The impact of virtual, augmented and mixed reality technologies on the customer experience
暂无分享,去创建一个
Carlos Flavián | Carlos Orús | Sergio Ibáñez-Sánchez | Carlos Orús | C. Flavián | Sergio Ibáñez-Sánchez
[1] J. H. Gilmore,et al. Welcome to the experience economy. , 1998, Harvard business review.
[2] Katherine N. Lemon,et al. Customer Experience Creation: Determinants, Dynamics and Management Strategies , 2009 .
[3] David Sprott,et al. The influence of tactile input on the evaluation of retail product offerings , 2007 .
[4] Kim Willems,et al. When brands come to life: experimental research on the vividness effect of Virtual Reality in transformational marketing communications , 2017, Virtual Reality.
[5] Tom Griffin,et al. Virtual Reality and Implications for Destination Marketing , 2017 .
[6] D. Fortin,et al. Interactivity and vividness effects on social presence and involvement with a web-based advertisement , 2005 .
[7] Pennie Frow,et al. The role of multichannel integration in customer relationship management , 2004 .
[8] William R. Sherman,et al. Understanding Virtual RealityInterface, Application, and Design , 2002, Presence: Teleoperators & Virtual Environments.
[9] Jiejie Zhu,et al. Virtual Reality and Mixed Reality for Virtual Learning Environments , 2006, Edutainment.
[10] Jari Takatalo,et al. Presence, Involvement, and Flow in Digital Games , 2010, Evaluating User Experience in Games.
[11] C. Meyer,et al. Understanding customer experience. , 2007, Harvard business review.
[12] Lia Patrício,et al. Designing Multi-Interface Service Experiences , 2008 .
[13] Jih-Hsuan Tammy Lin,et al. So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game , 2018, New Media Soc..
[14] Daniel A. Guttentag. Virtual reality: Applications and implications for tourism , 2010 .
[15] Gary Warnaby,et al. Augmented Reality and Virtual Reality in Physical and Online Retailing: A Review, Synthesis and Research Agenda , 2018 .
[16] Carrie Heeter,et al. Being There: The Subjective Experience of Presence , 1992, Presence: Teleoperators & Virtual Environments.
[17] Ashutosh Dixit,et al. Research framework, strategies, and applications of intelligent agent technologies (IATs) in marketing , 2015, Journal of the Academy of Marketing Science.
[18] Zahira Merchant,et al. Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis , 2014, Comput. Educ..
[19] Carolyn A. Lin. An Interactive Communication Technology Adoption Model , 2003 .
[20] Chin-Chung Tsai,et al. Affordances of Augmented Reality in Science Learning: Suggestions for Future Research , 2012, Journal of Science Education and Technology.
[21] Amy L. Ostrom,et al. Service Research Priorities in a Rapidly Changing Context , 2015 .
[22] Jonathan Steuer,et al. Defining virtual reality: dimensions determining telepresence , 1992 .
[23] Holger Regenbrecht,et al. Visual Coherence in Mixed Reality: A Systematic Enquiry , 2017, PRESENCE: Teleoperators and Virtual Environments.
[24] Jan L. Plass,et al. Interactivity in multimedia learning: An integrated model , 2010, Comput. Hum. Behav..
[25] Erik Stolterman,et al. The Meaning of Interactivity—Some Proposals for Definitions and Measures , 2017, Hum. Comput. Interact..
[26] Carlos Flavián,et al. Antecedents of consumer intention to follow and recommend an Instagram account , 2017, Online Inf. Rev..
[27] R. Bagozzi,et al. An attitudinal model of technology-based self-service: Moderating effects of consumer traits and situational factors , 2002 .
[28] Dongyoung Sohn,et al. Anatomy of interaction experience: Distinguishing sensory, semantic, and behavioral dimensions of interactivity , 2011, New Media Soc..
[29] Adam M. Grant,et al. In the company of givers and takers. , 2013, Harvard business review.
[30] F. Okumus,et al. Exploring the role of next-generation virtual technologies in destination marketing , 2018, Journal of Destination Marketing & Management.
[31] Hideyuki Tamura,et al. Mixed Reality: Future Dreams Seen at the Border between Real and Virtual Worlds , 2001, IEEE Computer Graphics and Applications.
[32] Ana Javornik,et al. Augmented reality: Research agenda for studying the impact of its media characteristics on consumer behaviour , 2016 .
[33] C. Khoo-Lattimore,et al. New realities: a systematic literature review on virtual reality and augmented reality in tourism research , 2019 .
[34] Peter Nagy,et al. “My Avatar and Her Beloved Possession”: Characteristics of Attachment to Virtual Objects , 2014 .
[35] A. P. Williams,et al. Virtual reality: A new horizon for the tourism industry , 1995 .
[36] Iis P. Tussyadiah,et al. Embodiment of Wearable Augmented Reality Technology in Tourism Experiences , 2018 .
[37] Marjolein P. M. Kammers,et al. What is embodiment? A psychometric approach , 2008, Cognition.
[38] Wojciech Cellary,et al. Evaluation of learners' attitude toward learning in ARIES augmented reality environments , 2013, Comput. Educ..
[39] Jang-Sun Hwang,et al. Measures of Perceived Interactivity: An Exploration of the Role of Direction of Communication, User Control, and Time in Shaping Perceptions of Interactivity , 2002 .
[40] Dennis L. Hoffman,et al. Marketing in Hypermedia Computer-Mediated Environments : Conceptual Foundations 1 ) , 1998 .
[41] Massimo Bergamasco,et al. Beyond virtual museums: experiencing immersive virtual reality in real museums , 2010 .
[42] D. W. F. van Krevelen,et al. A Survey of Augmented Reality Technologies, Applications and Limitations , 2010, Int. J. Virtual Real..
[43] Christoph F. Breidbach,et al. Beyond virtuality: from engagement platforms to engagement ecosystems , 2014 .
[44] Dimitrios Buhalis,et al. A Typology of Technology‐Enhanced Tourism Experiences , 2014 .
[45] Rosa María Baños,et al. Immersion and Emotion: Their Impact on the Sense of Presence , 2004, Cyberpsychology Behav. Soc. Netw..
[46] Roger Cheong,et al. The virtual threat to travel and tourism , 1995 .
[47] Brian F. Goldiez,et al. Predicting presence: Constructing the Tendency toward Presence Inventory , 2009, Int. J. Hum. Comput. Stud..
[48] R. Fisk,et al. Multilevel Service Design: From Customer Value Constellation to Service Experience Blueprinting , 2011 .
[49] P. Milgram,et al. A Taxonomy of Mixed Reality Visual Displays , 1994 .
[50] Doug A. Bowman,et al. Formalizing the Design, Evaluation, and Application of Interaction Techniques for Immersive Virtual Environments , 1999, J. Vis. Lang. Comput..
[51] Seokhee Jeon,et al. Haptic Augmented Reality: Taxonomy and an Example of Stiffness Modulation , 2009, PRESENCE: Teleoperators and Virtual Environments.
[52] Bernadett Koles,et al. Who is Portrayed in Second Life: Dr. Jekyll or Mr. Hyde? The Extent of Congruence Between Real Life and Virtual Identity , 2012 .
[53] Frank Biocca,et al. The Cyborg's Dilemma: Progressive Embodiment in Virtual Environments , 2006, J. Comput. Mediat. Commun..
[54] Timothy Jung,et al. Mapping requirements for the wearable smart glasses augmented reality museum application , 2016 .
[55] Bernd H. Schmitt,et al. Brand Experience: What is It? How is it Measured? Does it Affect Loyalty? , 2009 .
[56] Holger Regenbrecht,et al. Using Augmented Virtuality for Remote Collaboration , 2004, Presence: Teleoperators & Virtual Environments.
[57] Carlos Flavián,et al. Choice confidence in the webrooming purchase process: The impact of online positive reviews and the motivation to touch , 2016 .
[58] Stuart Barnes,et al. Understanding Virtual Reality in Marketing: Nature, Implications and Potential , 2016 .
[59] Carlos M. Coelho,et al. Media Presence and Inner Presence: The Sense of Presence in Virtual Reality Technologies , 2006 .
[60] E. Rogers. Diffusion of Innovations , 1962 .
[61] Kim Willems,et al. Escaping the crowd: An experimental study on the impact of a Virtual Reality experience in a shopping mall , 2017, Comput. Hum. Behav..
[62] Muhanna Muhanna,et al. Virtual reality and the CAVE: Taxonomy, interaction challenges and research directions , 2015, J. King Saud Univ. Comput. Inf. Sci..
[63] D. Ihde. Technology and the lifeworld : from garden to earth , 1991 .
[64] Alan Dix,et al. Human-computer interaction, foundations and new paradigms , 2017, J. Vis. Lang. Comput..
[65] C. Flavián,et al. Determinants of the intention to participate in firm-hosted online travel communities and effects on consumer behavioral intentions , 2010 .
[66] M. Slater,et al. Virtual reality in the assessment, understanding, and treatment of mental health disorders , 2017, Psychological Medicine.
[67] Namho Chung,et al. Tourists' intention to visit a destination: The role of augmented reality (AR) application for a heritage site , 2015, Comput. Hum. Behav..
[68] Iis P. Tussyadiah,et al. Virtual reality, presence, and attitude change: Empirical evidence from tourism , 2018, Tourism Management.
[69] Paul L. Sauer,et al. Is Augmented Reality Technology an Effective Tool for E-commerce? An Interactivity and Vividness Perspective , 2017 .
[70] Iis P. Tussyadiah,et al. Expectation of Travel Experiences with Wearable Computing Devices , 2014, ENTER.
[71] Philipp A. Rauschnabel,et al. An adoption framework for mobile augmented reality games: The case of Pokémon Go , 2017, Comput. Hum. Behav..
[72] David Johnson,et al. Augmented Reality Marketing: Consumer Preferences and Attitudes Toward Hypermedia Print Ads , 2016 .
[73] Mel Slater,et al. Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments , 2009, Philosophical Transactions of the Royal Society B: Biological Sciences.
[74] P. Penfold,et al. Learning Through the World of Second Life—A Hospitality and Tourism Experience , 2009 .
[75] P. K. Kannan,et al. From Multi-Channel Retailing to Omni-Channel Retailing: Introduction to the Special Issue on Multi-Channel Retailing , 2015 .
[76] Enrique Bigné,et al. Elapsed time on first buying triggers brand choices within a category: A virtual reality-based study , 2016 .
[77] Guy Paré,et al. Synthesizing information systems knowledge: A typology of literature reviews , 2015, Inf. Manag..
[78] Alan J. Dix. Human-Computer Interaction , 2018, Encyclopedia of Database Systems.
[79] Dong-Hee Shin,et al. The role of affordance in the experience of virtual reality learning: Technological and affective affordances in virtual reality , 2017, Telematics Informatics.
[80] T. Jung,et al. The determinants of recommendations to use augmented reality technologies: the case of a Korean theme park. , 2015 .
[81] Katherine N. Lemon,et al. Understanding Customer Experience Throughout the Customer Journey , 2016 .
[82] Nuno Jardim Nunes,et al. Customer experience modeling: from customer experience to service design , 2012 .
[83] Bernadett Koles,et al. The digital transformation of human identity , 2014 .
[84] Paul Williams,et al. Virtual reality and tourism: fact or fantasy? , 1995 .
[85] Judy M. Vance,et al. Industry use of virtual reality in product design and manufacturing: a survey , 2017, Virtual Reality.
[86] H. Wilson,et al. Engagement, telepresence and interactivity in online consumer experience: Reconciling scholastic and managerial perspectives , 2010 .
[87] Matthew Lombard,et al. At the Heart of It All: The Concept of Presence , 2006 .
[88] Martin Meißner,et al. Combining virtual reality and mobile eye tracking to provide a naturalistic experimental environment for shopper research , 2017, Journal of Business Research.
[89] Maria V. Sanchez-Vives,et al. From presence to consciousness through virtual reality , 2005, Nature Reviews Neuroscience.
[90] Robert M. O'Keefe,et al. Virtual destination image: Testing a telepresence model , 2012 .
[91] Ronald Azuma,et al. A Survey of Augmented Reality , 1997, Presence: Teleoperators & Virtual Environments.
[92] Jennifer Aaker,et al. Awe Expands People’s Perception of Time, Alters Decision Making, and Enhances Well-Being , 2012, Psychological science.
[93] J. Bailenson,et al. The Effect of Interactivity on Learning Physical Actions in Virtual Reality , 2008 .
[94] Ralph Schroeder,et al. Defining Virtual Worlds and Virtual Environments , 2008 .
[95] Hartmut H. Holzmüller,et al. Understanding communal and individual customer experiences in group-oriented event tourism: an activity theory perspective , 2016 .
[96] Timothy Jung,et al. Effects of Virtual Reality and Augmented Reality on Visitor Experiences in Museum , 2016, ENTER.
[97] Aleda V. Roth,et al. New measurement scales for evaluating perceptions of the technology‐mediated customer service experience , 2004 .
[98] Marc Aurel Schnabel,et al. From Virtuality to Reality and Back , 2007 .