The Immersive Metaverse Playbook for Business Leaders A Guide to Strategic Decision-Making and Implementation in the Metaverse for Improved Products and Services

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 G...

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Detalles Bibliográficos
Otros Autores: Cronin, Irena, author (author), Scoble, Robert, author (writer of foreword), Swart, Hugo, writer of foreword
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham, England : Packt Publishing Ltd [2023]
Edición:First edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009785406006719
Tabla de Contenidos:
  • 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.
  • Gaming in the Metaverse.