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While diffusers of market information, their level of involvements and experiences in the marketplace are essential to a market segment, a few empirical research have examined the role of market mavens in promoting Apps retail channel repatronage intention. The purpose of this study is to investigate the structural relationship between flow experience, immersive satisfaction (affective), experiential satisfaction (cognitive), market maven tendency, and Apps repatronage intention (ARI). A total of 407 valid online questionnaires were collected to conduct the statistical analyses using partial least square path modeling approach. The results imply that flow experience, immersive and experiential satisfaction are several determinants of market mavens in promoting Apps retail stores. Practically, the results imply that consumers with a high level of perceived flow experience, immersive and experiential satisfaction exhibit higher tendency of involvement, diffuse more Apps market information and further show a high level of ARI. Theoretically, this study uncovers the experience, satisfaction, market mavenism, and repatronage linkages, and proposes a set of key determinants to explain ARI in an E-retailing environment. The implications and limitations are discussed.  相似文献   
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随着快速城市化进程,原有的动物园因城市发展、 容量不足和动物福利不佳等原因,大多面临改造建设需求。目 前中国大多数动物园都处在从传统动物园向现代动物园转型的 阶段。以秦皇岛野生动物园为例,研究原址改造类动物园的共 性问题和相关解决策略,探讨在尊重动物园现状的基础上,通 过道路交通系统调整、展区和空间布局优化,以及丰富游览体 验等,实现动物园的综合保护并发挥动物园自然科普教育的社 会职能,最终使动物园从单纯的参观游览向集休闲娱乐、科普 教育、科学研究和野生动物保护于一体的生态化动物园发展。  相似文献   
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为了解决联合国维和行动长期存在的国内训练基础环境难逼真、执行任务标准运用不熟练、突发情况应急处置不到位的问题,开展了基于维和训练的控制系统仿真技术研究。运用虚拟现实、建模仿真、沉浸体验、人工智能等先进技术,提出一种大空间定位和姿态捕获方法,研发空间位置与动作姿态数据融合算法,灵活支撑对抗仿真;提出一种三维影像构建方法,建立人员、装备、设施、建筑、道路等三维模型,构建国外任务区虚拟战场环境,支持开展沉浸式模拟演练。研究结果表明,新方法能帮助维和官兵提前逼真体验,规范执行标准,模拟红蓝对抗,尤其是大空间定位技术的研究可有效延伸虚拟战场环境,显著提高联合训练效果,并可节省训练经费,避免训练事故,提高训练的针对性。虚拟仿真训练技术研究能够有效支撑多分队协同处置训练,甚至多兵种联合训练,在军事训练领域有较大的推广价值。  相似文献   
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This study explores the social history of the tiki bar and associated phenomena, from its origins in the 1930s up to the present. In doing so, we aim to contribute to theory on consumer research about social categories and authenticity. Piecing together fragmented accounts and materials, we first sketch a brief socio-historical narrative of the tiki bar. The narrative describes several colorful, quirky and idiosyncratic individuals, but shows that the tiki bar nonetheless became established as a widely recognized part of American popular culture. At no point did the tiki bar represent an accurate manifestation of Polynesian culture or food, despite its popularity, growth and cultural embeddedness; the tiki bar thus fails any kind of basic test of objective or nominal authenticity, which concerns the provenance of an object. The tiki bar does eventually generate its own institutionalized social category, and many tiki bars fit the category and thereby possess type authenticity. The case is interesting theoretically because the tiki bar’s authenticity status changes across its history and because its growth and institutionalization as a category occurred without explicit endorsement by the state or any professional body or regulator. We speculate that evolution of the tiki bar was driven by a peculiar set of conditions and status dynamics.  相似文献   
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This study explains the first known hospitality research conducted exclusively in a virtual world for the purpose of researching hotel co-branding. This article explains how immersive research techniques were used to capture data in real time through avatar activity in Second Life. This article considers the research methodology, the data collection process and gives a brief summary of the initial research findings. The virtual environment offers an opportunity for researchers to reach a global audience, conduct the research in a relatively short time frame, and do the research inexpensively. The study will be of interest to researchers who may wish to use a virtual 3D environment for their own research.  相似文献   
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直播电商的本质、逻辑与趋势展望   总被引:1,自引:0,他引:1  
直播电商是直播与电商的结合,它具有强有力的经济赋能作用,展现新经济特征。从本质来看,直播电商围绕“人、货、场”核心要素重构,优化“成本、效率、体验”系统目标,总体上是在技术赋能和消费升级背景下,融购物需求与情感需求于一体,建构“货到人”沉浸式商业场景,满足消费者购物、娱乐、社交多维一体需求。从行为逻辑来看,直播电商以触发消费者购买为目标进行场景构建,直接或间接优化了福格行为模型中的能力、动机、触发点三要素的条件,同时缩短消费者决策链路,有效挖掘显性和隐性需求。从产业逻辑来看,直播电商有效链接供应端与消费者从而缩短供应链路,同时精准匹配供需,助力客对商(C2B)、消费直连制造(C2M)产业链路建构,可有效解决传统电商商家、平台、消费者的诸多痛点。从趋势来看,直播货品无边界化、直播场景向全渠道渗透、头部主播品牌溢出、供应链多元塑造、行业竞争加剧、行业监管加强等趋势明显。随着行业规范化程度的不断提高,直播电商对产业变革、经济赋能以及社会影响效应还将不断增强。  相似文献   
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本文基于沉浸理论,探讨智能导游服务对品牌关系的影响机制,检验沉浸体验在智能导游服务特性与品牌关系中的中介作用。本文邀请使用过智能导游服务的游客参与问卷调查,实证研究结果发现:(1)智能导游的心理意象特性对游客的沉浸体验有正向的影响作用;(2)智能导游的心理意象特性对认知、情感、行为意向等层面的品牌关系均有正向影响;(3)沉浸体验在心理意象和品牌关系中起中介作用。研究结论对于智能导游品牌关系构建的理论探索和管理实践具有重要意义和作用。  相似文献   
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In the context of an accredited CPA program, we investigate whether an immersive case delivered over several weeks in a team-based environment in the Performance Management elective module improves student performance on Day 1 examinations and whether all students benefit equally from the immersive case. Results show that using an immersive case prior to Capstone 1 significantly improves student performance on practice Day 1 examinations and Day 1 of the Common Final Examination (CFE). Although high-ability students and non-English-as-a-second-language (ESL) students with co-op experience perform better regardless of whether an immersive case is used, ESL students benefit from using an immersive case when evaluating performance on Day 1 of the CFE. In addition, spending six to eight weeks preparing extensively for the CFE after graduate classes end in July seems to contribute to closing performance gaps between students. This study benefits the education process by identifying a tool that educators can use to improve performance on the CFE. It provides insights that may prove useful to CPA Canada and accredited post-secondary institutions as they revamp their programs to align with Competency Map 2.0.  相似文献   
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