<link rel="stylesheet" href="styles.f3b1fba60ec7970c.css">

Virtual Reality and Augmented Reality in Marketing and Society's Acceptance

dc.contributor.authorIsabelle Ferreira Cruz Soares
dc.date.accessioned2023-03-07T14:07:32Z
dc.date.available2023-03-07T14:07:32Z
dc.date.issued2022
dc.description.abstractVirtual reality and augmented reality have changed from being extremely expensive to becoming accessible in the workplace, in classrooms, in video games, in retail, and in museums. It is feasible to gauge society's perceptions of VR and AR applications and their predictions for future development now that they are more widely used. This paper examines some of the existing uses of augmented reality and virtual reality in marketing and related sectors and presents qualitative and quantitative research with the goal of determining if society is prepared to adopt these technologies into daily life.
dc.identifier.citationCruz Soares, 2022
dc.identifier.urihttps://dspace.independentcolleges.ie//handle/123456789/216
dc.language.isoen
dc.titleVirtual Reality and Augmented Reality in Marketing and Society's Acceptance
dc.typeOther
dspace.entity.type

Files

Original bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
Ferreira_51699044.pdf
Size:
1.44 MB
Format:
Adobe Portable Document Format
Description:

License bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
license.txt
Size:
1.71 KB
Format:
Item-specific license agreed to upon submission
Description: