標(biāo)題: Titlebook: Value Realization in the Phygital Reality Market; Consumption and Serv Lin Huang,Biao Gao,Mengjia Gao Book 2023 The Editor(s) (if applicabl [打印本頁] 作者: breath-focus 時(shí)間: 2025-3-21 19:46
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書目名稱Value Realization in the Phygital Reality Market影響因子(影響力)學(xué)科排名
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書目名稱Value Realization in the Phygital Reality Market讀者反饋
書目名稱Value Realization in the Phygital Reality Market讀者反饋學(xué)科排名
作者: 全部逛商店 時(shí)間: 2025-3-22 00:06 作者: 傻 時(shí)間: 2025-3-22 01:40 作者: PANT 時(shí)間: 2025-3-22 08:09
978-981-99-4131-5The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Singapor作者: Hot-Flash 時(shí)間: 2025-3-22 12:01 作者: 松馳 時(shí)間: 2025-3-22 15:25
earning goals of the activities. The virtual objects are approached through AR with the aims and scopes of educational material in a learning process. The environment that this paper describes will be the testbed for exploring and further researching the proposed approach; handling virtual objects a作者: inchoate 時(shí)間: 2025-3-22 19:45 作者: 使痛苦 時(shí)間: 2025-3-23 00:47 作者: aspect 時(shí)間: 2025-3-23 01:55
Lin Huang,Biao Gao,Mengjia Gaoded to examine the thinking during the manipulation. After the experiment, the video recordings were reviewed with the participants and interviewed about the reasons for their speeches and behaviors. . From the analysis of the behavior and the verbal protocol, it was found to be a logical behavior. 作者: FILLY 時(shí)間: 2025-3-23 06:06 作者: TAP 時(shí)間: 2025-3-23 12:43 作者: 魯莽 時(shí)間: 2025-3-23 16:34
Lin Huang,Biao Gao,Mengjia Gaothe development of online classes is Zoom; WhatsApp, and Zoom are the easiest applications to learn to use; Google Meet is the most difficult to learn to use; and Zoom has the best interface design. The video conference platform that offers the best benefits for the teaching–learning process is Zoom作者: 威脅你 時(shí)間: 2025-3-23 18:40 作者: 笨拙處理 時(shí)間: 2025-3-23 23:07
Lin Huang,Biao Gao,Mengjia Gaole stressors (Traffic). The selected metrics were eye tracking dwell time, the presence of facial brow furrow, GSR peaks/minute, EMG activity of the upper trapezius muscle, heart rate and heart rate variability (HRV) and respiration cycles/minute. Physiological responses showed significant increases作者: SUGAR 時(shí)間: 2025-3-24 04:57
Lin Huang,Biao Gao,Mengjia Gaoion of persons, product concepts and their cool drilldowns, storyboarding, Generalized Transition Network (GTN), wireframing, prototyping, creating Usability Aspect Report (UAR) based on persona, and improvements made according to the UARs. Along with these, a few suggestions for further improvement作者: 偽造 時(shí)間: 2025-3-24 08:13
Lin Huang,Biao Gao,Mengjia Gaond German-language articles on common HCI practices with a focus on practical use cases and empirical research in an industrial context. The review’s findings show that while traditional human-centered design principles such as user-oriented design and usability engineering are broadly considered in作者: 抗體 時(shí)間: 2025-3-24 12:55 作者: 種子 時(shí)間: 2025-3-24 16:09
2524-504X ty. The interest in the phygital reality market, such as omnichannel retailing integrating physical stores and online services, has grown hugely over the last two decades, particularly since the coronavirus pan978-981-99-4131-5978-981-99-4129-2Series ISSN 2524-504X Series E-ISSN 2524-5058 作者: 描述 時(shí)間: 2025-3-24 22:36
,Introduction—Scope and Overview, thinking on how to manage the challenges of new technologies in the value creation and co-creation process. From the perspective of customers and end users, we finally describe the comprehensive and dynamic process of consumer decision-making and consumer behavior in the phygital reality market.作者: 停止償付 時(shí)間: 2025-3-25 01:46
Smart Media Era: The Third Transformation in the Age of Internet Communication,hts into various examples of communication transformation, including social smart media, smart virtual personal assistants, Google Brain, smart connected cars, and AI anchors, highlighting the rationale behind communication in the era of smart media.作者: Opponent 時(shí)間: 2025-3-25 04:15 作者: 誤傳 時(shí)間: 2025-3-25 07:40
Acceptance and Use of Omni-Channel Retail Services (Segment Analysis),channel retail services among these three groups of consumers. These findings provide some suggestions for retailers to adopt omni-channel strategies, such as synergies between different channels should be emphasized, and grouped customer relationship management for omni-channel consumers with chann作者: Outspoken 時(shí)間: 2025-3-25 15:35 作者: LITHE 時(shí)間: 2025-3-25 19:26 作者: 腐敗 時(shí)間: 2025-3-25 21:43 作者: forbid 時(shí)間: 2025-3-26 01:57 作者: 玉米 時(shí)間: 2025-3-26 05:40
in Robotics has been of interest in recent years. The current paper proposes a shared workspace for learning using Augmented Reality. The objective is to implement this approach using robots, not to execute collaborative robotic tasks but to establish a collaborative learning environment among stude作者: irreparable 時(shí)間: 2025-3-26 10:21
Lin Huang,Biao Gao,Mengjia Gaoheir current state, new VR content is required. Due to the current paucity of VR content, content production is happening in a range of fields, and discussions concerning viability continue. This article will detail the whole process of designing, manufacturing, and constructing a hand-tracking-base作者: ostensible 時(shí)間: 2025-3-26 13:04
Lin Huang,Biao Gao,Mengjia Gaone areas of discomfort while in the driving position. This analysis is particularly interesting to people in industries where excavators are used, but it can also be applied to the general population as cars have a similar interior setup consisting of a steering wheel, seat, and the floor between. T作者: 最初 時(shí)間: 2025-3-26 19:00 作者: 補(bǔ)助 時(shí)間: 2025-3-26 22:57 作者: 外貌 時(shí)間: 2025-3-27 02:08
Lin Huang,Biao Gao,Mengjia Gaoharacters, and the Storyboards, that explore the action and movement, exploring visually how events are depicted in time and movement, and seen from where (camera behavior). In Games or Gamification, as the player can act and move in the tale’s world it is difficult to place the camera and plan the 作者: ANTIC 時(shí)間: 2025-3-27 05:35
Lin Huang,Biao Gao,Mengjia Gaodeoconferencing platforms are Microsoft Teams, Zoom, Google Meet, and WhatsApp. This article aims to identify the perceptions that teachers have when using these platforms to determine which platform is the most optimal for developing the activities..The study involved 33 male and female teachers wo作者: Monolithic 時(shí)間: 2025-3-27 12:01 作者: Ptosis 時(shí)間: 2025-3-27 16:38 作者: 富足女人 時(shí)間: 2025-3-27 21:40
Lin Huang,Biao Gao,Mengjia Gaoness application(s) that would cater to the requirements of the emerging lifestyle. Looking at the available applications, there are only a few of them, namely, Garmin Connect, Strava, RunKeeper, Map My Ride, Zombie Run and Zwift. From the reviews received on their websites or applications, multiple作者: 安裝 時(shí)間: 2025-3-27 23:12
Lin Huang,Biao Gao,Mengjia Gao- and medium-sized enterprises (SMEs), is under pressure to move forward and face the associated challenge of redesigning both their business processes and their work organization. The importance of this transformation process increases with the introduction of new forms of human-machine collaborati作者: 最有利 時(shí)間: 2025-3-28 05:06
usinesses and academics. Their primary objective is to automatically capture the emotions and opinions of people as they wrote their text. Whether the text is from social media, literature, or any other form of text, it is a difficult problem. We present a novel approach by introducing the idea of c作者: ALOFT 時(shí)間: 2025-3-28 07:19 作者: delegate 時(shí)間: 2025-3-28 11:22 作者: nephritis 時(shí)間: 2025-3-28 17:21
Value Realization from the Perspective of Customers and Users,value is the overall assessment of the utility and benefit of a service or product based on customer perception, and the value that customers are willing to pay. Consumers are arbiters of value. Therefore, value realization can be supposed to occur when a service or product provides value to custome作者: Chandelier 時(shí)間: 2025-3-28 21:39
Value Creation Through Technological Innovation,t. At first, we focus on the relationship between value creation and new technologies, and the influence of new technologies on the process of value creation in the phygital reality market. The impacts of digital, ICT, mobile and smart connected technologies will be discussed. The significant impact作者: photophobia 時(shí)間: 2025-3-28 23:32 作者: 繼承人 時(shí)間: 2025-3-29 06:00
Smart Media Era: The Third Transformation in the Age of Internet Communication,o develop customer-centric services. The advent of Internet communication revolution has redefined individuals from being merely customers or audience members to active users. Users not only consume information and content but also create and share their own, emphasizing the significance of user int作者: 簡(jiǎn)潔 時(shí)間: 2025-3-29 07:47 作者: BOLT 時(shí)間: 2025-3-29 14:44
Acceptance and Use of Omni-Channel Retail Services (Segment Analysis),erefore, this chapter begins with an introduction to consumer perceptions of omni-channel retail services and the popular digital marketing channels used in omni-channel retail services, such as websites, mobile, email, social media, and live streaming. Then, this chapter verifies empirically that c作者: 不能根除 時(shí)間: 2025-3-29 18:37 作者: CRANK 時(shí)間: 2025-3-29 22:31
Conclusion and Challenges,for understanding the acceptance of new technologies. We summarize the theoretical contributions and practical implications to address the question of whether digital, smart, and virtual technologies will bring outstanding challenges to the phygital reality market. Then, we show the essence and key