TY - GEN N2 - This book explores the benefits to online teaching incorporating extended reality technologies both from a teacher's and from a students' perspective. As we are all aware, the COVID-19 pandemic has created a worldwide lock down which is clearly visible in individuals' shifting behaviour as they are keeping away from public contact, large events, weddings, places of worship, public transportation, restaurant, flights, shopping malls, etc. People across the world have adopted to Work From Home (WFH) concept using digital technology. They are teaching, learning, conducting meetings, seminars, etc., using digital medium. As people were not allowed to go out and buy things, online shopping was in demand and extensible reality helped in marketing the products and customers could also have a better shopping experience. Gaming industry has always brought in many new games for children and adults. Healthcare sector also leveraged the benefits of this technology to the fullest extent. The use of augmented and virtual reality in art and museum is also highlighted. Our book presents the different sectors that have benefitted using this technology during this time of crisis. This book will be very useful for students, professionals and researchers working in the area of virtual, augmented or mixed reality. Our aim is to bring out the use of this technology during the COVID-19 pandemic so that the readers are exposed to the various applications of this technology. DO - 10.1007/978-3-030-91394-6 DO - doi AB - This book explores the benefits to online teaching incorporating extended reality technologies both from a teacher's and from a students' perspective. As we are all aware, the COVID-19 pandemic has created a worldwide lock down which is clearly visible in individuals' shifting behaviour as they are keeping away from public contact, large events, weddings, places of worship, public transportation, restaurant, flights, shopping malls, etc. People across the world have adopted to Work From Home (WFH) concept using digital technology. They are teaching, learning, conducting meetings, seminars, etc., using digital medium. As people were not allowed to go out and buy things, online shopping was in demand and extensible reality helped in marketing the products and customers could also have a better shopping experience. Gaming industry has always brought in many new games for children and adults. Healthcare sector also leveraged the benefits of this technology to the fullest extent. The use of augmented and virtual reality in art and museum is also highlighted. Our book presents the different sectors that have benefitted using this technology during this time of crisis. This book will be very useful for students, professionals and researchers working in the area of virtual, augmented or mixed reality. Our aim is to bring out the use of this technology during the COVID-19 pandemic so that the readers are exposed to the various applications of this technology. T1 - Extended reality usage during COVID 19 pandemic / DA - 2022. CY - Cham, Switzerland : AU - Pillai, Anitha S., AU - Guazzaroni, Giuliana, VL - volume 216 CN - QA76.9.H85 PB - Springer, PP - Cham, Switzerland : PY - 2022. ID - 1443910 KW - Virtual reality. KW - Augmented reality. KW - COVID-19 Pandemic, 2020- KW - Réalité virtuelle. KW - Réalité augmentée. KW - Pandémie de COVID-19, 2020- SN - 9783030913946 SN - 3030913945 TI - Extended reality usage during COVID 19 pandemic / LK - https://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-3-030-91394-6 UR - https://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-3-030-91394-6 ER -