs) -- Transformer-based models -- NeRF.
5058 |a 3D Gaussian Splatting -- an emerging alternative -- The benefits of 3D visual information -- Business benefits -- Economic benefits -- Hyper interactivity -- The benefits of hyper interactivity -- 10 examples of beneficial hyper interactivity -- Potential drawbacks of hyper interactivity -- Summary -- Part 2: Key Technologies That Power the Metaverse -- Chapter 5: Understanding Perception Technologies -- The role of artificial intelligence -- NLP -- GANs -- ML -- DL -- Neural networks -- RL -- Speech recognition and synthesis -- Emotion and sentiment analysis -- How businesses can benefit -- CV -- How businesses can benefit -- Tracking and capture technologies -- Required tracking and capture technologies -- How businesses can benefit -- Summary -- Chapter 6: The Different Types of Computing Technologies -- Cloud computing -- Cloud computing and the Metaverse -- Cloud computing technology overview -- Edge computing -- Edge computing enhancements -- Edge computing technology overview -- Distributed computing -- Distributed computing technology overview -- Decentralized computing -- Major advantages of decentralized computing -- Decentralized computing technology overview -- Guidelines -- Cloud computing -- Edge computing -- Distributed computing -- Decentralized computing -- Summary -- Chapter 7: Where APIs Are Needed -- What are APIs? -- Programming language APIs -- Blockchain-related APIs -- Blockchain APIs -- Wallet APIs -- Smart contract APIs -- Digital payment APIs -- Geolocation APIs -- Uses of geolocation APIs -- The technology behind geolocation APIs -- Geolocation API performance metrics -- Integration of geolocation APIs -- Challenges with geolocation APIs -- Mapping APIs -- Messaging APIs -- Artificial Intelligence (AI) APIs -- Voice and audio APIs -- Vision APIs -- Examples of API uses in the Metaverse -- Social interaction APIs.
5058 |a Virtual goods and asset marketplace APIs -- AI APIs -- Multiplayer networking APIs: -- Spatial audio APIs -- Avatar customization APIs -- Real-time translation and communication APIs -- Virtual education and training APIs -- Personal data and privacy APIs -- Economic and financial APIs -- Health and well-being APIs -- Cross-platform and cross-reality APIs -- Environmental and sustainability APIs -- Summary -- Chapter 8: Making and Using 3D Models and Integrating 2D Content -- 3D revolution and 2D evolution -- The dynamic dance of 3D imaging and generative AI -- 3D imaging -- the artisan's tool in the digital era -- The evolutionary journey of 2D graphics -- A brief history of 2D imaging -- Contemporary digital landscape -- The dominance of 3D graphics -- A brief history of 3D imaging -- Generative AI -- the next quantum leap in digital design -- Avatar creation -- Envisioning and blueprinting -- Crafting in 3D -- Surface details and reflection properties -- Movement and life infusion -- Onboarding to the Metaverse -- Societal and cultural dimensions -- AI's intersection with avatars -- Entities that produce avatars -- 2D integration -- Why is 2D integration essential? -- Technological techniques facilitating the integration -- Potential challenges in integration -- The roles of AI in bridging AI and the Metaverse -- Summary -- Chapter 9: Understanding User Experience Design and User Interface -- What are UX and UI? -- UX -- UI -- User concerns for VR versus AR -- VR UX-related user concerns -- VR UI-related user concerns -- AR UX-related user concerns -- AR UI-related user concerns -- User experience design -- Utilizing gesture-based inputs for human-centered interactions -- Navigating typography's challenges in three-dimensional domains -- Creating a tailored experience that resonates and adapts.
5058 |a Embedding virtual elements seamlessly within environments -- Strategically orchestrating engagement through sensory cues -- Designing a multi-dimensional spatial experience -- Addressing user comfort and ethical considerations -- VR versus AR UX comparison -- UI design -- VR versus AR UI comparison -- Business growth through VR and AR UX/UI design -- VR UX business benefit -- VR UI business benefit -- VR UI's contribution to sustainability and social responsibility -- AR UX business benefit -- Operational efficiency gains through AR UX -- AR UI business benefit -- AR UI's impact on global appeal and brand consistency -- AR UI's role in pioneering new market opportunities -- Summary -- Part 3: Consumer and Enterprise Use Cases -- Chapter 10: New Ways of Social Interaction -- Friends and Family Metaverse -- Use case 1 -- virtual family reunions -- Use case 2 -- augmented reality playdates -- Use case 3 -- senior engagement and companionship -- Use case 4 -- long-distance romantic relationships -- Use case 5 -- multiplayer VR and AR gaming -- Negative implications of the Friends and Family Metaverse -- Personalized Metaverse -- Use case 1 -- personalized virtual culinary experiences -- Use case 2 -- holistic mental health support -- Use case 3 -- specialized education and training -- Use case 4 -- adaptive eCommerce platforms -- Use case 5 -- ultimate fantasy fulfillment -- Negative implications of the Personalized Metaverse -- Exploration Metaverse -- Use case 1 -- serendipitous social encounters across virtual and physical realities -- Use case 2 -- randomized life simulations -- Use case 3 -- Temporal Tourism -- Use case 4 -- Pocket Universes -- Use case 5 -- dynamic marketplaces -- Negative implications of the Exploration Metaverse -- Best business practices -- Data governance and ethics -- User experience and engagement -- Business models and monetization.
5058 |a Compliance and regulation -- Inclusivity and accessibility -- Community building and management -- Business intelligence and analytics -- Sustainability -- Interoperability -- Summary -- Chapter 11: Virtual and Onsite Work -- Metaverse -- redefining office and virtual work -- Use case 1 -- virtual team collaboration -- Use case 2 -- virtual training and onboarding -- Use case 3 -- remote customer support -- Use case 4 -- virtual sales presentations -- Use case 5 -- virtual project management -- Negative implications of office and virtual work in the Metaverse -- Walk-around work unleashed in the Metaverse -- Use case 1 -- VR/AR-assisted construction inspections -- Use case 2 -- virtual training for emergency responders -- Use case 3 -- digital twin oil rig inspections -- Use case 4 -- AR/VR-powered firefighter training -- Use case 5 -- AR/VR-enhanced healthcare for paramedics -- Negative implications for walk-around work in the Metaverse -- The AR and VR work revolution in factories -- Use case 1 -- AR/VR-powered workplace safety audits -- Use case 2 -- AR-enhanced maintenance and repairs -- Use case 3 -- virtual supply chain management and optimization -- Use case 4 -- AR-powered maintenance drones -- Use case 5 -- augmented reality training for collaborative robots -- Negative implications for factory work, training, and diagnostics in the Metaverse -- Best business practices -- Comprehensive training programs -- Integration of real and virtual worlds -- Data security and privacy -- Remote monitoring and supervision -- Continuous improvement and feedback -- Environmental responsibility -- Inclusivity and accessibility -- Safety protocols and hazard awareness -- Regulatory compliance -- Cross-functional collaboration -- Mental health and well-being support -- Quality assurance and diagnostics -- Summary -- Chapter 12: 3D and 2D Content Forms and Creation.
520 |a Discover what the metaverse can do for your business by exploring AR and VR, core support technologies, and use cases, while developing an understanding of its benefits, dangers, and future Key Features Understand the metaverse and learn how augmented reality and virtual reality are integral to it Get a solid understanding of core metaverse technologies Become a metaverse business thought leader by learning from real-world use cases Purchase of the print or Kindle book includes a free PDF eBook Book Description "The metaverse" has become a widely known term within a very short time span. The Immersive Metaverse Playbook for Business Leaders explicitly explains what it really refers to and shows you how to plot your business road map using the metaverse. This book helps you understand the concept of the metaverse, along with the implementation of generative AI in it. You'll not only get to grips with the underlying concepts, but also take a closer look at key technologies that power the metaverse, enabling you to plan your business road map. The chapters include use cases on social interaction, work, entertainment, art, and shopping to help you make better decisions when it comes to metaverse product and service development. You'll also explore the overall societal benefits and dangers related to issues such as privacy encroachment, technology addiction, and sluggishness. The concluding chapters discuss the future of AR and VR roles in the metaverse and the metaverse as a whole to enable you to make long-term business plans. By the end of this book, you'll be able to successfully invest, build, and market metaverse products and services that set you apart as a progressive technology leader. What you will learn Get to grips with the concept of the metaverse, its origin, and its present state Understand how AR and VR strategically fit into the metaverse Delve into core technologies that power the metaverse Dig into use cases that enable finer strategic decision-making Understand the benefits and possible dangers of the metaverse Plan further ahead by understanding the future of the metaverse Who this book is for If you are a C-suite technology and business executive, this book is for you. Investors, entrepreneurs, and other tech professionals will also find it beneficial. This book does not require any previous understanding of the metaverse or immersive technologies.
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