Next Stop Metaverse: A Quick Guide to Concepts, Uses, and Potential for Research and Practice
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Wiesbaden
Springer Vieweg. in Springer Fachmedien Wiesbaden GmbH
2023
|
Ausgabe: | 1st ed |
Schriftenreihe: | Business Guides on the Go Series
|
Online-Zugang: | DE-2070s |
Beschreibung: | Description based on publisher supplied metadata and other sources |
Beschreibung: | 1 Online-Ressource (148 Seiten) |
ISBN: | 9783658411800 |
Internformat
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505 | 8 | |a Intro -- Prologue -- Contents -- About the Authors -- Abbreviations -- List of Figures -- 1: What It Is About -- 1.1 The Path to a Metaverse So Far -- 1.2 Definition Metaverse -- 1.3 Characteristics of the Metaverse -- 1.3.1 Immersion -- 1.3.2 Quasi-Real-Time -- 1.3.3 Synchronicity -- 1.3.4 Persistence -- 1.3.5 Interoperability -- 1.3.6 Decentralization -- 1.3.7 Social System -- 1.4 Market Potential -- 2: Where We Are -- 2.1 Gartner's Hype Cycle for Emerging Tech as a Framework for Orientation -- 2.2 Brief History of the Internet -- 2.3 Proto Metaverse -- 2.3.1 History of the Proto Metaverse -- 2.3.2 Offers and Activities in the Proto Metaverse -- 2.3.2.1 Overview of Proto Metaverse Characteristics -- 2.3.2.2 Horizon Worlds and Horizon Workrooms -- 2.3.2.3 Decentraland -- 2.3.2.4 The Sandbox -- 2.3.2.5 Second Life -- 2.3.2.6 Roblox -- 2.3.2.7 Fortnite -- 2.3.2.8 Minecraft -- 2.3.2.9 Upland -- 3: What We Need -- 3.1 Overview: Important Components of the Metaverse -- 3.2 Contents and Use Cases in the Metaverse -- 3.2.1 Working in the Metaverse -- 3.2.2 Education in the Metaverse -- 3.2.3 Leisure in the Metaverse -- 3.2.4 Shopping in the Metaverse -- 3.2.5 Health in the Metaverse -- 3.2.6 Environment in the Metaverse -- 3.3 Infrastructure for the Metaverse -- 3.3.1 Hardware -- 3.3.2 Device Independence -- 3.3.3 Networks and Cloud Infrastructure -- 3.3.4 Computing Power -- 3.3.5 Standards -- 3.4 Technologies for the Metaverse -- 3.4.1 Augmented and Virtual Worlds -- 3.4.2 Blockchain -- 3.4.3 Artificial Intelligence -- 3.4.4 Game Engine and Digital Ecosystems -- 3.5 Monetization within the Metaverse -- 3.5.1 Payment -- 3.5.2 Digital Assets -- 3.5.3 Digital Currencies -- 3.5.4 Crypto Wallets -- 3.5.5 Digital Marketplaces -- 3.6 Regulation in the Metaverse -- 3.6.1 Identity Management -- 3.6.2 Cybersecurity | |
505 | 8 | |a 3.6.3 Data Protection -- 3.6.4 Rules and Enforcement Mechanisms -- 4: Where the Journey Takes Us -- 4.1 Outlook -- 4.2 Metaverse Journey for the Own Company -- 4.3 Assessments of the Metaverse from Different Industries -- References | |
700 | 1 | |a Klose, Sonja |e Sonstige |4 oth | |
776 | 0 | 8 | |i Erscheint auch als |n Druck-Ausgabe |a Kreutzer, Ralf T. |t Next Stop Metaverse |d Wiesbaden : Springer Vieweg. in Springer Fachmedien Wiesbaden GmbH,c2023 |z 9783658411794 |
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Datensatz im Suchindex
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---|---|
adam_text | |
any_adam_object | |
author | Kreutzer, Ralf T. |
author_facet | Kreutzer, Ralf T. |
author_role | aut |
author_sort | Kreutzer, Ralf T. |
author_variant | r t k rt rtk |
building | Verbundindex |
bvnumber | BV049876212 |
collection | ZDB-30-PQE |
contents | Intro -- Prologue -- Contents -- About the Authors -- Abbreviations -- List of Figures -- 1: What It Is About -- 1.1 The Path to a Metaverse So Far -- 1.2 Definition Metaverse -- 1.3 Characteristics of the Metaverse -- 1.3.1 Immersion -- 1.3.2 Quasi-Real-Time -- 1.3.3 Synchronicity -- 1.3.4 Persistence -- 1.3.5 Interoperability -- 1.3.6 Decentralization -- 1.3.7 Social System -- 1.4 Market Potential -- 2: Where We Are -- 2.1 Gartner's Hype Cycle for Emerging Tech as a Framework for Orientation -- 2.2 Brief History of the Internet -- 2.3 Proto Metaverse -- 2.3.1 History of the Proto Metaverse -- 2.3.2 Offers and Activities in the Proto Metaverse -- 2.3.2.1 Overview of Proto Metaverse Characteristics -- 2.3.2.2 Horizon Worlds and Horizon Workrooms -- 2.3.2.3 Decentraland -- 2.3.2.4 The Sandbox -- 2.3.2.5 Second Life -- 2.3.2.6 Roblox -- 2.3.2.7 Fortnite -- 2.3.2.8 Minecraft -- 2.3.2.9 Upland -- 3: What We Need -- 3.1 Overview: Important Components of the Metaverse -- 3.2 Contents and Use Cases in the Metaverse -- 3.2.1 Working in the Metaverse -- 3.2.2 Education in the Metaverse -- 3.2.3 Leisure in the Metaverse -- 3.2.4 Shopping in the Metaverse -- 3.2.5 Health in the Metaverse -- 3.2.6 Environment in the Metaverse -- 3.3 Infrastructure for the Metaverse -- 3.3.1 Hardware -- 3.3.2 Device Independence -- 3.3.3 Networks and Cloud Infrastructure -- 3.3.4 Computing Power -- 3.3.5 Standards -- 3.4 Technologies for the Metaverse -- 3.4.1 Augmented and Virtual Worlds -- 3.4.2 Blockchain -- 3.4.3 Artificial Intelligence -- 3.4.4 Game Engine and Digital Ecosystems -- 3.5 Monetization within the Metaverse -- 3.5.1 Payment -- 3.5.2 Digital Assets -- 3.5.3 Digital Currencies -- 3.5.4 Crypto Wallets -- 3.5.5 Digital Marketplaces -- 3.6 Regulation in the Metaverse -- 3.6.1 Identity Management -- 3.6.2 Cybersecurity 3.6.3 Data Protection -- 3.6.4 Rules and Enforcement Mechanisms -- 4: Where the Journey Takes Us -- 4.1 Outlook -- 4.2 Metaverse Journey for the Own Company -- 4.3 Assessments of the Metaverse from Different Industries -- References |
ctrlnum | (ZDB-30-PQE)EBC30553122 (ZDB-30-PAD)EBC30553122 (ZDB-89-EBL)EBL30553122 (OCoLC)1380912056 (DE-599)BVBBV049876212 |
dewey-full | 658.872 |
dewey-hundreds | 600 - Technology (Applied sciences) |
dewey-ones | 658 - General management |
dewey-raw | 658.872 |
dewey-search | 658.872 |
dewey-sort | 3658.872 |
dewey-tens | 650 - Management and auxiliary services |
discipline | Wirtschaftswissenschaften |
edition | 1st ed |
format | Electronic eBook |
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id | DE-604.BV049876212 |
illustrated | Not Illustrated |
indexdate | 2024-09-20T04:22:16Z |
institution | BVB |
isbn | 9783658411800 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-035215662 |
oclc_num | 1380912056 |
open_access_boolean | |
owner | DE-2070s |
owner_facet | DE-2070s |
physical | 1 Online-Ressource (148 Seiten) |
psigel | ZDB-30-PQE ZDB-30-PQE HWR_PDA_PQE |
publishDate | 2023 |
publishDateSearch | 2023 |
publishDateSort | 2023 |
publisher | Springer Vieweg. in Springer Fachmedien Wiesbaden GmbH |
record_format | marc |
series2 | Business Guides on the Go Series |
spelling | Kreutzer, Ralf T. Verfasser aut Next Stop Metaverse A Quick Guide to Concepts, Uses, and Potential for Research and Practice 1st ed Wiesbaden Springer Vieweg. in Springer Fachmedien Wiesbaden GmbH 2023 ©2023 1 Online-Ressource (148 Seiten) txt rdacontent c rdamedia cr rdacarrier Business Guides on the Go Series Description based on publisher supplied metadata and other sources Intro -- Prologue -- Contents -- About the Authors -- Abbreviations -- List of Figures -- 1: What It Is About -- 1.1 The Path to a Metaverse So Far -- 1.2 Definition Metaverse -- 1.3 Characteristics of the Metaverse -- 1.3.1 Immersion -- 1.3.2 Quasi-Real-Time -- 1.3.3 Synchronicity -- 1.3.4 Persistence -- 1.3.5 Interoperability -- 1.3.6 Decentralization -- 1.3.7 Social System -- 1.4 Market Potential -- 2: Where We Are -- 2.1 Gartner's Hype Cycle for Emerging Tech as a Framework for Orientation -- 2.2 Brief History of the Internet -- 2.3 Proto Metaverse -- 2.3.1 History of the Proto Metaverse -- 2.3.2 Offers and Activities in the Proto Metaverse -- 2.3.2.1 Overview of Proto Metaverse Characteristics -- 2.3.2.2 Horizon Worlds and Horizon Workrooms -- 2.3.2.3 Decentraland -- 2.3.2.4 The Sandbox -- 2.3.2.5 Second Life -- 2.3.2.6 Roblox -- 2.3.2.7 Fortnite -- 2.3.2.8 Minecraft -- 2.3.2.9 Upland -- 3: What We Need -- 3.1 Overview: Important Components of the Metaverse -- 3.2 Contents and Use Cases in the Metaverse -- 3.2.1 Working in the Metaverse -- 3.2.2 Education in the Metaverse -- 3.2.3 Leisure in the Metaverse -- 3.2.4 Shopping in the Metaverse -- 3.2.5 Health in the Metaverse -- 3.2.6 Environment in the Metaverse -- 3.3 Infrastructure for the Metaverse -- 3.3.1 Hardware -- 3.3.2 Device Independence -- 3.3.3 Networks and Cloud Infrastructure -- 3.3.4 Computing Power -- 3.3.5 Standards -- 3.4 Technologies for the Metaverse -- 3.4.1 Augmented and Virtual Worlds -- 3.4.2 Blockchain -- 3.4.3 Artificial Intelligence -- 3.4.4 Game Engine and Digital Ecosystems -- 3.5 Monetization within the Metaverse -- 3.5.1 Payment -- 3.5.2 Digital Assets -- 3.5.3 Digital Currencies -- 3.5.4 Crypto Wallets -- 3.5.5 Digital Marketplaces -- 3.6 Regulation in the Metaverse -- 3.6.1 Identity Management -- 3.6.2 Cybersecurity 3.6.3 Data Protection -- 3.6.4 Rules and Enforcement Mechanisms -- 4: Where the Journey Takes Us -- 4.1 Outlook -- 4.2 Metaverse Journey for the Own Company -- 4.3 Assessments of the Metaverse from Different Industries -- References Klose, Sonja Sonstige oth Erscheint auch als Druck-Ausgabe Kreutzer, Ralf T. Next Stop Metaverse Wiesbaden : Springer Vieweg. in Springer Fachmedien Wiesbaden GmbH,c2023 9783658411794 |
spellingShingle | Kreutzer, Ralf T. Next Stop Metaverse A Quick Guide to Concepts, Uses, and Potential for Research and Practice Intro -- Prologue -- Contents -- About the Authors -- Abbreviations -- List of Figures -- 1: What It Is About -- 1.1 The Path to a Metaverse So Far -- 1.2 Definition Metaverse -- 1.3 Characteristics of the Metaverse -- 1.3.1 Immersion -- 1.3.2 Quasi-Real-Time -- 1.3.3 Synchronicity -- 1.3.4 Persistence -- 1.3.5 Interoperability -- 1.3.6 Decentralization -- 1.3.7 Social System -- 1.4 Market Potential -- 2: Where We Are -- 2.1 Gartner's Hype Cycle for Emerging Tech as a Framework for Orientation -- 2.2 Brief History of the Internet -- 2.3 Proto Metaverse -- 2.3.1 History of the Proto Metaverse -- 2.3.2 Offers and Activities in the Proto Metaverse -- 2.3.2.1 Overview of Proto Metaverse Characteristics -- 2.3.2.2 Horizon Worlds and Horizon Workrooms -- 2.3.2.3 Decentraland -- 2.3.2.4 The Sandbox -- 2.3.2.5 Second Life -- 2.3.2.6 Roblox -- 2.3.2.7 Fortnite -- 2.3.2.8 Minecraft -- 2.3.2.9 Upland -- 3: What We Need -- 3.1 Overview: Important Components of the Metaverse -- 3.2 Contents and Use Cases in the Metaverse -- 3.2.1 Working in the Metaverse -- 3.2.2 Education in the Metaverse -- 3.2.3 Leisure in the Metaverse -- 3.2.4 Shopping in the Metaverse -- 3.2.5 Health in the Metaverse -- 3.2.6 Environment in the Metaverse -- 3.3 Infrastructure for the Metaverse -- 3.3.1 Hardware -- 3.3.2 Device Independence -- 3.3.3 Networks and Cloud Infrastructure -- 3.3.4 Computing Power -- 3.3.5 Standards -- 3.4 Technologies for the Metaverse -- 3.4.1 Augmented and Virtual Worlds -- 3.4.2 Blockchain -- 3.4.3 Artificial Intelligence -- 3.4.4 Game Engine and Digital Ecosystems -- 3.5 Monetization within the Metaverse -- 3.5.1 Payment -- 3.5.2 Digital Assets -- 3.5.3 Digital Currencies -- 3.5.4 Crypto Wallets -- 3.5.5 Digital Marketplaces -- 3.6 Regulation in the Metaverse -- 3.6.1 Identity Management -- 3.6.2 Cybersecurity 3.6.3 Data Protection -- 3.6.4 Rules and Enforcement Mechanisms -- 4: Where the Journey Takes Us -- 4.1 Outlook -- 4.2 Metaverse Journey for the Own Company -- 4.3 Assessments of the Metaverse from Different Industries -- References |
title | Next Stop Metaverse A Quick Guide to Concepts, Uses, and Potential for Research and Practice |
title_auth | Next Stop Metaverse A Quick Guide to Concepts, Uses, and Potential for Research and Practice |
title_exact_search | Next Stop Metaverse A Quick Guide to Concepts, Uses, and Potential for Research and Practice |
title_full | Next Stop Metaverse A Quick Guide to Concepts, Uses, and Potential for Research and Practice |
title_fullStr | Next Stop Metaverse A Quick Guide to Concepts, Uses, and Potential for Research and Practice |
title_full_unstemmed | Next Stop Metaverse A Quick Guide to Concepts, Uses, and Potential for Research and Practice |
title_short | Next Stop Metaverse |
title_sort | next stop metaverse a quick guide to concepts uses and potential for research and practice |
title_sub | A Quick Guide to Concepts, Uses, and Potential for Research and Practice |
work_keys_str_mv | AT kreutzerralft nextstopmetaverseaquickguidetoconceptsusesandpotentialforresearchandpractice AT klosesonja nextstopmetaverseaquickguidetoconceptsusesandpotentialforresearchandpractice |