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040 _aDG1
_beng
_erda
_epn
_cDG1
_dOCLCO
_dOCLCF
_dOCLCO
_dOCLCQ
_dUPM
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_dORMDA
_dLANGC
_dYDX
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020 _a9781119887294
_q(electronic bk. : oBook)
020 _a1119887291
_q(electronic bk. : oBook)
020 _z9781786307705
024 7 _a10.1002/9781119887294
_2doi
029 1 _aAU@
_b000070461767
035 _a(OCoLC)1290642316
037 _a9781786307705
_bO'Reilly Media
050 4 _aHD45
082 0 4 _a658.4/062
_223
049 _aMAIN
100 1 _aFleury, Sylvain,
_eauthor.
245 1 0 _aImmersive technologies to accelerate innovation :
_bhow virtual and augmented reality enables the co-creation of concepts /
_cSylvain Fleury, Simon Richir.
264 1 _aLondon, UK :
_bISTE, Ltd. ;
_aHoboken, NJ :
_bWiley,
_c2021.
300 _a1 online resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
490 1 _aInnovation, entrepreneurship, management series. Smart innovation set ;
_vvolume 38
505 0 _aInnovation 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.
504 _aIncludes bibliographical references and index.
588 0 _aOnline resource; title from PDF title page (John Wiley, viewed January 3, 2022).
520 _aThe 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.
590 _aJohn Wiley and Sons
_bWiley Online Library: Complete oBooks
650 0 _aTechnological innovations
_xManagement.
650 0 _aVirtual reality.
650 0 _aAugmented reality.
650 2 _aVirtual Reality
650 6 _aInnovations
_xGestion.
650 6 _aR�ealit�e virtuelle.
650 6 _aR�ealit�e augment�ee.
650 7 _avirtual reality.
_2aat
650 7 _aaugmented reality.
_2aat
650 7 _aAugmented reality
_2fast
650 7 _aTechnological innovations
_xManagement
_2fast
650 7 _aVirtual reality
_2fast
700 1 _aRichir, Simon,
_eauthor.
758 _ihas work:
_aIMMERSIVE TECHNOLOGIES TO ACCELERATE INNOVATION (Text)
_1https://id.oclc.org/worldcat/entity/E39PD3cbTGG3b9mcv78TrKJTRC
_4https://id.oclc.org/worldcat/ontology/hasWork
830 0 _aInnovation, entrepreneurship, management series.
_pSmart innovation set ;
_vv. 38.
856 4 0 _uhttps://onlinelibrary.wiley.com/doi/book/10.1002/9781119887294
938 _aYBP Library Services
_bYANK
_n302633264
994 _a92
_bINLUM
999 _c12852
_d12852