http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
Extended reality in culture and creative industries
1 online resource : illustrations (chiefly color)
From virtual museums that transport visitors to distant historical eras, to augmented reality installations that merge digital art with physical spaces, the book uncovers a myriad of innovative applications within the fields of design, media, fashion, gaming, and more.
Cover -- Extended Reality in Culture and Creative Industries -- Extended Reality in Culture and Creative Industries -- Copyright Page -- Contents -- List of Figures -- List of Tables -- About the Editors -- About the Contributors -- Preface -- Acknowledgements -- 1. Beyond the Runway: A Comprehensive Review of XR Opportunities, Applications and Challenges in the Fashion Industry -- Abstract -- Introduction -- Literature Review -- Rationale for the Study -- Virtual Reality -- Virtual Fashion Shows -- Gamification in Fashion -- Augmented Reality -- Virtual Try-on in Fashion -- Mixed Reality
IoT Driving Fashion -- Fashion in Metaverse -- XR Powered by AI -- Future Implications and Business Strategies -- References -- 2. Designing Concept Art for VR Presentations of Cultural Heritage: Visual Communication, Multimedia and Education -- Abstract -- Introduction -- Case Study: Old Crafts: Virtual Museum of Old Crafts -- Case Study: StećakLand -- Case Study: SheLeadersVR -- Conclusion -- References -- 3. Transforming Dubrovnik's Legacy: Extended Reality and the Tourist Experience -- Abstract -- Introduction -- Evolution of XR -- Transforming the Tourism and Hospitality Industry Through AR
Building Immersive Experiences in Tourism and Hospitality With VR -- Dubrovnik: Balancing Tourism and Heritage in the Pearl of the Adriatic -- Film Tourism in Dubrovnik: Leveraging AR and VR for Enhanced Visitor Experiences -- GoT Themed Tours in Dubrovnik -- XR Enhanced GoT Tours -- Conclusion -- References -- 4. Immersive Phygital Technologies to Interpret a Counterfactual World War II Invasion -- Abstract -- Introduction -- The Theoretical Foundation -- Maltese Heritage and Immersive Technologies -- History and Counterfactual History of WWII
A New Phygital Approach in Heritage Interpretation -- Critical Autoethnographic Evidence of the Project -- Storytelling Aspect -- Scale Modelling -- Re-enactment -- The Immersive Experience -- Discussion -- Limitations of the Research -- Recommendations -- Further Research and Practice -- Conclusion -- References -- 5. Bringing Castles and Museums to Life: A Case Study on the Use of XR Technology in Northern Croatia and Slovenia -- Abstract -- Introduction -- Literature Review -- Methodology -- Data Analysis -- Research Findings -- Technology -- Video -- Castle -- People -- Issue -- Challenges
Discussion and Conclusion -- Acknowledgement -- References -- 6. Exploring the Impact of Augmented Reality Marketing on Destination Visit Intentions: A Stimulus-Organism-Response Framew ... -- Abstract -- Introduction -- Theoretical Background -- The Stimulus-Organism-Response Model -- AR Marketing -- Hypothesis Development -- Impact of AR Affordances on Enjoyment and Engagement -- Enjoyment, Engagement and Its Impact on Attitudes Towards AR -- Attitudes Towards AR and Destination Visit Intentions -- Methodology -- Results -- Discussion -- Theoretical Contributions -- Practical Contributions
edited by Almir Peštek, Selma Rizvić and Sanda Soucie.
Includes bibliographical references and index.