41,003 research outputs found

    Touching the Future: The Effects of Gesture-Based Interaction on Virtual Product Experience

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    With the popularity of touchscreen tablets and gesture control devices, the role of touch in online consumer behavior has become increasingly important. This study aims to investigate how sense of touch evoked by various interaction modes (i.e., mouse-driven interaction, touchscreen gesture interaction and mid-air gesture interaction) influences virtual product experience. Drawing on Feelings-as-Information Theory and Cognitive-Affective Framework in virtual product experience, we propose that sense of touch could influence consumer purchase intention by reducing product uncertainty and improving product attachment; furthermore, these effects are contingent on product characteristics, i.e., importance of product haptics and product valence. Accordingly, two lab experiments are designed. Potential theoretical contributions, practical implications as well as future research directions are discussed

    Visual Presentation Modes in Online Product Reviews and Their Effects on Consumer Responses

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    Online product reviews posted by consumers are becoming a staple part of e-commerce websites. Researchers demonstrate that the volume and strength of online reviews, among others, have a significant impact on consumer responses. These studies have focused on the effect of text-based online reviews, but current information technologies enable the posting of online reviews with higher visual content, such as with images and videos. Using the Elaboration Likelihood Model and Dual Coding theory, we examine the effects of three visual modes for presenting online reviews with three products – backpack, digital camera and video game. Our results indicate that video-based online reviews are perceived as being more credible, helpful, persuasive, and providing a great sense of involvement, compared to text-based and image-based online reviews, but with no significant differences among the latter two. The influence of presentation modes on consumer responses is partially moderated by product type

    TechNews digests: Jan - Mar 2010

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    TechNews is a technology, news and analysis service aimed at anyone in the education sector keen to stay informed about technology developments, trends and issues. TechNews focuses on emerging technologies and other technology news. TechNews service : digests september 2004 till May 2010 Analysis pieces and News combined publish every 2 to 3 month

    Beyond 2D Product Presentation in E-commerce: A Literature Review

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    Value creation is increasingly relevant for owners of digital service platforms. These owners have two vital goals: increase their service base and sustain their service offerers. A key element in continuously accommodating these goals is value creation. While the literature on digital service platforms is growing, there is a paucity of knowledge on the value creation process in these platforms. Drawing on a qualitative study of Uber drivers in Denmark and Sweden, we synthesize Schumpeter’s theory of value creation to develop an understanding of the value creation process in digital service platforms from the perspective of service offerers. As such, our study proposes and contributes a value creation framework for digital service platforms that identifies 8 value sources and highlights resource combination and exchange in the process of value creation

    Surveying Persons with Disabilities: A Source Guide (Version 1)

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    As a collaborator with the Cornell Rehabilitation Research and Training Center on Disability Demographics and Statistics, Mathematica Policy Research, Inc. has been working on a project that identifies the strengths and limitations in existing disability data collection in both content and data collection methodology. The intended outcomes of this project include expanding and synthesizing knowledge of best practices and the extent existing data use those practices, informing the development of data enhancement options, and contributing to a more informed use of existing data. In an effort to provide the public with an up-to-date and easily accessible source of research on the methodological issues associated with surveying persons with disabilities, MPR has prepared a Source Guide of material related to this topic. The Source Guide contains 150 abstracts, summaries, and references, followed by a Subject Index, which cross references the sources from the Reference List under various subjects. The Source Guide is viewed as a “living document,” and will be periodically updated

    Shopping in a Virtual Reality: A Stimulus-Organism-Response (S-O-R) based Systematic Literature Review

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    The virtual reality (VR) technology has become increasingly relevant in recent years due to the advantages that occur through the representation of the real within a virtual world. One promising application area of VR is virtual shopping, i.e., providing customers with the ability to visit virtual stores instead of purchasing products on 2D websites or brick-and-mortar stores. To gain insights into the opportunities of the technology in the realm of shopping, we emphasize and discuss the literature on the use of VR for shopping based on a systematic literature review, thereby deepening our understanding of virtual retail concepts and synthesizing the empirical evidence on the advantages of VR. For this purpose, we developed a Stimulus-Organism-Response (S-O-R) based framework to summarize the key findings. The results comprise suggestions for VR shopping applications as well as possible future research avenues

    Using Immersive Virtual Reality to Create Presence in Online Shopping

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    Whilst IS academics have increasingly recognised the essence of Crowdsourcing systems for producing information from a large group of people, relevant knowledge of such solution design is still underdeveloped. Existing studies on the Crowdsourcing literature reveal that of the further research directions outlined, none discuss the investigation of Crowdsourcing from an IS design perspective. Through a systematic literature review of over 14 premier IS journals (2010-2017), we found 255 articles of which 63 were suitable for our analysis. From these papers, we identified the gaps in application areas and design issues. We suggest that IS research techniques will demonstrate models, issues, approaches and gaps to inform future research. We identify five application purposes and ten design issues, from the stakeholders and development techniques involved. The analysis suggests Crowdsourcing is an emerging field to which design science could be particularly appropriate

    Road User Charging – Pricing Structures.

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    This project considers the extent to which the public could cope with complex price or tariff structures such as those that might be considered in the context of a national congestion pricing scheme. The key elements of the brief were: • to review existing studies of road pricing schemes to assess what information and evidence already exists on the key issues; • to identify what can be learned about pricing structures from other transport modes and other industries and in particular what issues and conclusions might be transferable; • to improve the general understanding of the relationship between information and people’s ability to respond; and • to recommend what further research would be most valuable to fill evidence gaps and enable conclusions to be drawn about an effective structure

    But a walking shadow: designing, performing and learning on the virtual stage

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    Representing elements of reality within a medium, or taking aspects from one medium and placing them in another is an act of remediation. The process of this act, however, is largely taken for granted. Despite the fact that available information enables a qualitative assessment of the history of multimedia and their influences on different fields of knowledge, there are still some areas that require more focused research attention. For example, the relationship between media evolution and new developments in scenographic practice is currently under investigation. This article explores the issue of immediacy as a condition of modern theatre in the context of digital reality. It discusses the opportunities and challenges that recent technologies present to contemporary practitioners and theatre design educators, creating a lot of scope to break with conventions. Here, we present two case studies that look into technology-mediated learning about scenography through the employment of novel computer visualization techniques. The first case study is concerned with new ways of researching and learning about theatre through creative exploration of design artefacts. The second case study investigates the role of the Immersive Virtual World Second Life™ (SL) in effective teaching of scenography, and in creating and experiencing theatrical performances
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