2021
DOI: 10.1007/978-981-16-4284-5_49
|View full text |Cite
|
Sign up to set email alerts
|

Implementing Virtual Reality in Entertainment Industry

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2

Citation Types

0
4
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
4
3

Relationship

0
7

Authors

Journals

citations
Cited by 7 publications
(4 citation statements)
references
References 3 publications
0
4
0
Order By: Relevance
“…While VR games have been popular since the 1990s (e.g., Virtual Reality Gear [22]), AR has been gaining popularity since 2016 with Pokémon Go, Snapchat, Apple's ARKit, and Google.com's ARCore [23]. The sector is expected to grow exponentially, as it encompasses entertainment markets beyond gaming and arcades: the film and music industry, live show sectors and sports are just a few examples [24].…”
Section: ) Gaming and Entertainmentmentioning
confidence: 99%
See 1 more Smart Citation
“…While VR games have been popular since the 1990s (e.g., Virtual Reality Gear [22]), AR has been gaining popularity since 2016 with Pokémon Go, Snapchat, Apple's ARKit, and Google.com's ARCore [23]. The sector is expected to grow exponentially, as it encompasses entertainment markets beyond gaming and arcades: the film and music industry, live show sectors and sports are just a few examples [24].…”
Section: ) Gaming and Entertainmentmentioning
confidence: 99%
“…The sector is expected to grow exponentially, as it encompasses entertainment markets beyond gaming and arcades: the film and music industry, live show sectors and sports are just a few examples [24]. Following the pandemic's devastating effects in these markets, immersive virtual platforms can help support the cinema, music, and live-show industries [22], [25]. Last, the recent proliferation of virtual influencers [26] demonstrates the importance of virtual technologies in both entertainment and marketing.…”
Section: ) Gaming and Entertainmentmentioning
confidence: 99%
“…Viewed from the advantages, VR technology can be regarded as one of the modern tools that can be used to promote development and innovation in various fields [4], starting from education [5], tourism [6], [7], until entertainment industry [8]. VR is even said to be one of the 21 st century learning aids [9].…”
Section: Introductionmentioning
confidence: 99%
“…Although VR technologies have been around for years, recent advances have made them more affordable. VR has been successfully applied in a variety of areas, such as entertainment (Zubair et al, 2022), healthcare (Aziz, 2018), education (Camba et al, 2017), psychology and marketing (J. Park et al, 2005), architecture (Kuliga et al, 2015), and industrial design and product development (Kent et al, 2021).…”
Section: Introductionmentioning
confidence: 99%