virtual shopping
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2021 ◽  
Vol 6 (12) ◽  
pp. 2147-2152
Author(s):  
Indah Sulistiyowati ◽  
Ali Akbar ◽  
Fitri Nur Latifah

The COVID-19 pandemic has caused Danish Cake SMEs to experience a decline in turnover of up to 30%. This is due to the focus on offline product marketing, both through agents and resellers. While the pandemic has changed the way of shopping, most consumers prefer online shopping, because it is considered safer and minimizes direct contact with sellers. The problem-solving method used is to optimalize the marketing 4.0 strategy that combines offline and online interactions between producers and customers. For online channels, the service team created a shopping application via an Android phone as a virtual shopping facility and created a paspastry.com website which also functions as a customer database. With this application, consumers just shop through their respective cellphones, choose the desired cake, make a payment, and the cake will be sent to the buyer's house. Another use of online channels is to improve promotional content through Instagram, Facebook, and fanpages as well as by creating accounts on marketplaces such as Shopee. With the implementation of the Marketing 4.0 strategy, Danish Cake SMEs will increase their product sales, both online and offline, in addition to increasing branding awareness of the product.


2021 ◽  
Author(s):  
Nada Nasser ◽  
Elhassan Makled ◽  
Nada Sharaf ◽  
Slim Abdennadher

Foods ◽  
2021 ◽  
Vol 10 (9) ◽  
pp. 2063
Author(s):  
Brayan Rodríguez ◽  
Christian Arroyo ◽  
Luis H. Reyes ◽  
Felipe Reinoso-Carvalho

Important institutions, such as the World Health Organization, recommend reducing alcohol consumption by encouraging healthier drinking habits. This could be achieved, for example, by employing more effective promotion of non-alcoholic beverages. For such purposes, in this study, we assessed the role of experiential beer packaging sounds during the e-commerce experience of a non-alcoholic beer (NAB). Here, we designed two experiments. Experiment 1 evaluated the influence of different experiential beer packaging sounds on consumers’ general emotions and sensory expectations. Experiment 2 assessed how the sounds that evoked more positive results in Experiment 1 would influence emotions and sensory expectations related to a NAB digital image. The obtained results revealed that a beer bottle pouring sound helped suppress some of the negativity that is commonly associated with the experience of a NAB. Based on such findings, brands and organizations interested in more effectively promoting NAB may feel encouraged to involve beer packaging sounds as part of their virtual shopping environments.


2021 ◽  
Vol 13 (13) ◽  
pp. 7253
Author(s):  
Aqeel Farooq ◽  
Mehdi Seyedmahmoudian ◽  
Ben Horan ◽  
Saad Mekhilef ◽  
Alex Stojcevski

In view of the problem of e-commerce scams and the absence of haptic interaction, this research aims to introduce and create a tele-weight device for e-commerce shopping in smart cities. The objective is to use the proposed prototype to provide a brief overview of the possible technological advancements. When the tele-weight device is affixed over the head-mounted display, it allows the user to feel the item’s weight while shopping in the virtual store. Addressing the problem of having no physical interaction between the user (player) and a series game scene in virtual reality (VR) headsets, this research approach focuses on creating a prototype device that has two parts, a sending part and a receiving part. The sending part measures the weight of the object and transmits it over the cellular network to the receiver side. The virtual store user at the receiving side can thus realize the weight of the ordered object. The findings from this work include a visual display of the item’s weight to the virtual store e-commerce user. By introducing sustainability, this haptic technology-assisted technique can help the customer realize the weight of an object and thus have a better immersive experience. In the device, the load cell measures the weight of the object and amplifies it using the HX711 amplifier. However, some delay in the demonstration of the weight was observed during experimentation, and this indirectly altered the performance of the system. One set of the device is sited at the virtual store user premises while the sending end of the device is positioned at the warehouse. The sending end hardware includes an Arduino Uno device, an HX711 amplifier chip to amplify the weight from the load cell, and a cellular module (Sim900A chip-based) to transmit the weight in the form of an encoded message. The receiving end hardware includes a cellular module and an actuator involving a motor gear arrangement to demonstrate the weight of the object. Combining the fields of e-commerce, embedded systems, VR, and haptic sensing, this research can help create a more secure marketplace to attain a higher level of customer satisfaction.


2021 ◽  
Vol 1 (194) ◽  
pp. 51-56
Author(s):  
Alla Ryzhanova ◽  
◽  
Nanuli Potomkina ◽  

The article analysis the world experience of the negative impact of Internet on young people. Summarizing foreign experience of Internet dependence prevention, we note that the most dangerous impact of Internet dependence on the socialization of young people in the world are: deteriorating relationships with family and friends, mood swings, aimless cyber surfing, «toxic communication», virtual shopping and virtual shopping. In turn, the analysis and further systematization of foreign experience of preventive and corrective measures in different countries and regions of humanity that first entered the information society, gave grounds to identify such areas as: preparation of the social environment for preventive work (national preventive and educational approach (USA, Japan); creation of specialized centers for comprehensive prevention through professional information, counseling social institutions and establishments that are forced to participate in prevention (USA, Netherlands, Taiwan), preparation for prevention of the family, which is perceived as capable of overcoming or, accordingly, preventing Internet addiction in all its manifestations (Japan, Taiwan), preparation for prevention Teachers of schools (Russia) Direct prevention of Internet addiction of young people, which is realized through the general development of human personality, spiritual improvement, intellectual dynamics, psychological education for self-regulation of youth, diversification of leisure (Canada, Netherlands, Russia, Taiwan).


2021 ◽  
Author(s):  
Jim Holdnack ◽  
Patricia Flatley Brennan

BACKGROUND Cognitive fatigue (CF) is a human response to stimulation and stress that is a common comorbidity in many medical conditions that can result in serious consequences, yet it is difficult to study under controlled conditions. Immersive virtual reality provides an experimental environment that enables precise measurement of an individual’s response to complex stimuli in a controlled environment. OBJECTIVE We propose to develop an immersive virtual shopping experience to measure subjective and objective indicators of cognitive fatigue induced by an instrumental activities of daily living (IADL). METHODS We propose to recruit 84 healthy participants aged 18-75 for a two-phase study. Phase 1 is a user experience (UX) study to test the software functionality, user interface, and realism of the virtual shopping environment. Phase 2 employs a 3-arm randomized control trial to determine the effect of the immersive environment on fatigue. Participants will be randomized into one of three conditions exploring fatigue response during a typical human activity (grocery shopping) while varying the level of cognitive and emotional challenge. The primary outcome of phase 1 is the experience of user-interface difficulties. The primary outcome of phase 2 is self-reported cognitive fatigue. Core secondary phase two outcomes include subjective cognitive load, change in task performance behavior and eye-tracking. Phase two utilizes within-subjects repeated measures ANOVA to compare pre- and post-fatigue measures under three conditions (control, cognitive challenge, emotional challenge). RESULTS This study was approved by the scientific review committee of the National Institute of Nursing Research and identified as an exempt study by Institutional Review Board of the National Institutes of Health. Data collection will begin Spring 2021. CONCLUSIONS Immersive VR may be a useful research platform for simulating induction of cognitive fatigue associated with the cognitive and emotional challenges of an instrumental activity of daily living.


Algorithms ◽  
2021 ◽  
Vol 14 (1) ◽  
pp. 20
Author(s):  
Adrian Serrano-Hernandez ◽  
Rocio de la Torre ◽  
Luis Cadarso ◽  
Javier Faulin

E-commerce has boosted in the last decades because of the achievements of the information and telecommunications technology along with the changes in the society life-style. More recently, the groceries online purchase (or e-grocery), has also prevailed as a way of making the weekly shopping, particularly, the one including fresh vegetables and fruit. Furthermore, this type of virtual shopping in supermarkets is gaining importance as the most efficient delivery system in cost and time. Thus, we have evaluated in this study the influence of the cooperation-based policies on costs and service quality among different supermarkets in Pamplona, Spain. Concerning methodology, first of all, we carried out a survey in Pamplona having the purpose of modelling the demand patterns about e-grocery. Second, we have developed an agent-based simulation model for generating scenarios in non-cooperative, limited cooperation, and full cooperation settings, considering the real data obtained from the survey analysis. At this manner, Vehicle Routing Problems (VRP) and Multi Depot VRPs (MDVRP) are dynamically generated and solved within the simulation framework using a biased-randomization algorithm. Finally, the results show significant reductions in distance driven and lead times when employing horizontal cooperation in e-grocery distribution.


Author(s):  
Jamiahus Walton ◽  
Stephen Gilbert

In an increasingly connected world, it’s essential to have efficient teams. Training is a common method used to maintain or improve team performance. However, implementing high quality team training can be costly and require a significant amount of time and effort. An Intelligent Tutoring System (ITS) designed for a team, or an Intelligent Team Tutoring System (ITTS), can provide a solution that would reduce the cost, time, and effort required to implement high quality training. Few studies have examined the influence that feedback delivered by an ITTS has on an individual’s perception of their performance and their team’s performance. This within-subjects study, in which 117 participants (39 teams) completed a virtual shopping mall task, addresses this gap. Results indicate that user interface (UI) designers should display either Individual feedback or Team feedback, not both, to give users a correct perception of their performance and their team’s performance.


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