Creating virtual product experiences: The role of telepresence
By Lisa R. Klein. 2003
591 citations recorded by the source corpus.
Subfields: Literature and Literary Theory, Sociology and Political Science, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/420417019445963f4fd82d5fa3e4b31ee0a67669
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Literature and Literary Theory
- Hugh Wilson
- Timothy Hyungsoo Jung
- N. Vijayakumar
- K. S. Sekhara Rao
- Guohua Wu
- Emma Beuckels
- Younghwa Lee
- K. Song
In Sociology and Political Science
- Jihyun Kim
- Hugh Wilson
- Dan Wang
- Timothy Hyungsoo Jung
- Debbie I. Keeling
- N. Vijayakumar
- K. S. Sekhara Rao
- Guohua Wu
In Human-Computer Interaction
- Hugh Wilson
- Timothy Hyungsoo Jung
- N. Vijayakumar
- K. S. Sekhara Rao
- Guohua Wu
- Emma Beuckels
- Younghwa Lee
- O. Kwon
Citations in the corpus
- Telepresence and fantasy in online apparel shopping experience (2007, background): “Effects of telepresence and fantasy on shopping enjoyment Online shopping experience may result in shopping enjoyment due to a simulated product experience created by the web site (Klein, 2003; Shih, 1998).”
- Adoption of Virtual Try-on technology for online apparel shopping (2008, background): “…of other researchers who have reported that enhanced experiences provided by interactive technologies result in stronger purchase intentions than passive product presentations (Li, Daugherty, & Biocca, 2002, 2003; Klein, 2003; Schlosser, 2003) and have important implications for online retailers.”
- The Influence of Mixed Reality on Satisfaction and Brand Loyalty in Cultural Heritage Attractions: A Brand Equity Perspective (2020, background): “Vividness, also known as realness, realism, or richness [69,70], refers to the ability of a technology to produce a sensorially rich, mediated environment ([39] p.”
- For fun and profit: Hedonic value from image interactivity and responses toward an online store (2005, background): “However, Klein (2003) claimed that advanced product presentations were not necessary to influence customers.”
- How do 3-dimensional images promote products on the Internet? (2014, background): “3D interactions provide virtual experiences that favorably influence attitudes and intentions (Choi, Miracle, & Biocca, 2001; Coyle & Thorson, 2001; Klein, 2003; Li et al., 2002).”
- Children and the Changing World of Advertising (2004, background): “More broadly, the web has the potential to deliver a brand message in such a way that consumers will interpret it more like information obtained from their own direct experience with a product, than as an advertisement (Klein, 2003).”
- Use of Internet Pornography and Men’s Well-Being (2005, background): “As the level of telepresence increases (through increased interactivity and vividness), so does the gap between actual presence and telepresence (Klein, 2003).”