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Experiential AR/VR: a consumer and service framework and research agenda
Purpose The paper focuses on extended reality technologies and their potential contribution
to the improvement of services. First, it identifies extended reality technologies (AR/VR) as …
to the improvement of services. First, it identifies extended reality technologies (AR/VR) as …
In virtuo: How user-driven interactivity in virtual tours leads to attitude change
Virtual tours are distinct from videos and other online communication tools in various ways.
First, they require consumer-controlled interactions and input (eg clicking a mouse), rather …
First, they require consumer-controlled interactions and input (eg clicking a mouse), rather …
Consumer psychological ownership of digital technology
In this chapter, we present evidence that despite the intangible nature of digital
technologies, consumers often come to feel psychological ownership of these technologies …
technologies, consumers often come to feel psychological ownership of these technologies …
Can advertisers overcome consumer qualms with virtual reality? Increasing operational transparency through self-guided 360-degree tours
Perceived lack of authenticity and inferences of manipulative intent by an advertiser can
impede an advertisement's intended effect. This research posits that 360-degree virtual tours …
impede an advertisement's intended effect. This research posits that 360-degree virtual tours …
Come Closer, but Not Too Close: How Virtual Influencers Can Facilitate or Restrict Brand Experiences in the Metaverse
H Batinovic, F Tingelhoff, M Hammerschmidt… - 2024 - scholarspace.manoa.hawaii.edu
More and more brands adopt virtual influencers in the metaverse. Evidence from business
practice suggests that coming closer to consumers through deploying virtual influencers can …
practice suggests that coming closer to consumers through deploying virtual influencers can …
[PDF][PDF] Improving Design Software Based On Fuzzy Kano Model: A Case Study of Virtual Reality Interior Design Software.
Under the background of digital information age, fast responsive iterations on products
innovation and services innovation are one of the core competitiveness of enterprises …
innovation and services innovation are one of the core competitiveness of enterprises …
Perceived Product Risk while Shop** Online: Does Virtual Reality vs. 2D Reduce Uncertainty?
MF Hohlbaum, S Huber, F Huber, TC Baumann… - … aus Wissenschaft und …, 2019 - Springer
This research explores if a virtual reality (VR) vs. a 2D display of an online shop reduces the
perceived product risk. Thereby the role of the sense of presence (SoP) will be analyzed and …
perceived product risk. Thereby the role of the sense of presence (SoP) will be analyzed and …
[PDF][PDF] Cynthia Cryder Merriah Croston Risky Business: The Risk-Reward Trade-off is Different for Nonprofit versus For-profit Firms
R Gershon - researchgate.net
Experts generally agree that risk taking is necessary for progress and innovation, however,
the current research finds that consumers penalize nonprofits that take risks to a greater …
the current research finds that consumers penalize nonprofits that take risks to a greater …
[ספר][B] The New Power of Children and Young People
D Cohen - 2022 - taylorfrancis.com
In a rapidly changing world, children have more of a voice than ever before. In The New
Power of Children and Young People, David Cohen explores how this has happened, what …
Power of Children and Young People, David Cohen explores how this has happened, what …
Risky Business: The Risk-reward Tradeoff Is Different for Morally Relevant Companies
Experts widely acknowledge the essential role of risk taking in driving progress and
innovation, however, the current research finds that consumers penalize morally relevant …
innovation, however, the current research finds that consumers penalize morally relevant …