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|2 23
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|a UAMI
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|a Fleury, Sylvain,
|e author.
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245 |
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|a Immersive technologies to accelerate innovation :
|b how virtual and augmented reality enables the co-creation of concepts /
|c Sylvain Fleury, Simon Richir.
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|a London, UK :
|b ISTE, Ltd. ;
|a Hoboken, NJ :
|b Wiley,
|c 2021.
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|a 1 online resource.
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|a text
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|a Innovation, entrepreneurship, management series. Smart innovation set ;
|v volume 38
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|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.
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|a Includes bibliographical references and index.
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|a Online resource; title from PDF title page (John Wiley, viewed January 3, 2022).
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|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.
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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|a Technological innovations
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|a Réalité augmentée.
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|a virtual reality.
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|a augmented reality.
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|a Richir, Simon,
|e author.
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|a Innovation, entrepreneurship, management series.
|p Smart innovation set ;
|v v. 38.
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|u https://learning.oreilly.com/library/view/~/9781786307705/?ar
|z Texto completo (Requiere registro previo con correo institucional)
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