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Book Titles No access

Cross Reality (XR) in Deutschland

Struktur, Potenziale und Bedarfe der deutschen Virtual Reality-, Augmented Reality- und Mixed Reality-Branche
Authors:
Publisher:
 2021


Bibliographic data

Copyright year
2021
ISBN-Print
978-3-8487-8135-5
ISBN-Online
978-3-7489-2551-4
Publisher
Nomos, Baden-Baden
Language
German
Pages
146
Product type
Book Titles

Table of contents

ChapterPages
  1. Titelei/Inhaltsverzeichnis No access Pages 1 - 16
    1. 1.1. XR – eine grundlegende Technologie, deren Zeit gekommen ist (?!) No access
    2. 1.2. Aufbau des Buches No access
    3. 1.3. Danksagung No access
    1. 2.1. Was ist eigentlich XR? No access
    2. 2.2. Wie lässt sich XR technisch beschreiben und abgrenzen? No access
      1. 2.3.1. Gliederung anhand der Wertschöpfungskette No access
      2. 2.3.2. Gliederung nach Märkten No access
    3. 2.4. Methodik der Erhebungen No access
    1. 3.1. Der Markt für Augmented, Virtual und Mixed Reality in Deutschland No access
      1. 3.2.1. Struktur der Branche No access
      2. 3.2.2. Aktivitäten der XR-Unternehmen No access
      3. 3.2.3. Kunden und Erlöse der XR-Unternehmen No access
      1. 4.1.1. Agglomerationsfaktoren für IT-Firmen No access
      2. 4.1.2. Agglomerationsfaktoren für Medien- und Kreativ-Cluster No access
      3. 4.1.3. Operationalisierung der Standortfaktoren No access
    1. 4.2. Bedeutung des Unternehmensstandorts und einzelner Standortfaktoren in der XR-Branche No access
    2. 4.3. Zufriedenheit der Akteure mit ihrem Standort No access
    3. 4.4. Geografischer Fokus der Wertschöpfungsaktivitäten der XR-Unternehmen No access
    4. 4.5. Die Rolle von Netzwerkfaktoren für die XR-Branche No access
      1. ARTE – arte App No access
      2. Brose Fahrzeugteile GmbH & Co.KG, Coburg – Fernwartung No access
      3. CURRENTA – VR-Pumpenstand No access
      4. DuMont – AR-Unternehmensbild No access
      5. Ford – VR-Prototyping No access
      6. Fresenius Medical Care – VR-Training No access
      7. HELLA – AR-„Mixed-Mock-Up“ No access
      8. Mitteldeutsche Zeitung – AR-Zeitung No access
      9. RTL – Ninja Warrior-App No access
      10. WDR – Dom 360° No access
      11. XTRONIC – AR-Konfigurator No access
    1. 5.2. Vorgehen in der Analyse der XR-Fälle in Unternehmen No access
      1. Faktoren der strategischen Integration No access
      2. Faktoren der organisationalen Integration No access
      3. Faktoren der technologischen und ressourcenbezogenen Integration No access
      4. Zusammenfassung: Wichtige XR-Adoptionsfaktoren No access
  2. Reinhard Kunz
    1. 6.1. Verbreitung von VR und AR im deutschen Consumer-XR-Markt No access Reinhard Kunz
    2. Reinhard Kunz
      1. 6.2.1. Stand der Forschung: Einflussfaktoren auf die Nutzung von VR No access Reinhard Kunz
      2. 6.2.2. Empirische Ergebnisse: Intensität und Formen der VR-Nutzung No access Reinhard Kunz
      1. 7.1.1. Methodik des Geschäftsklimaindex No access
      2. 7.1.2. Geschäftsklima der deutschen XR-Branche No access
      3. 7.1.3. Auswirkungen der Corona-Krise auf die XR-Branche No access
      1. 7.2.1. Vertriebliche Herausforderungen für XR-Unternehmen No access
      2. 7.2.2. Personalbedarf der XR-Unternehmen nach Aufgabenfeldern No access
      3. 7.2.3. Rechtliche Herausforderungen in der XR-Branche No access
  3. 8. Fazit und Ausblick No access Pages 133 - 138
  4. Referenzen No access Pages 139 - 146

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