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Zeitschriftenartikel zum Thema "Video shopping"

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Yang, Keng-Chieh, Chia-Hui Huang, Conna Yang und Su Yu Yang. „Consumer attitudes toward online video advertisement: YouTube as a platform“. Kybernetes 46, Nr. 5 (02.05.2017): 840–53. http://dx.doi.org/10.1108/k-03-2016-0038.

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Purpose Online video advertisement is a wide-ranging phenomenon on the internet that provides huge opportunities for business enterprises. The revenues of website service providers come primarily from advertisement. However, it is rare to find research focusing on consumer attitudes toward online video advertisement. This study aims to investigate consumer attitudes toward advertisement while they are watching online videos on YouTube. Design/methodology/approach The paper followed Brackett and Carr’s (2001) Web Advertising Attitudes Model and combined it with the theory of reasoned action (TRA) and the flow theory. This study investigates consideration of the factors affecting attitudes toward advertisement and the influence on shopping intention and purchase behavior. Findings The findings indicate that entertainment, informativeness, irritation and credibility have a shopping influence on purchase attitudes. Flow, on the other hand, does have an influence on shopping intention and purchase behavior. The discussion and conclusion have been further discussed. Originality/value This study provides a comprehensive model for online video advertisement. This model was based on Brackett and Carr’s model, combining the users and gratifications theory, TRA and flow theory to develop an online video advertisement model. Researchers can consider this model as a framework and use it to capture a more complete picture of the relevant phenomena in their works.
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Jin, Lin, und Changhong Yan. „Research on Key Technologies of Massive Videos Management Under the Background of Cloud Platform“. Journal of Advanced Computational Intelligence and Intelligent Informatics 23, Nr. 1 (20.01.2019): 72–77. http://dx.doi.org/10.20965/jaciii.2019.p0072.

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With the rapid development of mobile internet and smart city, video surveillance is popular in areas such as transportation, schools, homes, and shopping malls. It is important subject to manage the massive videos quickly and accurately. This paper tries to use Hadoop cloud platform for massive video data storage, transcoding and retrieval. The key technologies of cloud computing and Hadoop are introduced firstly in the paper. Then, we analyze the functions of video management platform, such as user management, videos storage, videos transcoding, and videos retrieval. According to the basic functions and cloud computing, each module design process and figure are provided in the paper. The massive videos management system based on cloud platform will be better than the traditional videos management system in the aspects of storage capacity, transcoding performance and retrieval speed.
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Chatarina, Dessy, und Stephanny Lianardo. „Efek Terpaan Video Iklan TV pada Citra Merek Platform E-commerce“. Journal of Research on Business and Tourism 1, Nr. 1 (21.06.2021): 47. http://dx.doi.org/10.37535/104001120214.

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Penelitian ini bertujuan untuk mengetahui dan menganalisis besarnya pengaruh terpaan iklan terhadap citra merek Shopee melalui iklan Shopee 9.9 Super Shopping Day Cristiano Ronaldo. Penelitian menggunakan metode deskriptif kuantitatif melalui penyebaran kuesioner kepada 100 orang responden yang pernah menonton iklan Shopee 9.9 Super Shopping Day Cristiano Ronaldo. Hasil penelitian menunjukkan bahwa terpaan iklan lebih berpengaruh positif terhadap citra merek Shopee melalui iklan Shopee Super Shopping Day 9.9 Cristiano Ronaldo kepada konsumen pria yang menunjukkan bahwa Shopee telah berhasil lepas dari citra platform yang identik dengan perempuan. PT. Shopee Internasional Indonesia perlu mempertahankan dan mengembangkan periklanan mereka untuk membentuk ketertarikan konsumen yang akan berdampak pada citra merek Shopee.
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Hofmann, Janine. „Live im Lockdown“. Lebensmittel Zeitung 73, Nr. 15 (2021): 32–33. http://dx.doi.org/10.51202/0947-7527-2021-15-032.

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Gebeutelt durch Lockdown mit wenig Kundenkontakt versuchen immer mehr Händler, Kunden per Video-Shopping und Live-Events zum Kauf zu locken und Stammkunden bei der Stange zu halten. In China ist Live-Shopping bereits etabliert. Hierzulande steckt es noch in den Kinderschuhen. Janine Hofmann
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Rhyne, Ragan. „Hard-core Shopping: Educating Consumption in SIR Video Production's Lesbian Porn“. Velvet Light Trap 59, Nr. 1 (2007): 42–50. http://dx.doi.org/10.1353/vlt.2007.0006.

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King, Mary C., und Jessica L. Ridgway. „The female fan goes shopping: Satisfaction, involvement and utilitarian value when shopping for women’s Star Wars merchandise“. Journal of Fandom Studies 7, Nr. 3 (01.09.2019): 229–44. http://dx.doi.org/10.1386/jfs_00002_1.

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This study explored women’s views on the Star Wars merchandise that is marketed to them when the franchise merchandise as a whole is predominantly marketed to males. The study aimed to look at the satisfaction, involvement and utilitarian value that female consumers have when shopping for women’s Star Wars merchandise in order to make the comparison as described by the theoretical framework of expectancy disconfirmation. The researchers conducted semi-structured, one-on-one video interviews with eight participants who were recruited from a Star Wars-focused group on Facebook. The results of the study revealed that although the participants had certain expectations with women’s Star Wars merchandise, they were disappointed in what was being offered to them in stores. The participants experienced negative disconfirmation as the perceived performance of the women’s Star Wars merchandise did not meet their expectations, resulting in dissatisfaction.
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Li, Hao, Tianhao Xiezhang, Cheng Yang, Lianbing Deng und Peng Yi. „Secure Video Surveillance Framework in Smart City“. Sensors 21, Nr. 13 (28.06.2021): 4419. http://dx.doi.org/10.3390/s21134419.

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In the construction process of smart cities, more and more video surveillance systems have been deployed for traffic, office buildings, shopping malls, and families. Thus, the security of video surveillance systems has attracted more attention. At present, many researchers focus on how to select the region of interest (RoI) accurately and then realize privacy protection in videos by selective encryption. However, relatively few researchers focus on building a security framework by analyzing the security of a video surveillance system from the system and data life cycle. By analyzing the surveillance video protection and the attack surface of a video surveillance system in a smart city, we constructed a secure surveillance framework in this manuscript. In the secure framework, a secure video surveillance model is proposed, and a secure authentication protocol that can resist man-in-the-middle attacks (MITM) and replay attacks is implemented. For the management of the video encryption key, we introduced the Chinese remainder theorem (CRT) on the basis of group key management to provide an efficient and secure key update. In addition, we built a decryption suite based on transparent encryption to ensure the security of the decryption environment. The security analysis proved that our system can guarantee the forward and backward security of the key update. In the experiment environment, the average decryption speed of our system can reach 91.47 Mb/s, which can meet the real-time requirement of practical applications.
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Amaro, Hortensia, Dharma E. Cortés, Samantha Garcia, Lei Duan und David S. Black. „Video-Based Grocery Shopping Intervention Effect on Purchasing Behaviors Among Latina Shoppers“. American Journal of Public Health 107, Nr. 5 (Mai 2017): 800–806. http://dx.doi.org/10.2105/ajph.2017.303725.

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Et.al, Preetha K. G. „A Fuzzy rule- based Abandoned Object Detection using Image Fusion for Intelligent Video Surveillance Systems“. Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, Nr. 3 (10.04.2021): 3694–702. http://dx.doi.org/10.17762/turcomat.v12i3.1652.

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Abandoned object/luggage is a major threat in all public scenes like hospitals, railway stations, airports and shopping malls. Abandoned luggage may contain explosive, biological warfare or smuggled goods. Abandoned object detection is the process to identify the unattended strange object within a specific time. It is also crucial to identify the person who has abandoned the luggage in the scene. Video surveillance is one of the essential techniques for automatic video analysis to extract crucial information or relevant scenes. The main objectives of this work is the automatic detection of abandoned objects and related persons in public areas like airports, railway stations, shopping malls etc. Video enhancement techniques like residual dense networks are adopted to improve the quality of the image before applying it to detect the abandoned objects and related humans. The scenario of abandoned objects and related humans are identified through distance differencing methods. Once the scene is identified, the method is capable of producing alert messages or alarms in real-time through automated means. A fuzzy rule based threat assessment module is also incorporated in this work which reduces the false alarm rate. The related person is identified through reconstruction of the face through super-resolution techniques. Experiments are found to be appreciable in terms of the metrics in video enhancement, detection, fuzzification and face super-resolution.
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Amrudhia, Nada Farah, und Sylvie Nurfebiaraning. „The “9.9 Super Shopping Day” Advertisement Video and Its Impact on Shopee Users on TikTok“. Kanal: Jurnal Ilmu Komunikasi 9, Nr. 3 (07.09.2021): 96–101. http://dx.doi.org/10.21070/kanal.v9i3.1227.

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The research objective of this study is to find out the influence and how much the influence of Shopee’s In-Feed Native Video Ad on TikTok App toward Audience Attitude. This study focuses on Shopee’s In-Feed Native Video advertising “9.9 Super Shopping Day” version on TikTok by involving one independent variable which is advertising (Variable X) measured using sub variables which are heard word, color, music, picture, seen word and movement. Dependent variable which is Audience Attitude (Variable Y) measured with cognitive,affective and conative aspect. The method used in this study is quantitative with data collection techniques through surveys to 400 respondents, which are followers of the @shopee_id account on the TikTok application. The results showed that the influence of the Advertising variable (X) on the Audience Attitude variable (Y) was 58,6%. While the remaining 41,4% is influenced by other factors not examined. The t test results show that the advertising variable (X) has a t value greater than the t table value because t count (23.742)> t table (1.96),then H0 is rejected and H1 is accepted. This means that Shopee’s In-Feed Native Video Ad “9.9 Super Shopping Day” version on TikTok App have an impact on audience attitude.
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Dissertationen zum Thema "Video shopping"

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Burch, Richard Lee. „Interactive Video & Data Services (IVDS) : a cellular overlay concept /“. Master's thesis, This resource online, 1995. http://scholar.lib.vt.edu/theses/available/etd-10242009-020144/.

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Andersson, Elina, und Nicolai Pitz. „Ready, set, live! How Do European Consumers Perceive the Value of Live Video Shopping and What are Their Motivations to Engage in It? A Qualitative Study“. Thesis, Umeå universitet, Företagsekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185201.

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The phenomenon of Live Video Shopping (LVS) has gained increased attention in recent years. Sinceapproximately 2017, the Chinese market has brought LVSto the attention of the public. In terms of overall market share, LVS was projected to account for roughly 20% of the overalle-commerce volume in Chinauntil 2021. Despite that, within Europe LVS has not seen such rapid growth and seems to be still a neglected domain,both in practice and in academia.Most academic research on LVS has originated in China and took place in an Asian setting. From a European standpoint, these findings can onlyserve as a starting point for further researchdue to cultural differences. Sincemost extant research on the topic of LVS adopted a quantitative research design, we could clearly identify a lack of qualitative studies in a European context. Therefore, our study aims to fill this research gap by investigating European consumersperceived value of LVS and their motivations to engage in it. A qualitative research design is particularly suitable for the exploratory nature of ourresearch. For the collection of data, we conducted three synchronous online focus groups through purposive sampling of European participants. In addition to that, and as a triangulation for our data sources, Pål Burman, the CEO of the LVS provider Zellma, was interviewed. With this we were able to includedifferent perspectives on the topic. It also helped us to increase thevalidityofthemanagerial implications.Usingthematic analysis, we could identify themes that theparticipants associated with the concept of LVS. The findings suggest that the perceived value of LVS for European consumers is not indisputable. Based on the theoretical concept of perceived value,LVS has to solve the trade-off between give and get components. This means that the committed time for attending an LVS stream has to be compensated by certainbenefits, such asdiscounts, enhanced product information, exclusivity of content,or inspiration. By using the theoretical framework of Uses and Gratifications Theory (UGT), we were able to divide the motivations of European consumers to engage in LVS in three types of gratifications: hedonic, utilitarian, and social. As opposed to prior Asian research on the topic, social gratifications only played a minor role forEuropean consumers. Reasons for an interaction between the viewer and the broadcaster were primarily product-related and utilitarian by nature. Engagement for the sake of social motives could not be confirmed. Utilitarian gratifications desired byEuropean consumers were mainly connected to theobtainment of enhanced production information, leading to more informed purchase decisions. Hedonic motivations were for exampleentertainmentand inspiration. When connecting UGT to the TechnologyAcceptance Model (TAM), we have also been able to identify consumers' approachesto LVS as a new technology.Crucial here weretheperceived ease of use and perceived usefulnessof LVS.It was shown that consumers require LVS to be as easy or easier than normal e-commerce shopping is already.LVS would further be perceived as useful if it could provide the viewers with something uniquethat old technologies are not able to provide.Asa new digital phenomenon, itis expected to serve as a complement to physical and online stores. In fact, LVS might not only serve as a platform of sales, but also tocreate long-lasting relationships between a brand and its consumers with consumer engagementas a main desired outcome.
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Berkowicz, David, und Filip Lindgren. „Covid-19 pandemins påverkan på kundupplevelsehantering : En studie inom svensk hemelektronik“. Thesis, Södertörns högskola, Företagsekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-45885.

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Denna studie är en undersökning om hur Covid-19 pandemin har förändrat kundupplevelsehantering för svensk hemelektronikhandel. Vidare undersöks hur svenska hemelektronikföretag och konsumenter svarat och agerat på dessa förändringar. Forskningen har använt triangulerande datainsamlingsmetoder. Kvantitativ data har samlats in genom enkätundersökningar med konsumenter. Kvalitativ data har samlats in från intervjuer med representanter på svenska hemelektronikföretag. Studien ägde rum under Covid-19 pandemin och utfördes därmed på distans med hjälp av digitala verktyg. Studiens resultat tyder på att Covid-19 pandemin lett till ett hopp på tre år i utvecklingen av handeln inom hemelektronik och därmed bidragit med en övergång från interaktion via fysiska butiker till digitala kanaler. Företag inom hemelektronik har även fokuserat mindre på hur konkurrenter agerat och mer på vad konsumenter efterfrågar. Detta har lett till utveckling av nya kanaler och helt nya sätt att interagera med kunder. De nya kanalerna integrerar mänsklig natur i dess interaktion genom video samt direkt kommunikation mellan kund och anställd. Kunder är mer nöjda med deras upplevelser hos företagen under pandemin än innan pandemin och företagen förutspås fortsätta i den utveckling pandemin bidragit till.
This study investigates how the Covid-19 pandemic has changed customer experience management for the Swedish consumer electronics trade. It also examines how Swedish consumer electronics companies and consumers have responded and acted on these changes. The research has used triangulating data collection methods. Quantitative data have been collected through surveys with consumers. Qualitative data have been collected from interviews with representatives of Swedish consumer electronics companies. The study took place during the COVID-19 pandemic and was thus carried out remotely using digital tools. The results of the study indicate that the Covid-19 pandemic has led to a three-year jump in the development of trade in consumer electronics and thus contributed to a transition from interaction via physical stores to digital touchpoints. Home electronics companies have also focused less on how competitors have acted and more on what consumers demand. This has led to the development of new touchpoints and completely new ways of interacting with customers. The new touchpoints integrate human nature in its interaction through video and direct communication between customer and employee. Customers are more satisfied with their experiences with companies during the pandemic than before the pandemic and the companies are predicted to continue in the development the pandemic has contributed to.
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Chang, Tzu-Wei, und 張滋煒. „A study on the Relationship Between on-line video-watching and on-line shopping Behaviors“. Thesis, 2017. http://ndltd.ncl.edu.tw/handle/5a45hf.

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碩士
國立交通大學
管理學院高階主管管理碩士學程
105
Watching video programs through internet (on-line video viewing) has become increas-ingly popular. According to Google (2017), the daily hours of on-line viewing on YouTube are quite close to that of watching television. In addition, on-line shopping has been substantially increasing. This research has three objectives: (1) examining the behavior of on-line video viewers, (2) examining the behavior of on-line shop-ping consumers, and (3) investigating if on-line video viewing preference has an ef-fect on the intention of on-line shopping. We carry out a two-stage survey. The first stage survey is intended to identify users of on-line video and on-line shopping. Tak-ing significant users screened from the first stage survey as subjects, the second stage survey is designed to achieve the three research objectives.
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Yang, Ya-Fen, und 楊雅芬. „Research on consumers ' purchasing motivation based on internet shopping platform online video advertisements and product involvement“. Thesis, 2018. http://ndltd.ncl.edu.tw/handle/9vaxaj.

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碩士
崑山科技大學
媒體藝術研究所
106
In Taiwan, more and more people use the Internet anuually. The coming of virtual channel leads to the uprising of diverse consumptive modes; one of them is the online shopping. The online video advertisements on the platform are full of innovations, practicality, and enjoyment, so consumers’ click through rate (CTR) increases daily. The diverse products on the platform stimulate consumers’ willingness to try this way of purchase. This research takes place in the background of the online shopping platforms in Taiwan, understands the present circumstance and development of the online shopping platforms in Taiwan, as well as studies the effects upon consumers’ “ purchase motivations” under the variations “ online video advertisements, “ and “product involvement.” The targets of this research are the consumers who have experience in online shopping on the platform and this research operates the questionnaire analysis method, including paper questionnaire and online questionnaire, conducts the purposive samplings, analyzes the complete-answered questionnaire of the target consumers, undergoes the empirical research, and manipulates the reliability analysis, demographic analysis, and SPSS, as well as verifies the research hypothsis. The empirical results are as followings. (1) Different demographic analysis variations show significant influences on online video advertisements, product involvement, and purchase motivations. (2) Online video advertisements on the platforms offer remarkable positive correlations and influences upon purchase motivations. (3) Online video advertisements on the platforms cause remarkable correlations and influences on product involvement. (4) Product involvement has remarkable positive correlations and influences on purchase motivations. (5) Product involvement presents the moderating effect on the online video advertisement on the platforms and purchse movations.
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Maranta-Pretorius, Sandra. „The use of video to mediate the development of trust in an e-merchant“. Thesis, 2011. http://hdl.handle.net/10500/4443.

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This research investigated the ability of online video to mediate the development of trust in the e-merchant, against the following objectives: (1) determining the drivers of consumer trust in an online environment, (2) investigating the perception of trust in an e-merchant in the absence of video, (3) investigating the perception of trust in an e-merchant in the presence of video and (4) investigating the impact of video mediated trust drivers on the consumer’s willingness to purchase and recommend the e-merchant. The research recommends that businesses in a ‘clicks’ environment, or those in a mortar & bricks environment that maintain a degree of online presence, would do well to consider the prominent usage of video on their websites as a means of mediating trust between the consumer and the online brand.
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Zhang, Qi-Ying, und 張啟瑩. „The Effects of Video Modeling on The Training Shopping Skills of Junior High School Students with Intellectual Disability“. Thesis, 2015. http://ndltd.ncl.edu.tw/handle/s7mdy2.

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碩士
國立臺中教育大學
特殊教育學系碩士在職專班
103
This study aimed to investigate the effects of video modeling instruction on the financial for the junior high school students with intellectual disability on the elementary classes. This multiple- probe across subjects was utilized in this study. The independent variable was the video modeling teaching strategies. The dependent variable was the shopping skill. There were three participants with intellectual disability placed in the special regular classes of a junior high school in Taichung City. The study lasted for about twelve weeks, three times a week. The data collected through direct observation was analyzed by using visual analysis and the C statistic. The social validity analysis was also supplemented by parents. Results of this study were summarized as follows: 1. The video modeling instruction was immediately effective in the shopping skills to the junior high school student with intellectual disability. 2. The video modeling instruction was effective for the junior high school student with intellectual disability to maintain the learned shopping skills after the intervention had been terminated. 3. The video modeling instruction is effective in generalizing shopping skills for the fifth and sixth grade student with intellectual disability. 4. Interviews with parents have high social validity. According to results, discussions and limitations of this study, as well as some suggestions for the teaching and further studies were made.
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張智堯. „A Study of the Influence of TV Home Shoppings’ Video Format on Consumers’ Tendency“. Thesis, 2005. http://ndltd.ncl.edu.tw/handle/25099483392260946445.

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碩士
國立臺灣師範大學
圖文傳播學系
93
In this research it confers with the image presentation in television home shopping channel program would cause what kind of effect toward consumer’s shopping tendency. The research analyze the of the video display in television home shopping channel program, which contain of seven nationwide channels, five Eastern Home Shopping channels, Fubon momo shopping channel and Fullmall Home Shopping.   In this research, it take questionnaire investigation as main research method, the contain of questionnaire include frame the factors via analyze the television home shopping program, include “film area”, “product information area” , “phone call area”, “shopping program title area”, “rolling type captions area” and “countdown area”. A total of 407 questionnaires were released.   Besides the understanding of foregoing factor, here in this research also comprehend the fabrication flow path of the television shopping channel, and to do profundity interview with the backstage staffs, by these study to understand the present which kind of produce could fit the requirement of public, to attract the audience, and try to understand the difference between the need of audience and the need of program producer.   In gender, there have differences fancy in the TV shopping. Male pay more attention to the image of host and model than female, on the contrary, female take more notice of the information of discount and present. Compare the common people and the TV producer. It showed that TV producer attach more importance to “film area”, “product information area”, “phone call area” than common people. In the meanwhile, the TV producer discontented more than two modules of “rolling type captions area”.   The paper proposes that the TV shopping conductor should offer different information service for different gender. It is the way where the TV shopping channel survives to offer the high-quality goods. And also it should provide the service of Specialist telephone. If there have any promotion, it is necessary to take the people’s opinion into consideration.
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Wang, Hsin-Hsuan, und 王心璇. „The Effects of the Shopping Values of Videos by Makeup YouTubers on Attitudes towards Advertising“. Thesis, 2019. http://ndltd.ncl.edu.tw/handle/h5us45.

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碩士
國立臺灣大學
新聞研究所
107
Every one can become some form of self-media nowadays. YouTube has become the mainstream of social media, and YouTuber has become a new self-media career. For instance, makeup YouTubers are good at makeup sharing, makeup teaching, makeup unboxing and sponsored videos filming. This type of video is very popular among female users on the Internet, and consumers pay attention to these video contents as a basis for selecting cosmestic products. However, each makeup YouTuber has different style on their own channels, and the customers they attracted will be different as well. Their ultimate goal is to make consumers interested in the products they introduce and stick to their YouTube channels. Therefore, this study is expected to use Elaboration Likelihood Model as the theoretical basis on makeup YouTubers, with the survey method to explore shopping values on consumers after watching different types of makeup videos, and how they achieve positive advertising attitudes. This study found that whether makeup videos emphasizing central cues or peripheral cues could both effectively cause the viewer''s shopping values, and the hedonic value has a better effect; on the other hand, the viewers’ shopping values ​​can lead to positive advertising attitudes. This study also found that the personal image of YouTuber was the best advertising effect, and if the video put emphasis on pleasure and enjoyment content, supplemented by practical information, could effectively cause consumers'' preferences. This study believes that the result is conducive to YouTubers and makeup brand management in practical reference in the future.
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Bücher zum Thema "Video shopping"

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Archive, Wessex Film and Sound. Shops and shopping: Video compilation of still and moving images heldby Hampshire Record Office, WessexFilm and Sound Archive and J Sainsbury plc : at Stages 1 and 2. Winchester: Hampshire County Council, 1995.

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Prince, Edward Island Standing Committee on Justice Labour and Industry. Final report on Sunday shopping and video lottery machines. Charlottetown, 1992.

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Prince Edward Island. Standing Committee on Justice, Labour and Industry. Transcript of hearings and briefs re Sunday shopping and video gambling. Charlottetown, 1992.

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Hacks for Alexa: An Unofficial Guide to Settings, Linking Devices, Reminders, Shopping, Video, Music, Sports, and More. Skyhorse Publishing Company, Incorporated, 2019.

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Sagan, Meredith, und Timothy Fong. Integrative Approach to Behavioral Addictions: Internet Gaming Disorder (IGD) and Compulsive Buying Disorder (CBD). Herausgegeben von Shahla J. Modir und George E. Muñoz. Oxford University Press, 2018. http://dx.doi.org/10.1093/med/9780190275334.003.0010.

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In recent years, awareness and concern has grown within the psychological and medical communities regarding “behavioral addictions”: these are defined as the compulsive performance of otherwise normal everyday activities such as sex, gambling, use of the Internet and online video games, and shopping. This chapter examines 3 such addictive disorders: gambling disorder, compulsive buying disorder (CBD), and Internet gaming disorder (IGD), exploring their definitions, prevalence, diagnoses, consequences, and treatment. All 3 disorders share similar neurobiological mechanisms, acting on the pleasure centers of the brain and having potentially severe social, mental, and psychological repercussions, including loss of interest in life and withdrawal symptoms as intense as those felt by substance abusers when quitting drugs. Certain pharmaceuticals, CBT, and treatment principles similar to those followed by substance abusers, as well as various non-traditional modalities such as acupuncture and yoga, all have shown promise in treating these disorders.
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Dimendberg, Edward, Hrsg. The Moving Eye. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780190218430.001.0001.

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Once the province of film and media scholars, today the moving image concerns historians of art and architecture and designers of everything from websites to cities. As museums and galleries devote increasing space to video installations that no longer presuppose a fixed viewer, urban space becomes envisioned and planned through “fly-throughs,” and technologies such as GPS add data to the experience of travel, images in motion have captured the attention of geographers and scholars across the humanities and social sciences. Mobility studies is remaking how we understand a contemporary world in relentless motion. Media theorist and historian Anne Friedberg (1952–2009) was among the first practitioners of visual studies to theorize the experience of mobile vision. Her books Window Shopping and The Virtual Window have become key points of reference in the discussion of the windows that frame images and the viewers in motion who perceive them. Although widely influential beyond her own discipline, Friedberg’s work has never been the subject of an extended study. The Moving Eye gathers together essays by a renowned international group of thinkers in media studies, art history, architecture, and museum studies to consider the rich implications of her work for understanding film and video, new media, visual art, architecture, exhibition design, urban space, and virtual reality. These nine essays advance the lines of inquiry begun by Friedberg.
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Attrill-Smith, Alison, Chris Fullwood, Melanie Keep und Daria J. Kuss, Hrsg. The Oxford Handbook of Cyberpsychology. Oxford University Press, 2018. http://dx.doi.org/10.1093/oxfordhb/9780198812746.001.0001.

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Humans are becoming increasingly reliant on interconnected technologies to go about their daily lives in the personal and professional spheres. From finding romance, to conducting businesses entirely online, receiving health services, shopping, banking, and gaming, the Internet and World Wide Web open up a world of possibilities to people across the globe. Understanding the psychological processes underlying and influencing the thinking, interpretation, and behavior associated with this online interconnectivity is the core premise of Cyberpsychology. This book explores a wide range of cyberpsychological processes and activities through the research and writings of some of the world’s leading cyberpsychology experts. The book covers a broad range of topics spanning the key areas of research interest in this emerging field of enquiry and will be of interest to those who have only recently discovered the discipline as well as more seasoned cyberpsychology researchers and teachers. The book contains eight sections, and includes contributions spanning the breadth of current academic and public interest. Topics include: online research methods, self-presentation and impression management, technology across the lifespan, interaction and interactivity, online groups and communities, social media, health and technology, video gaming, and cybercrime and cybersecurity.
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Holmes, Dawn E. Big Data: A Very Short Introduction. Oxford University Press, 2017. http://dx.doi.org/10.1093/actrade/9780198779575.001.0001.

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Since long before computers were even thought of, data has been collected and organized by diverse cultures across the world. Once access to the Internet became a reality for large swathes of the world’s population, the amount of data generated each day became huge, and continues to grow exponentially. It includes all our uploaded documents, videos, and photos; all our social media traffic; our online shopping; even the GPS data from our cars. Big Data: A Very Short Introduction explains how big data works and is changing the world around us, the effect it has on our everyday lives and in the business world, and it considers the attendant security risks.
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Einstein, Mara. Advertising. Oxford University Press, 2017. http://dx.doi.org/10.1093/wentk/9780190625887.001.0001.

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3000. That's the number of marketing messages the average American confronts on a daily basis from TV commercials, magazine and newspaper print ads, radio commercials, pop-up ads on gaming apps, to pre-roll on YouTube videos and native advertising on mobile news apps. These commercial messages are so pervasive that we cannot help but be affected by perpetual come-ons to keeping buying. Over the last decade, advertising has become more devious, more digital, and more deceptive, with an increasing number of ads designed to appear to the untrained eye to be editorial content. It's easy to see why. As we have become smarter at avoiding ads, advertisers have become smarter about disguising them. Mara Einstein exposes how our shopping, political and even dating preferences are unwittingly formed by brand images and the mythologies embedded in them. Advertising: What Everyone Needs to Know® helps us combat the effects of manipulative advertising, and enables the reader to understand how marketing industries work in the digital age, particularly in their uses and abuses of Big Data. Most importantly, it awakens us to advertising's subtle and not so subtle impact on our lives-both as individuals and as a global society. What ideas and information are being communicated to us-and to what end?
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Buchteile zum Thema "Video shopping"

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Vaughan-Mountford, Tom. „The start-up shopping list“. In Managing a Video Production Company, 31–39. London: Routledge, 2021. http://dx.doi.org/10.4324/9781003105473-6.

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„DV Camcorder Shopping List“. In Shooting Digital Video, 201–42. Routledge, 2001. http://dx.doi.org/10.4324/9780080517124-21.

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Ho, Ree C., und Kanesh Gopal Rajadurai. „Live Streaming Meets Online Shopping in the Connected World“. In Strategies and Tools for Managing Connected Consumers, 130–42. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-5225-9697-4.ch008.

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With the increased usage of live stream video, this chapter examined consumer product learning process in using it as a platform to shop online. Live stream video has been utilized to show and demonstrate product specifications and information. By depending on it, the prospective consumer uses the interactive videos to help them make purchase decision. However, the extent of the social live video in promoting the product knowledge is not examined yet. Hence, there is a need to examine the power of social live video in enhancing customer learning during the shopping. The main objective is to understand how the act of live streaming may change the viewer impression towards a brand or product. Secondly, the authors also investigate the subsequent knowledge gained by watching the live stream footage and how could it exert influence on product purchase. This study developed an integrative framework by combining the theories of relative advantage and absorptive capacity to examine the underlying factors in the use of social live stream video.
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Ozuem, Wilson, und Michael Borrelli. „Consumer Attitudes toward Online Video Game Purchases“. In Advances in Marketing, Customer Relationship Management, and E-Services, 83–112. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-6595-8.ch004.

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Much research has been carried out on online shopping and the implications of such a purchasing format for consumers and retailers. The majority of these studies have focused on consumer attitudes toward online shopping and how these can be useful predictors of online shopping adoption. Despite these insights from adoption theory, extant research has not yet distilled the most effective means of understanding consumers' attitudes toward online video game purchases. This chapter aims to shed light on this issue by developing an integrative framework to examine how the advent of Internet technologies affects consumers' attitudes toward video games.
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Ozuem, Wilson, und Michael Borrelli. „Consumer Attitudes toward Online Video Game Purchases“. In Gamification, 1609–38. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch081.

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Much research has been carried out on online shopping and the implications of such a purchasing format for consumers and retailers. The majority of these studies have focused on consumer attitudes toward online shopping and how these can be useful predictors of online shopping adoption. Despite these insights from adoption theory, extant research has not yet distilled the most effective means of understanding consumers' attitudes toward online video game purchases. This chapter aims to shed light on this issue by developing an integrative framework to examine how the advent of Internet technologies affects consumers' attitudes toward video games.
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Cañas-Bajo, Jose, und Johanna Silvennoinen. „Experiencing Commercial Videos for Online Shopping“. In Advances in Media, Entertainment, and the Arts, 183–214. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-5023-5.ch010.

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Although online shopping has become a popular and convenient instrument for companies to buy and sell products, the design of these web-shops does not always offer the rich multisensory experiences that physical retailing offers. In the chapter, the authors argue that introducing audio-visual contents in the design could provide dynamic multisensory information to offer more engaging experiences to the consumer. Despite existing controversies regarding universalism of the emotional experiences induced by perceptual processes, the authors present evidence that suggests cultural modulations of videos experiences. Spanish and Finnish participants interacted with audiovisual products depicting videos of a culturally loaded brand design. Content analysis of participants' verbalizations helped to identify categories and subcategories that defined the representation of the video elements and their relative weight depending on the cultural background of the viewer. Although results indicate common elements affecting viewers of the two countries, they differ in the relative weight to global aesthetics features.
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Cañas-Bajo, Jose, und Johanna Silvennoinen. „Experiencing Commercial Videos for Online Shopping“. In Research Anthology on E-Commerce Adoption, Models, and Applications for Modern Business, 699–723. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-8957-1.ch037.

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Although online shopping has become a popular and convenient instrument for companies to buy and sell products, the design of these web-shops does not always offer the rich multisensory experiences that physical retailing offers. In the chapter, the authors argue that introducing audio-visual contents in the design could provide dynamic multisensory information to offer more engaging experiences to the consumer. Despite existing controversies regarding universalism of the emotional experiences induced by perceptual processes, the authors present evidence that suggests cultural modulations of videos experiences. Spanish and Finnish participants interacted with audiovisual products depicting videos of a culturally loaded brand design. Content analysis of participants' verbalizations helped to identify categories and subcategories that defined the representation of the video elements and their relative weight depending on the cultural background of the viewer. Although results indicate common elements affecting viewers of the two countries, they differ in the relative weight to global aesthetics features.
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„Introduction: Video Rental and the “Shopping” of Media“. In Videoland, 1–14. University of California Press, 2019. http://dx.doi.org/10.1525/9780520958029-003.

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B., Rajitha. „Intelligent Vision-Based Systems for Public Safety and Protection via Machine Learning Techniques“. In Handbook of Research on Machine Learning Techniques for Pattern Recognition and Information Security, 1–17. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-3299-7.ch001.

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Abnormal behavior detection from on-line/off-line videos is an emerging field in the area of computer vision. This plays a vital role in video surveillance-based applications to provide safety for humans at public places such as traffic signals, shopping malls, railway stations, etc. Surveillance cameras are meant to act as digital eyes (i.e., watching over activities at public places) and provide security. There are a number of cameras deployed at various public places to provide video surveillance, but in reality, they are used only after some incident has happened. Moreover, a human watch is needed in order to detect the person/cause of the incident. This makes surveillance cameras passive. Thus, there is a huge demand to develop an intelligent video surveillance system that can detect the abnormality/incident dynamically and accordingly raise an alarm to the nearest police stations or hospitals as per requirement. If AI-supported CCTV systems are deployed at commercial and traffic areas, then we can easily detect the incidents/crimes, and they can be traced in minimal time.
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Hentea, Mariana. „Multimedia Databases“. In Encyclopedia of Database Technologies and Applications, 390–94. IGI Global, 2005. http://dx.doi.org/10.4018/978-1-59140-560-3.ch066.

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The Internet and technologies such as high-capacity storage devices, broadband telecommunications systems, and multimedia development software systems have accelerated the development of new applications based on the use of multimedia database systems. A multimedia database is a repository of different data objects (text, numeric values, Boolean values, dates, graphical images, video clips, and sound files). Examples of applications based on multimedia databases include news and stock market information on demand; movies on demand; home shopping; medical systems; trademark, patent, and copyright databases; geographic information systems (GIS); weather forecasting; Computer Aided Design (CAD) systems; architectural design; fabric and fashion design; interior design; photographic libraries; art gallery and museum management; law enforcement; criminal investigations; military reconnaissance and surveillance; scientific experiments; and educational systems.
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Konferenzberichte zum Thema "Video shopping"

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Zhao, Hongrui, Jin Yu, Yanan Li, Donghui Wang, Jie Liu, Hongxia Yang und Fei Wu. „Dress like an Internet Celebrity: Fashion Retrieval in Videos“. In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. California: International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/147.

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Nowadays, both online shopping and video sharing have grown exponentially. Although internet celebrities in videos are ideal exhibition for fashion corporations to sell their products, audiences do not always know where to buy fashion products in videos, which is a cross-domain problem called video-to-shop. In this paper, we propose a novel deep neural network, called Detect, Pick, and Retrieval Network (DPRNet), to break the gap between fashion products from videos and audiences. For the video side, we have modified the traditional object detector, which automatically picks out the best object proposals for every commodity in videos without duplication, to promote the performance of the video-to-shop task. For the fashion retrieval side, a simple but effective multi-task loss network obtains new state-of-the-art results on DeepFashion. Extensive experiments conducted on a new large-scale cross-domain video-to-shop dataset shows that DPRNet is efficient and outperforms the state-of-the-art methods on video-to-shop task.
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Cai, Jie, Donghee Yvette Wohn, Ankit Mittal und Dhanush Sureshbabu. „Utilitarian and Hedonic Motivations for Live Streaming Shopping“. In TVX '18: ACM International Conference on Interactive Experiences for TV and Online Video. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3210825.3210837.

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Rai, Harikrishna G. N., Kishore Jonna und P. Radha Krishna. „Video analytics solution for tracking customer locations in retail shopping malls“. In the 17th ACM SIGKDD international conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2020408.2020533.

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4

Chhabra, Divya, und Amandeep Verma. „Multiple object detection for smart TV shopping video using point to point feature based SURF method“. In 2016 International Conference on Inventive Computation Technologies (ICICT). IEEE, 2016. http://dx.doi.org/10.1109/inventive.2016.7824829.

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Ferrer, Sheila, und Tomás Ruiz Sánchez. „Comparison of the factors of the built environment influencing the decision to walk for short trips in two Spanish cities: Valencia and Granada“. In CIT2016. Congreso de Ingeniería del Transporte. Valencia: Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/cit2016.2016.4263.

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In this study, we use a qualitative methodology to identify and compare factors of the built environment influencing the decision to walk for short trips in two different Spanish cities: Valencia and Granada. Three focus groups were held in Valencia and two in Granada with participants who undertook, at least once a week, one short non-shopping trip in any travel mode (were “short trip” is defined as less than 30-45 minutes walking distance). A thematic analysis of the data using the software QSR NVivo was performed after the transcription of the video recordings. Results show that participants perceive more facilitators to walking in Granada than in Valencia, explained by the smaller size of the former city and the driving restriction policy in the city centre of Granada for private cars. The main common barriers to walking in the two cities were: insecurity from crime (absence of people, a poor street lighting or walking along a conflictive are), a high density of traffic lights and walking along large avenues. In the city of Valencia, crossing multilane avenues and large-diameter roundabouts are deterrents to walking. In Granada, very steep streets motivate the use of alternative travel modes.DOI: http://dx.doi.org/10.4995/CIT2016.2016.4263
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Sicre, R., und H. Nicolas. „Shopping scenarios semantic analysis in videos“. In 2010 International Workshop on Content-Based Multimedia Indexing (CBMI). IEEE, 2010. http://dx.doi.org/10.1109/cbmi.2010.5529913.

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Haixia, Li. „ТЕОРИЯ И ПРАКТИКА ПРЕПОДАВАНИЯ КИТАЙСКОГО ЯЗЫКА В РОССИИ (НА ПРИМЕРЕ ПРЕПОДАВАНИЯ КИТАЙСКОГО ЯЗЫКА В СЕВЕРО-ВОСТОЧНОМ ГОСУДАРСТВЕННОМ УНИВЕРСИТЕТЕ)“. In ЯЗЫК. КУЛЬТУРА. ПЕРЕВОД = LANGUAGE. CULTURE. TRANSLATION. Science and Innovation Center Publishing House, 2019. http://dx.doi.org/10.12731/lct.2019.5.

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In this article, the author considers various aspects of teaching Chinese in Russia, and also specifies some factors that affect the successful mastery of the Chinese language, in particular, learning in a natural language environment as a part of student exchange programs, during which students study language material in class with native speaker and have the opportunity of extensive language practice outside the school. In addition, the author notes the importance of the sociocultural component in learning - familiarity with the traditions and holidays of China, thereby increasing students' interest in the culture of the country of the language being studied. The article also notes the difficulties that both students and the teacher encounter in the classroom at North-Eastern State University, caused by the fact that in the same group are both students who have undergone language training in China and those who have not yet had a chance to study there. This is manifested in different levels of language proficiency by students, primarily in the level of their oral speech skills. This situation affects the group's learning speed and requires the teacher, in turn, to have a differentiated approach to conducting classes. The author suggests maximizing the practice of students using the Chinese language - conducting classes in the language they are studying, stimulating them to communicate only in Chinese within the class, and also, if possible, beyond. The basis of this practice is proposed to put thematic-situational training, for example, within the framework of the topic “Shopping”, interactively consider situations “in a clothing store”, “in a mobile phone store”, etc. At the same time, the author notes that the same situations proposed in the educational literature are perceived differently by native speakers and students, since they are filled with realities characteristic of China and different from the usual realities of Russia. To familiarize students with similar sociocultural content, it is proposed to use multimedia teaching aids - video and graphic presentations.
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Cheng, Zhi-Qi, Xiao Wu, Yang Liu und Xian-Sheng Hua. „Video2Shop: Exact Matching Clothes in Videos to Online Shopping Images“. In 2017 IEEE Conference on Computer Vision and Pattern Recognition (CVPR). IEEE, 2017. http://dx.doi.org/10.1109/cvpr.2017.444.

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