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1.
This study develops the AIEDA tourism advertising effects model and examines this model by tourism destination types and advertising formats in a field experiment. The AIEDA model extends the traditional AIDA model in the advertising field and additionally considers the unique features of tourism products. It includes five hierarchical stages: Attention→ Interest→Evaluation (Perceived Usefulness→ Perceived Credibility) → Desire →Action. Findings of experimental research indicate that destination type and advertising format have main effects and interaction effects on tourism advertising effects. In addition, this study discovered that, for natural and cultural destinations, video ads yielded similar or more positive advertising effects than virtual reality ads, whereas print was the least effective advertising format. 相似文献
2.
《Journal of Retailing》2019,95(4):111-115
Sensory elements are an important aspect of both offline and online retail stores and can non-consciously influence consumer judgments and purchase behavior. In offline settings, ambient factors like scent, lighting, and music have been shown to influence customers’ shopping experiences and their buying behaviors. For online retail outlets, sensory factors related to color, display patterns, and layouts can have significant effects on consumer behavior. Sensory elements have strong managerial relevance since they can non-consciously influence behaviors and because they are relatively easy to change; for example, it requires minimal effort to change the lighting or the music at a physical retail store or the display pattern for an online store. The eight papers in this special issue address theoretical and practical issues related to how different sensory elements can strongly influence retail practices. These papers focus on underexplored topic areas and also on emerging technologies, which stimulate thoughts for further research in these areas. 相似文献
3.
《Journal of Retailing》2022,98(2):277-293
This research examines how consumers’ intentions to purchase food change depending on the visualisation mode (3D vs. AR) and product format (served vs. packaged). In three studies, we demonstrate that mental simulation of eating experiences (process and outcome) mediate these effects. Study 1 shows that AR visualisation of a served food improves simulation of the eating process over 3D visualisation, with a positive effect on purchase intention. Study 2 reveals that 3D visualisation improves purchase intention for packaged products (high instrumental properties) over served products (low instrumental properties) while the opposite is true for AR visualisation. In addition, interactivity and immersion mediate the effects of 3D (vs. AR) on mental simulation of the eating process for packaged products. Study 3 extends these results by showing that 3D increases purchase intention by eliciting mental simulation of the eating outcome, when the food is visible due to transparent (vs. opaque) packaging (displaying both sensory and instrumental properties), but that no such differences emerge for AR. This research highlights the importance of using different visualisation modes to promote food depending on the product format. The findings have important implications for both offline and online retailers. 相似文献
4.
The deterioration of attractions, landmarks, artefacts and destinations is a critical issue facing tourism across the world. The closure of tourism sites and attractions is increasingly more common due to the difficulty and expense of managing preservation with onsite tourism engagement. However, the closure or destruction of tourism sites presents challenges for tourism development. The inability to foster meaningful visitor engagement at sites has implications for the local communities. This paper aims to explore the efficacy of creating tourism experiences in destinations and sites that have succumbed to over-tourism, resultant deterioration and even, destruction. To achieve this objective, the paper introduces the concept of second chance tourism and the role of innovative preservation methods such as virtual and mixed reality. Based on the proposed framework, the collation of data will provide indications on site preservation and impact mitigation via a second chance to reduce pressure on inherently fragile destinations. 相似文献
5.
重新审视“十七年”的革命小说,指出这批小说在讲述革命时充满裂隙,并从质疑激情叙述下的历史真实、革命大叙事与生命小叙事的冲突两方面展开分析。裂隙的成因源自意识形态的规训对作者个体感受的驱逐。 相似文献
6.
虚拟建设的发展、内涵与组织管理流程 总被引:1,自引:0,他引:1
建筑企业若想在激烈的竞争中取得有力的地位,就必须提高自己的管理水平和竞争能力,而虚拟建设就是建筑企业提高竞争力的一条有效途径。文章从计算机技术与建筑业的结合入手研究虚拟建设的发展,揭示虚拟建设的内涵,构建了虚拟项目组织的管理流程。 相似文献
7.
于蕾 《对外经济贸易大学学报》2008,(1):18-22
随着日益扩大的出口,以及外汇储备的增长,我国的改革开放已经到了一个新的阶段.其中对外贸易战略正经历调整,即从出口至上转向进出口平衡发展。贸易战略调整。需在贸易发展的理论背景下及经济发展的现实基础上,确定特定阶段下的贸易战略调整重点。关于我国贸易战略及其调整问题,国内学者多有争论,本文在不同学者观点基础上进行梳理和探讨。 相似文献
8.
工程施工计划是一项复杂的工作,不断增长的复杂因素决定了工程管理人员需要采取新的、从未被用过、检测过的工程施工方法。缺乏便于工程策划人员进行评估和确认施工计划是否合理的工具,会在工程施工阶段造成许多重复性工作,造成成本浪费。虚拟现实技术为解决上述问题提供了一个很好的方法,会生成虚拟环境,允许项目决策人员在施工之前合理优化和选择施工方案,资源优化,降低成本,从而获得更好的投资效益。利用群体支持系统建立与工程施工计划相呼应的模型,工程数据作为其处理问题与人机交互的依据,辅助人员决策,进行项目的预算和分析,提高工程项目的价值管理。 相似文献
9.
能源就地转化的目的是资源地实施能源就地转化意欲达到的结果。以我国能源就地转化的历史分期为标准,能源就地转化的目的可分为初始目的、眼前目的和长远目的。能源就地转化初始目的的实现需资源地加快能源外送通道建设。能源就地转化眼前目的的实现需资源地处理好能源外送与留存、初级能源售卖与产能过剩的关系和加强资源地的能源消纳能力。能源就地转化长远目的的实现需资源地解决好能源的眼前利益索取与长远利益保护的关系。 相似文献
10.
异化劳动学说中工人同自己的类本质相异化蕴含着工人在资本主义社会中的双重存在——这一思想在《德意志意识形态》中被马克思进一步表述为"现实的人"的双重存在:一方面是作为个体的"现实的人"的存在;另一方面是作为共同体的"现实的人"的存在。"现实的人"的双重存在产生了劳动的二重性,劳动的二重性则形成了商品的二重性:作为个体的"现实的人"的具体劳动形成商品的使用价值;作为共同体的"现实的人"的抽象劳动则形成商品的价值。以此为理论基石,马克思写成其政治经济学批判的巨著《资本论》。 相似文献