6,044 research outputs found

    Social presence and dishonesty in retail

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    Self-service checkouts (SCOs) in retail can benefit consumers and retailers, providing control and autonomy to shoppers independent from staff, together with reduced queuing times. Recent research indicates that the absence of staff may provide the opportunity for consumers to behave dishonestly, consistent with a perceived lack of social presence. This study examined whether a social presence in the form of various instantiations of embodied, visual, humanlike SCO interface agents had an effect on opportunistic behaviour. Using a simulated SCO scenario, participants experienced various dilemmas in which they could financially benefit themselves undeservedly. We hypothesised that a humanlike social presence integrated within the checkout screen would receive more attention and result in fewer instances of dishonesty compared to a less humanlike agent. This was partially supported by the results. The findings contribute to the theoretical framework in social presence research. We concluded that companies adopting self-service technology may consider the implementation of social presence in technology applications to support ethical consumer behaviour, but that more research is required to explore the mixed findings in the current study.<br/

    A First Approach on Modelling Staff Proactiveness in Retail Simulation Models

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    There has been a noticeable shift in the relative composition of the industry in the developed countries in recent years; manufacturing is decreasing while the service sector is becoming more important. However, currently most simulation models for investigating service systems are still built in the same way as manufacturing simulation models, using a process-oriented world view, i.e. they model the flow of passive entities through a system. These kinds of models allow studying aspects of operational management but are not well suited for studying the dynamics that appear in service systems due to human behaviour. For these kinds of studies we require tools that allow modelling the system and entities using an object-oriented world view, where intelligent objects serve as abstract \'actors\' that are goal directed and can behave proactively. In our work we combine process-oriented discrete event simulation modelling and object-oriented agent based simulation modelling to investigate the impact of people management practices on retail productivity. In this paper, we reveal in a series of experiments what impact considering proactivity can have on the output accuracy of simulation models of human centric systems. The model and data we use for this investigation are based on a case study in a UK department store. We show that considering proactivity positively influences the validity of these kinds of models and therefore allows analysts to make better recommendations regarding strategies to apply people management practices.Retail Performance, Management Practices, Proactive Behaviour, Service Experience, Agent-Based Modelling, Simulation

    Honesty, social presence, and self-service in retail

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    Retail self-service checkouts (SCOs) can benefit consumers and retailers, providing control and autonomy to shoppers independent from staff. Recent research indicates that the lack of presence of staff may provide the opportunity for consumers to behave dishonestly. This study examined whether a social presence in the form of visual, humanlike SCO interface agents had an effect on dishonest user behaviour. Using a simulated SCO scenario, participants experienced various dilemmas in which they could financially benefit themselves undeservedly. We hypothesised that a humanlike social presence integrated within the checkout screen would receive more attention and result in fewer instances of dishonesty compared to a less humanlike agent. Our hypotheses were partially supported by the results. We conclude that companies adopting self-service technology may consider the implementation of social presence to support ethical consumer behaviour, but that more research is required to explore the mixed findings in the current study

    Towards the improvement of self-service systems via emotional virtual agents

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    Affective computing and emotional agents have been found to have a positive effect on human-computer interactions. In order to develop an acceptable emotional agent for use in a self-service interaction, two stages of research were identified and carried out; the first to determine which facial expressions are present in such an interaction and the second to determine which emotional agent behaviours are perceived as appropriate during a problematic self-service shopping task. In the first stage, facial expressions associated with negative affect were found to occur during self-service shopping interactions, indicating that facial expression detection is suitable for detecting negative affective states during self-service interactions. In the second stage, user perceptions of the emotional facial expressions displayed by an emotional agent during a problematic self-service interaction were gathered. Overall, the expression of disgust was found to be perceived as inappropriate while emotionally neutral behaviour was perceived as appropriate, however gender differences suggested that females perceived surprise as inappropriate. Results suggest that agents should change their behaviour and appearance based on user characteristics such as gender

    New Forms of Customer Communication: Concepts and Pilot Projects

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    Transportation in low density markets: a role for public policy?

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    Many jurisdictions continue to regulate transportation services to small communities. These low density transport markets are subject to utilization economies that are lost when the market is fragmented among numerous competitors. This paper uses a simulation model that replicates the actual dispatching procedures used to distribute automobiles in western Canada. Using the actual demand for automobiles, the service levels and produc tivity of truck service in low density markets are estimated for various competitive scenarios and compared to the actual service and productivity levels achieved. Market performance results are modeled under monopoly and under competitive conditions and explicitly show the tradeoff between service and productivity (cost). Market fragmentation is seen to result in significant productivity losses with service held constant, or service de clines with productivity held constant. Competitors with the largest market shares have the greatest opportunities to produce the highest levels of service at the lowest cost. The results are consistent with empirical studies of other Canadian truck markets. Implications for public policy regarding transportation in low density markets are developed

    To immerse or not? Experimenting with two virtual retail environments

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    Purpose: The aim of this paper is to examine the determinants of users’ simulated experience in a virtual store and to show the subsequent impact of that experience on engagement. The outcome of that engagement is examined in relation to enjoyment, satisfaction and purchase intentions. Design/methodology/approach: The method comprised an experiment comparing users’ perceptions of a standard 2D online clothing store with an enhanced, immersive one that aimed to provide shopping value approaching that of a traditional store by using a 3D experience where participants wore special glasses and a data glove. Findings: Results demonstrate the major role of telepresence components in simulated experience and the critical role of that experience, along with hedonic and utilitarian values, in engagement. Purchase intention is influenced by satisfaction, which is in turn influenced by enjoyment and engagement. Engagement in turn is influenced by utilitarian and hedonic value and the experience of product simulation or telepresence, which is composed of control, colour and graphics vividness, and 3D authenticity. In the immersive, 3D environment experience is more associated with engagement and enjoyment, leading to greater purchase intention. The immersive, 3D environment thus has the potential to rival traditional shopping in terms of experience, resulting in higher sales for retailers and satisfaction for consumers. Originality: This work has evaluated a robust model of purchase intention and demonstrated it to hold not only in a 3D environment on a conventional computer platform, but also in an immersive one, where participants wear special glasses and a data glove

    Exogenous coalition formation in the e-marketplace based on geographical proximity

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    This paper considers a model for exogenous coalition formation in e-marketplaces. Using the informational advantage e-retailer creates coalitions of customers based on geographical proximity. Most of the literature regards this process as endogenous: a coalition leader bundles eventual purchases together in order to obtain a better bargaining position. In contrast - and in response to what is being observed in business practice - we analyse a situation in which an existing e-retailer exogenously forms customers' coalitions. Results of this study are highly encouraging. Namely, we demonstrate that even under highly imperfect warehouse management schemes leading to contagion eects, suggested combined delivery service may oer signifficant efficiency gains as well as opportunities for Pareto-improvement.Coalition formation, e-commerce, multi-agent systems, consumer satisfaction, demand planning, warehouse management.

    Engaging consumers on new integrated multichannel retail settings: challenges for retailers

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    The rapid diffusion of more channels for shopping posits new challenges for retailers, who need to compete in a complex environment for avoiding the problem of consumer cross-channel free riding. To discourage this behaviour, we propose a new environment where one retailer simultaneously handles more channels. The emerging integrated environment would engage more consumers if compared to the single handled channel, which in turn would avoid switching behaviours towards competitors’ channels. Our empirical research, based on the stimulus-organism-response paradigm, involves a sample of 237 consumers who were asked to explore the new retail settings simulated in a university lab. The results lead us to suggest the effective combination of multiple channels managed by one retailer as the new challenge for scholars and practitioners. We note that our participants showed positive emotional reactions towards the environment, which lead them to choose this environment for purchases
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