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dc.contributor.authorRamos-Galarza, Carlos-
dc.contributor.authorBolaños-Pasquel, Mónica-
dc.contributor.authorCruz-Cárdenas, Jorge-
dc.date.accessioned2023-12-11T17:47:31Z-
dc.date.available2023-12-11T17:47:31Z-
dc.date.issued2024-
dc.identifier.urihttps://link.springer.com/chapter/10.1007/978-981-99-0333-7_43-
dc.identifier.urihttps://repositorio.uti.edu.ec//handle/123456789/6075-
dc.description.abstractVirtual reality or VR is the simulation of a real or imaginary environment, which can be experienced as an abstraction of the real environment, which in turn allows the user to interact through a technological device within that simulation. Likewise, the user has the ability to modify the surrounding system by means of motion sensors, which will allow him/her to feel, and perceive as he or she is immersed in virtuality. Thanks to VR, sensorial perception is amplified, allowing to enhance our experiences of the real world, so that VR provides us with safe space of learning. Because of it, there has been seen necessary to review the scope of VR in marketing education, addressing that technology advances present excellent tools useful for the training of better professionals, as well as being support into rehabilitation processes, such as in learning difficulties at all marketing educational levels.es
dc.language.isoenges
dc.publisherSmart Innovation, Systems and Technologies. Volume 344, Pages 605 - 610. 2024. International Conference on Marketing and Technologies, ICMarkTech 2022. Santiago De Compostela. 1 December 2022 through 3 December 2022es
dc.rightsopenAccesses
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/es
dc.titleVirtual Reality as a Learning Mechanism: Experiences in Marketinges
dc.typearticlees
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