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The increasing use of digital technology-based retail services provides new opportunities for digital marketing. In this paper, we investigate how augmented reality (AR) technology can be leveraged as part of the firm's strategy. We explore the online purchase intention through AR smart glasses (ARSG), considering consumers' value assessment through a cost–benefit analysis and the influence of technical, experiential and social AR value drivers. We develop an augmented value-based adoption model addressing four main objectives: (1) Evaluate the effect of the perceived value of ARSG, (2) Evaluate the effect of immersion (experiential dimension), (3) Evaluate the effect of AR devices and technical complexity (technical dimension) and (4) Evaluate the importance of subjective norms (social dimension) on the online purchase intention through AR technology. Based on an ESIC Tech Lab experiment with two types of ARSG from market leaders and AR retail apps, the study uses survey data from 253 participants. The results suggest that the technical dimension has an ambiguous effect, with tech-complexity enhancing directly the perceived value of ARSG for online purchase while reducing the net value of consumers' economic cost–benefit analysis. We find strong evidence that the experiential and social AR dimensions (in the form of immersion and subjective norm) have a significant positive influence on consumers' purchase intention online, which are better predictors than the pure economic cost–benefit assessment (through usefulness and difficulty). Furthermore, the technical innovativeness of consumers is found to increase directly the online purchase intention through ARSG. 相似文献
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Nikos Psarros 《Journal for General Philosophy of Science》1997,28(2):297-305
Popper's critical rationalism is widely accepted under scientists and philosophers of science as a proper method for the reconstruction
of scientific theories. On occasion of the application of the Popperian ideas for the reconstruction of chemistry by Akeroyd
the flaws of the critical rationalist approach are criticised and a methodical alternative is proposed, involving the operational
definition of scientific terms.
This revised version was published online in July 2006 with corrections to the Cover Date. 相似文献
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Copthorne Macdonald 《Zygon》1994,29(2):135-151
Abstract. Interpreting the universe as a medium-message process has explanatory value in both scientific and philosophical/spiritual contexts. From this perspective, reality is seen to comprise an enduring medium modulated by transient information. Physically, the medium is energy. Mentally, the medium is awareness. Algorithmically, the medium is an information generator, a programmatic entity that generates temporary informational patterns which modulate the medium's energy aspect in space and time to produce matter and physical phenomena and modulate the medium's awareness aspect to produce subjective experience, mind. In philosophical terms, the medium is Being; the medium modulated by the message is existence. 相似文献
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Traditional videos are frequently employed to assess anticipation within interceptive sports. However, there are limitations associated with traditional videos which impair the degree of correspondence between training interventions and competitive performances. Virtual reality (VR) head-mounted displays allow for the presentation of immersive videos in 360-degrees that might offer a more effective means by which to train athletes. Nonetheless, there is a paucity of research examining the efficacy of immersive videos in a cricket context. The main purpose of the present investigation was to compare batters’ ability to accurately predict the landing location of deliveries, and assess their confidence in such predictions, when viewing traditional and immersive videos. We also examined the degree to which delivery style (i.e., bowling machine, throwdowns, spin, and pace bowling) impacted prediction accuracy and confidence scores. Forty deliveries (i.e., 10 per style; occluded at 120 ms post-ball release) were presented to amateur cricketers (N = 18) in traditional and immersive video conditions. Participants were required to anticipate the landing location of the ball and rate their prediction confidence after each delivery. Analyses indicated a main effect of viewing condition that applied only to prediction. Participants predicted the landing location of the ball with the greatest accuracy in the immersive video footage condition. There was a main effect of delivery style for confidence only, with higher scores observed in the throwdown, spin, and pace conditions, when compared to the bowling machine. Given the increasing rate at which VR is becoming accessible, immersive videos should be considered by sport psychologists as an effective means by which to assess anticipation in cricket. 相似文献
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《Behavior Therapy》2021,52(5):1188-1197
Exposure-based therapy is an effective treatment for social anxiety, but some patients relapse. We used a novel virtual reality procedure to examine spontaneous recovery (i.e., a return of fear over time) and fear renewal (i.e., the return of fear after a context switch) in individuals with fear of public speaking. On Day 1, 32 participants received exposure training before a virtual audience. On Day 8, participants completed a spontaneous recovery phase, followed by a fear renewal test, in which they gave a presentation in front of a new (context switch) or the same audience (no context switch). After exposure, participants exhibited a lower heart rate, subjective distress, negative valence, and arousal. One week later, participants showed spontaneous recovery of heart rate, and the context switch group showed renewal of subjective distress, negative valence, and arousal. Future studies can use this procedure to test interventions aimed at improving long-term exposure effects in individuals with public speaking fear. 相似文献
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PurposeMany school-age children and adolescents who stutter experience the fear of public speaking. Treatment implications include the need to address this problem. However, it is not always possible to train repeatedly in front of a real audience. The present study aimed to assess the relevance of using a virtual classroom in clinical practice with school-age children and adolescents who stutter.MethodsTen children and adolescents who stutter (aged 9–17 years old) had to speak in three different situations: in front of a real audience, in front of a virtual class and in an empty virtual apartment using a head-mounted display. We aimed to assess whether the self-rated levels of anxiety while speaking in front of a virtual audience reflect the levels of anxiety reported while speaking in front of a live audience, and if the stuttering level while speaking to a virtual class reflects the stuttering level while speaking in real conditions.ResultsResults show that the real audience creates higher anticipatory anxiety than the virtual class. However, both the self-reported anxiety levels and the stuttering severity ratings when talking in front of a virtual class did not differ from those observed when talking to a real audience, and were significantly higher than when talking in an empty virtual apartment.ConclusionOur results support the feasibility and relevance of using a virtual classroom to expose school-age children and adolescents who stutter to a feared situation during cognitive behavioral therapy targeting the fear of public speaking. 相似文献
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脱落是指在心理咨询与治疗中, 来访者由于种种原因在导致他前来寻求帮助的心理困扰或问题尚未解决之前就终止治疗的现象。研究者对脱落概念内涵的理解比较一致, 但脱落的操作性定义存在多种且各有利弊。脱落在临床治疗中普遍存在; 脱落率在跨研究间的结果差异很大, 并受到脱落的操作性定义和研究设计类型的重要影响。传统的静态的变量在预测脱落时存在明显局限, 治疗同盟等治疗过程预测变量近年来得到更多重视, 并丰富了我们对来访者脱落的深入理解。为减少脱落, 研究者建议为来访者提供治疗前准备, 对治疗过程中的关键变量进行评估并根据具体情况采用合适的干预策略。未来研究需要完善脱落的操作性定义, 更多地在自然治疗设置下进行研究, 进一步深化脱落的预测变量研究, 并关注治疗外重要事件及文化背景对脱落的影响。 相似文献
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The popularity of video games, especially violent video games, has reached phenomenal proportions. The theoretical line of reasoning that hypothesizes a causal relationship between violent video-game play and aggression draws on the very large literature on media violence effects. Additionally, there are theoretical reasons to believe that video game effects should be stronger than movie or television violence effects. This paper outlines what is known about the relationship between violent video-game playing and aggression. The available literature on virtual reality effects on aggression is discussed as well. The preponderance of the evidence from the existing literature suggests that exposure to video-game violence increases aggressive behavior and other aggression-related phenomena. However, the paucity of empirical data, coupled with a variety of methodological problems and inconsistencies in these data, clearly demonstrate the need for additional research. 相似文献