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1.
This note updates the 2019 review article “Retail forecasting: Research and practice” in the context of the COVID-19 pandemic and the substantial new research on machine-learning algorithms, when applied to retail. It offers new conclusions and challenges for both research and practice in retail demand forecasting.  相似文献   
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While the customer-to-manufacturer (C2M) business model has received increasing attention as a new business model for e-commerce and retail industry, little is still known about it and the effect of its approach. This study aims to understand how brand-related stimuli in C2M environments affect customer responses as the worldwide COVID-19 pandemic. The outcomes reveal that the Sensory, affective, and intellectual aspects of brand experience positively influence brand authenticity. Brand authenticity has a positive effect on behavioral intention, such as reuse intention and word-of-mouth. Additionally, this research finds that social presence moderates the association between the sensory aspect of brand experience. Thus, this study can suggest a C2M business model as a means of sustainable operation of the retail industry to both researchers and practitioners in relation to the retail industry.  相似文献   
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Although gamification has received considerable attention from both researchers and practitioners, its influence on consumers remains ambiguous. This paper proposes that a negative process through decreased attention and a positive process through increased enjoyment explain the effects of gamification on different outcome variables. Study 1 examines these two processes and gamification’s downstream consequences on purchase intention and product information recognition. For purchase intention, the two processes operate in parallel and produce a null effect of gamification. For product information recognition, only the negative process emerges, resulting in a negative effect of gamification. Studies 2 and 3 focus on the negative effect of gamification on product information recognition and show that the negative effect disappears in gamification designs that link the game elements with meaningful information about the product (Study 2) or make consumers aware of the distraction potential of game elements (Study 3). The studies’ findings provide managerial insights into why not all gamification endeavors yield the desired results; they also specify two boundary conditions (i.e., meaningfulness and disclosure) that may help managers avoid potentially detrimental effects of gamification.  相似文献   
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党的十九届五中全会提出了到2035年人均GDP达到中等发达国家水平的远景目标,因此测算和回答能否和如何如期实现该目标,对于我国实现第二个百年奋斗目标和坚持“四个自信”具有重要的意义。为此,本文根据跨越和陷入“中等收入陷阱”经济体的发展经验,对2021—2035年我国潜在增长率变化进行了测算。一是参照跨越和陷入“中等收入陷阱”经济体在我国相同发展阶段时各主要生产要素的变化,模拟设定我国未来各主要生产要素的增长率;二是通过运用附加人力资本的增长核算模型测算基准、乐观和悲观三种不同情境下未来我国经济的潜在增长率,验证我国2035年发展目标实现的可能性;三是依据主要要素对潜在增长率的贡献度,提出我国如期实现2035年发展目标的相应政策建议。  相似文献   
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Predicting consumption behavior is very important for adjusting supplier production plans and enterprise marketing activities. Conventional statistical methods are unable to accurately predict green consumption behavior because it is characterized by multivariate nonlinear interactions. The paper proposes an optimized fruit fly algorithm (FOA) and extreme learning machine (ELM) model for consumption behavior prediction. First, to address the problem of uneven search direction of FOA leading to insufficient search ability and low efficiency, the paper proposes a sector search mechanism instead of a random search mechanism to improve the global search ability and convergence speed of FOA. Second, to address the issue that the initial weights and hidden layer bias values of the ELM are randomly generated, which affects the learning efficiency and generalization of the ELM, the paper uses an improved FOA to optimize the weights and bias values of ELM for improving the prediction accuracy. Taking the green vegetable consumption behavior of Beijing residents as an example, the results show the optimization of the initial weight and threshold of ELM by the GA, PSO, FOA, and SFOA, the prediction accuracy of the GA-ELM, PSO-ELM, FOA-ELM, and SFOA-ELM models all surpass those of ELM. Compared with BPNN, GRNN, ELM, GA-ELM, PSO-ELM, and FOA-ELM models, the RMSE value of SFOA-ELM was decreased by 9.45%, 8.40%, 11.89%, 5.84%, 2.22%, and 2.69%, respectively. These findings demonstrate the effectiveness of the SFOA-ELM model in green consumption behavior prediction and provide new ideas for the accurate prediction of consumption behaviors of other green products with similar characteristics.  相似文献   
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In recent years, augmented reality (AR) technology has received considerable attention from academics and practitioners. Although AR technology has a bright side, its dark side has been relatively overlooked. Therefore, this study aimed to investigate the effects of AR technology characteristics on customer citizenship behavior via two conflicting mechanisms: customer immersion and customer fatigue. The study also explored the boundary conditions of customer experience. A total of 247 questionnaires were collected from customers who had prior experience of using IKEA's AR mobile shopping application. A structured model was analyzed using SmartPLS 3 and PROCESS Macro for mediation and moderated mediation effects. The study enriches the current knowledge on AR technology by demonstrating that AR technology can lead to customer citizenship behavior in relation to a brand's AR technology. Interestingly, customer immersion was found to positively mediate the relationship, but customer fatigue was found to negatively mediate it. Furthermore, customer experience was found to strengthen the positive mediation effect of customer immersion and weaken the negative mediation effect of customer fatigue.  相似文献   
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Academic literature retains a dearth of empirical evidence of the cutting-edge aspect of artificial intelligence (AI)-powered digital assistance and digital multisensory cues, despite the prospect of these factors on real-life customers' luxury brand online shopping experience. Thus, the aim of this study is to examine the significant pathway and effects of AI-powered digital assistance toward customers’ luxury brand online shopping experience. Drawing on S–O-R (Stimulus, organism, and response) and TRAM (Technology Readiness and Acceptance Model) paradigm, a multi-method research design was deployed to investigate constructs. Firstly, semi-structured interviews were utilized to explore customers' online behavior under the luxury brands and information technology aspect. Secondly, survey data were collected and analyzed by using partial least squares structural equation modeling (PLS-SEM) and fuzzy-set qualitative comparative analysis (fsQCA). The PLS-based analysis of quantitative data confirmed the exploratory insights of qualitative findings, establishing the connections of AI-powered digital assistance, customer engagement, and customers' luxury brand online shopping experience. Research findings also suggest that customer engagement plays a mediation role in the relationship between AI-powered digital assistance and customers' luxury brand online shopping experience. Besides, digital multisensory cues moderate the relationship between AI-powered digital assistance and customer engagement. Further, fsQCA complements the findings of PLS-SEM that reveal the significant combination of factors that lead to the perceptions of customers' luxury brand online shopping experience.  相似文献   
9.
The quest for authenticity in dining experiences has become increasingly important. This paper explores authenticity dimensions that are of value to customers in dining experiences, and by that gains a multi-dimensional understanding of authenticity in this context. Following an integrated learning approach using text mining and classification techniques, this paper explores and confirms different dimensions of authenticity by identifying and classifying authenticity judgements in online restaurant reviews. The results suggest that authenticity is a multi-dimensional concept encompassing Authenticity of the Other, Authenticity of the Producer, and Authenticity of the Self as first-level dimensions. Additionally, besides historical and categorical authenticity which have been previously explored in the literature, a new type of authenticity - Deviated Authenticity - emerged as a second-level dimension falling under Authenticity of the Other. This paper enhances existing conceptualisations of authenticity and establishes avenues for exploring the multi-dimensionality of other consumer research concepts using user-generated content.  相似文献   
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深度学习方法在作物遥感分类中的应用和挑战   总被引:1,自引:0,他引:1  
[目的]准确估算作物的面积和分布对粮食安全至关重要。与传统的机器学习方法相比,深度学习具有多种优势,如端到端训练、可迁移性。为有效利用高时空数据进行作物识别提供了新的机遇。已有多种模型被应用于作物分类任务中,针对不同的分类任务,如何有效地选择模型,并对其进行训练和使用已成为关键问题。[方法]文章回顾了利用深度学习模型对作物分类的主要研究。N维卷积神经网络(N-D CNN)(N=1、2、3)和递归神经网络(RNN)已被有效用于作物分类任务。长短期记忆RNN(LSTM RNN)和门控循环单元RNN(GRU RNN)是RNN的变体,解决了随着时间序列增加RNN出现的梯度消失或爆炸问题。此外,还有研究使用CNN和RNN(我们称为RCNN)的混合模型对作物进行分类。该文首先阐述了使用深度学习方法进行作物制图的背景和意义,并介绍了CNN和RNN模型结构。然后回顾了一些典型的研究,包括模型的结构、遥感数据源、数据处理方法和分类精度。最后,总结了使用深度学习方法进行作物分类的挑战以及现有解决方案的局限性。[结果](1)1-D CNN可用于提取时间特征,或时间+光谱特征,分类效果良好;2-D CNN已被广泛应用于单时相数据的空间特征提取,分类精度依赖于数据源;3-D CNN应用较少,但具有很大的潜力,尤其是时间+空间维度的特征提取;(2)相同条件下(架构、数据源、研究区域、类别),LSTM RNN和GRU RNN分类效果通常高于普通RNN,而前两者的效果差距不大,但GRU RNN训练时间较短;(3)CNN+RNN混合模型(RCNN)用RNN比3-D CNN更适合提取时间特征。这主要是由于RNN建立了对序列数据的长期依赖,而3-D CNN卷积核是局部计算的。[结论]通过分析,认为深度学习技术是作物遥感分类的有效工具。此外,与其他模型相比,RCNN,3-D CNN和GUR RNN具有更大的潜力。  相似文献   
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