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Immersive Technologies in Marketing: State of the Art and a Software Architecture Proposal

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Academic year: 2020

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Figure

Fig. 1. Modes of 2D (a), 3D (b), and RV (c) visualization
TABLE I. C OMPARISON OF V IEWERS C ONSIDERING T ECHNICAL A TTRIBUTES AND C OSTS . S OURCE : A DAPTED FROM [24]
Fig. 3 shows the main devices needed to create natural interfaces. Microsoft Kinect 2.0 (Fig
Fig. 4. System model for marketing, using immersive technologies

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