164 results on '"Heller, Jonas"'
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2. Digitalisierung für eine branchen- übergreifende Vernetzung
3. Exploring the impact of augmented reality smart glasses on worker well-being in warehouse order picking
4. The 4C framework: Towards a holistic understanding of consumer engagement with augmented reality
5. Dynamic capabilities for digital procurement transformation: a systematic literature review
6. More than meets the eye: In-store retail experiences with augmented reality smart glasses
7. An interdisciplinary Co-authorship networking perspective on AR and human behavior: Taking stock and moving ahead
8. Exploring the frontiers in reality-enhanced service communication: from augmented and virtual reality to neuro-enhanced reality
9. Embracing falsity through the metaverse: The case of synthetic customer experiences
10. Too Real for Comfort: Measuring Consumers’ Augmented Reality Information Privacy Concerns
11. Customer Engagement in Utilitarian vs. Hedonic Service Contexts
12. Immersion or social presence? Investigating the effect of virtual reality immersive environments on sommelier learning experiences
13. Eine Referenzarchitektur für das Industrial Metaverse
14. Augmented reality marketing: A technology-enabled approach to situated customer experience
15. The playground effect: How augmented reality drives creative customer engagement
16. Sports venue digital twin technology from a spectator virtual visiting perspective
17. The 4C framework: Towards a holistic understanding of consumer engagement with augmented reality
18. Touching the Untouchable: Exploring Multi-Sensory Augmented Reality in the Context of Online Retailing
19. What's Mine Is a Hologram? How Shared Augmented Reality Augments Psychological Ownership
20. The effects of inner packaging color on the desirability of food
21. Too Real for Comfort: Measuring Consumers’ Augmented Reality Information Privacy Concerns
22. Let Me Imagine That for You: Transforming the Retail Frontline Through Augmenting Customer Mental Imagery Ability
23. ExerStart: helping seniors be active and independent for less
24. Making omnichannel an augmented reality: the current and future state of the art
25. Closing the Customer Imagination Gap with Augmented and Virtual Reality
26. Augmented reality (AR): The blurring of reality in human-computer interaction
27. The Moderating Influence of Country of Origin Information Seeking on Homophily and Product Satisfaction
28. Einleitung: Komplement und Antithese. Zur Beziehung von Ausnahmezustand und Menschenrechten
29. Schluss: Die Dialektik von Berechtigung und Entrechtung
30. Dank
31. Literatur
32. Titelei/Inhaltsverzeichnis
33. 4. Die Dialektik von Berechtigung und Entrechtung: Person und Ausnahme
34. 1. Ausnahmezustand und »Rechtsform« bei Carl Schmitt
35. Siglen
36. 2. Ausnahmezustand und »Gesetzesform« bei Giorgio Agamben
37. 3. Körper, Staat, Nation: Kritiken der Menschenrechte
38. Die Innovation synthetischer Kunden erlebnisse: Machen ist wichtiger als Denken.
39. Dynamic capabilities for digital procurement transformation: a systematic literature review
40. Zur aktuellen und zukünftigen wirtschaftlichen Lage von Selbständigen
41. Seeing with the Customer's Eye: Exploring the Challenges and Opportunities of AR Advertising.
42. Orders in Disorder
43. The customer loyalty journey - technology enabled loyalty touchpoints
44. Disrupting marketing realities: A research agenda for investigating the psychological mechanisms of next‐generation experiences with reality‐enhancing technologies
45. Predicting demographics based on eye tracking data using machine learning
46. Im Niemandsland der Staatenwelt: Rezension zu 'Statelessness - A Modern History' von Mira L. Siegelberg
47. It is Really Not a Game: An Integrative Review of Gamification for Service Research.
48. Bridging Imagination Gaps on the Path to Purchase with Augmented Reality: Field and Experimental Evidence
49. It is Really Not a Game: An Integrative Review of Gamification for Service Research
50. sj-pdf-1-jsr-10.1177_10946705221076272 – Supplemental Material for It is Really Not a Game: An Integrative Review of Gamification for Service Research
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