The effect of touch simulation in virtual reality shopping
Tóm tắt
Tài liệu tham khảo
Altarteer, S., & Charissis, V. (2019). Technology acceptance model for 3D virtual reality system in luxury brands online stores. IEEE Access, 7, 64053–64062. https://doi.org/10.1109/ACCESS.2019.2916353
Bandura, A. (2000). Cultivate self-efficacy for personal and organizational effectiveness. In E. A. Locke (Ed.), Handbook of Principles of Organizational Behavior (pp. 120–136). Blackwell. https://doi.org/10.1002/9781119206422.ch10
Burns, M. J. (2016, December 15). How Adidas leveraged VR, Instagram for James Harden’s signature shoe launch. Sporttechie. https://www.sporttechie.com/how-adidas-leveraged-vr-and-instagram-for-james-hardens-signature-shoe-launch/
ByondXR. (2021, January 24). Lancôme & ByondXR—The future of pop-up stores. BYONDXR. https://www.byondxr.com/blog/media/virtual-popup-lancome/
Carlson, P., Kirpes, C., Pavlik, R. A., Vance, J. M., Yin, L., Scott-Cooper, T., & Lambert, T. (2011). Comparison of single-wall versus multi-wall immersive environments to support avirtual shopping experience. In Proceedings of ASME, World Conference on Innovative Virtual Reality, Italy, pp. 287–291. https://doi.org/10.1115/WINVR2011-5582
Csikszentmihalyi, M. (1975). Beyond boredom and anxiety. Jossey-Bass.
Hsu, W.-C., Chen, P.-H., & Chen, C.-Y. (2020). An exploration of the impact of virtual reality interfaces on online shopping. Information Resources Management Journal, 33(2), 19–39. https://doi.org/10.4018/IRMJ.2020040102
Huang, Y.-C., Hu, S.-Y., Wang, S.-T., & Huang, S., C.-C. (2019). Exploration of virtual reality-based online shopping platform. Proceedings of 21st International Conference on Human-Computer Interaction, USA, pp. 81–88. https://doi.org/10.1007/978-3-030-23525-3_11
Hur, H. J., Jang, J. Y., & Choo, H. J. (2019). The effect of VR fashion shopping channel characteristics and consumer’s involvement in channel acceptance: Focusing on the vividness, interactivity and fashion involvement. Journal of the Korean Society of Clothing and Textiles, 43(5), 725–741. https://doi.org/10.5850/JKSCT.2019.43.5.725
Israel, K., Zerres, C., Tscheulin, D. K., Buchweitz, L., & Korn, O. (2019). Presenting your products in virtual reality: Do not underestimate cybersickness. In F. H. Nah & K. Siau (Eds.), HCI in Business, Government and Organizations. eCommerce and Consumer Behavior: Vol. 11588. HCII Lecture Notes in Computer Science (pp. 206–237). Springer. https://doi.org/10.1007/978-3-030-22335-9_14
Kergoat, M., Giboreau, A., Nicod, H., Faye, P., Diaz, E., Beetschen, M. A., & Meyer, T. (2012). Consumer preference for tactile softness: A question of affect intensity? Journal of Sensory Studies, 27(4), 232–246. https://doi.org/10.1111/j.1745-459X.2012.00388.x
Lee, H. K., & Choi, D. (2021). The effect of mental simulation in online fashion shopping: -The role of instrumental and autotelic needs for touch-. Journal of the Korean Society of Clothing and Textiles, 45(2), 376–389. https://doi.org/10.5850/JKSCT.2021.45.2.376
Mann, M. K., Liu-Thompkins, Y., Watson, G. S., & Papelis, Y. E. (2015). A multidisciplinary examination of 3D virtual shopping environments: Effects on consumer perceptual and physiological responses. In K. Kubacki (Ed.), Ideas in marketing: finding the new and polishing the Old: Proceedings of the 2013 Academy of Marketing Science Annual Conference (pp. 752–755). Springer. 10.1007/978-3-319-10951-0_277.
Nevitt, J., & Hancock, G. R. (2001). Performance of bootstrapping approaches to model test statistics and parameter standard error estimation in structural equation modeling. Structural Equation Modeling, 8(3), 353–377. https://doi.org/10.1207/S15328007SEM0803_2
Nunnally, J. C., & Bernstein, I. H. (1994). Psychometric Theory (3rd ed.). McGrall-Hill.
Prieto, L. R., & Meyers, S. A. (1999). Effects of training and supervision on the self-efficacy of psychology graduate teaching assistants. Teaching of Psychology, 26(4), 264–266. https://doi.org/10.1207/S15328023TOP260404
Shuai, H.-H., Li, Y.-H., Feng, C.-C., & Peng, W.-C. (2018). Four-dimensional shopping mall: Sequential group willingness optimization under VR environments. Companion Proceedings of the Web Conference 2018, France, 131–134. https://doi.org/10.1145/3184558.3186961
