参考文献
|
-
吳中勤(2014)。以多群組結構方程模式檢驗成就目標理論模式的測量恆等性。教育科學研究期刊,59(3),59-95。
連結:
-
Aguirre-Rodriguez, A.,Bosnjak, M.,Sirgy, M. J.(2012).Moderators of the self-congruity effect on consumer decision-making: A meta-analysis.Journal of Business Research,65(8),1179-1188.
-
American Psychiatric Association(2013).Diagnostic and statistical manual of mental disorders.Washington, DC:American Psychiatric Association.
-
Ames, D. R.,Rose, P.,Anderson, C. P.(2006).The NPI-16 as a short measure of narcissism.Journal of Research in Personality,40(4),440-450.
-
Anson, R.(Ed.)(2007).Textile outlook international.Wilmslow, UK:Textiles Intelligence Ltd.
-
Arnett, J.(1994).Sensation seeking: A new conceptualization and a new scale.Personality and Individual Differences,16(2),289-296.
-
Arsenova, A. (2019). 15 best virtual try on apps of 2019. Banuba. Retrieved January 15, 2023, from https://blog.banuba.com/15-best-virtual-try-on-apps-of-2019.
-
Baek, T. H.,Yoo, C. Y.,Yoon, S.(2018).Augment yourself through virtual mirror: The impact of self-viewing and narcissism on consumer responses.International Journal of Advertising,37(3),421-439.
-
Bagozzi, R. P.,Yi, Y.,Nassen, K. D.(1998).Representation of measurement error in marketing variables: Review of approaches and extension to three-facet designs.Journal of Econometrics,89(1-2),393-421.
-
Baños, R. M.,Botella, C.,Alcañiz, M.,Liaño, V.,Guerrero, B.,Rey, B.(2004).Immersion and emotion: Their impact on the sense of presence.CyberPsychology & Behavior,7(6),734-741.
-
Beck, M.,Crié, D.(2018).I virtually try it ⋯ I want it! Virtual fitting room: A tool to increase on-line and off-line exploratory behavior, patronage and purchase intentions.Journal of Retailing and Consumer Services,40,279-286.
-
Bentler, P. M.,Bonett, D. G.(1980).Significance tests and goodness of fit in the analysis of covariance structures.Psychological Bulletin,88(3),588-606.
-
Berry, L. L.(2000).Cultivating service brand equity.Journal of the Academy of Marketing Science,28(1),128-137.
-
Bilgihan, A.,Okumus, F.,Nusair, K.,Bujisic, M.(2014).Online experiences: Flow theory, measuring online customer experience in e-commerce and managerial implications for the lodging industry.Information Technology & Tourism,14(1),49-71.
-
Biocca, F.(1997).The cyborg’s dilemma: Progressive embodiment in virtual environments.Journal of Computer-Mediated Communication,3(2),12-26.
-
Bracken, C. C.,Botta, R.(2010).Immersed in media: Telepresence in everyday life.New York:Routledge.
-
Brailovskaia, J.,Bierhoff, H. W.(2020).The narcissistic millennial generation: A study of personality traits and online behavior on Facebook.Journal of Adult Development,27,23-35.
-
Brown, E.,Cairns, P.(2004).A grounded investigation of game immersion.Proceedings of the 4th International Conference on Human Factors in Computing Systems (CHI 2004),Vienna, Austria:
-
Browne, M. W.,Cudeck, R.(1992).Alternative ways of assessing model fit.Sociological Methods & Research,21(2),230-258.
-
Buffardi, L. E.,Campbell, W. K.(2008).Narcissism and social networking web sites.Personality and Social Psychology Bulletin,34(10),1303-1314.
-
Buss, D. M.,Chiodo, L. M.(1991).Narcissistic acts in everyday life.Journal of Personality,59(2),179-215.
-
Byun, S.-E.,Sternquist, B.(2008).The antecedents of in-store hoarding: Measurement and application in the fast fashion retail environment.The International Review of Retail, Distribution and Consumer Research,18(2),133-147.
-
Campbell, W. K.,Rudich, E. A.,Sedikides, C.(2002).Narcissism, self-esteem, and the positivity of self-views: Two portraits of self-love.Personality and Social Psychology Bulletin,28(3),358-368.
-
Cattell, R. B.(1950).Personality: A systematic theoretical and factual study.New York:McGraw-Hill Book Co.
-
Chang, Y.(2017).Why do young people multitask with multiple media? Explicating the relationships among sensation seeking, needs, and media multitasking behavior.Media Psychology,20(4),685-703.
-
Cheng, K.-H.,Tsai, C.-C.(2013).Affordances of augmented reality in science learning: Suggestions for future research.Journal of Science Education and Technology,22(4),449-462.
-
Cheng, M. T.,She, H. C.,Annetta, L. A.(2015).Game immersion experience: Its hierarchical structure and impact on game-based science learning.Journal of Computer Assisted Learning,31(3),232-253.
-
Choi, S.(2019).The roles of media capabilities of smartphone-based SNS in developing social capital.Behaviour & Information Technology,38(6),609-620.
-
Cook, S. C.,Yurchisin, J.(2017).Fast fashion environments: Consumer’s heaven or retailer’s nightmare?.International Journal of Retail & Distribution Management,45(2),143-157.
-
Dacko, S. G.(2017).Enabling smart retail settings via mobile augmented reality shopping apps.Technological Forecasting and Social Change,124,243-256.
-
Debbabi, S.,Daassi, M.,Baile, S.(2010).Effect of online 3D advertising on consumer responses: The mediating role of telepresence.Journal of Marketing Management,26(9-10),967-992.
-
Dede, C.(2009).Immersive interfaces for engagement and learning.Science,323(5910),66-69.
-
Divante.co. (2018). E commerce trends 2019. Retrieved January 15, 2023, from https://www.slideshare.net/divanteltd/ecommerce-trends-2019-by-divanteco.
-
Dodds, W. B.,Monroe, K. B.,Grewal, D.(1991).Effects of price, brand, and store information on buyers product evaluations.Journal of Marketing Research,28(3),307-319.
-
Doll, W. J.,Xia, W.,Torkzadeh, G.(1994).A confirmatory factor analysis of the end-user computing satisfaction instrument.MIS Quarterly,18(4),453-461.
-
Emmons, R. A.(1987).Narcissism: Theory and measurement.Journal of Personality and Social Psychology,52(1),11-17.
-
Emmons, R. A.(1984).Factor analysis and construct validity of the narcissistic personality inventory.Journal of Personality Assessment,48(3),291-300.
-
Faust, F.,Roepke, G.,Catecati, T.,Araujo, F.,Ferreira, M. G. G.,Albertazzi, D.(2012).Use of augmented reality in the usability evaluation of products.Work,41,1164-1167.
-
Fornell, C.,Larcker, D. F.(1981).Evaluating structural equation models with unobserv-able variables and measurement error.Journal of Marketing Research,18(1),39-50.
-
Fournier, S.(1998).Consumers and their brands: Developing relationship theory in consumer research.Journal of Consumer Research,24(4),343-373.
-
Galloso, I.,Palacios, J. F.,Feijoo, C.,Santamaria, A.(2016).On the influence of individ-ual characteristics and personality traits on the user experience with multi-sensorial media: An experimental insight.Multimedia Tools and Applications,75(20),12365-12408.
-
Gao, W.,Li, X.(2019).Building presence in an online shopping website: The role of website quality.Behaviour & Information Technology,38(1),28-41.
-
Gap Inc. (2018). About. Retrieved January 15, 2023, from http://www.gapinc.com/zh-tw/about.
-
Georgiou, Y.,Kyza, E. A.(2018).Relations between student motivation, immersion and learning outcomes in location-based augmented reality settings.Computers in Human Behavior,89,173-181.
-
Hair, J. F.,Black, W. C.,Babin, B. J.,Anderson, R. E.,Tatham, R. L.(2006).Multivari-ate data analysis.Upper Saddle River, NJ:Pearson Prentice Hall.
-
Hamari, J.,Shernoff, D. J.,Rowe, E.,Coller, B.,Asbell-Clarke, J.,Edwards, T.(2016).Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning.Computers in Human Behavior,54,170-179.
-
Hilken, T.,de Ruyter, K.,Chylinski, M.,Mahr, D.,Keeling, D. I.(2017).Augmenting the eye of the beholder: Exploring the strategic potential of augmented reality to enhance online service experiences.Journal of the Academy of Marketing Science,45(6),884-905.
-
Hong, P. (2014). 70% of consumers want more personalized shopping experiences. Linkdex. Retrieved January 15, 2023, from https://www.linkdex.com/en-gb/inked/70-of-consumers-want-more-personalized-shopping-experiences/.
-
Hopp, T.,Gangadharbatla, H.(2016).Novelty effects in augmented reality advertising environments: The influence of exposure time and self-efficacy.Journal of Current Issues & Research in Advertising,37(2),113-130.
-
Hoyle, R. H.,Stephenson, M. T.,Palmgreen, P.,Lorch, E. P.,Donohew, R. L.(2002).Reliability and validity of a brief measure of sensation seeking.Personality and Individual Differences,32(3),401-414.
-
Hu, K. L.,Shiau, R. J.(2015).An empirical study of purchase intention on fast fashion goods in Taiwan.International Journal of Organizational Innovation,7(3),126-144.
-
Hu, L. T.,Bentler, P. M.(1999).Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives.Structural Equation Modeling: A Multidisciplinary Journal,6(1),1-55.
-
Huang, T. L.,Liao, S. L.(2015).A model of acceptance of augmented-reality interactive technology: The moderating role of cognitive innovativeness.Electronic Commerce Research,15(2),269-295.
-
Jennett, C.,Cox, A. L.,Cairns, P.,Dhoparee, S.,Epps, A.,Tijs, T.,Walton, A.(2008).Measuring and defining the experience of immersion in games.International Journal of Human-Computer Studies,66(9),641-661.
-
Jin, S. A. A.(2009).Modality effects in second life: The mediating role of social presence and the moderating role of product involvement.CyberPsychology & Behavior,12(6),717-721.
-
Keller, K. L.(2003).Brand synthesis: The multidimensionality of brand knowledge.Journal of Consumer Research,29(4),595-600.
-
Kline, R. B.(2005).Principles and practice of structural equation modeling.New York:Guilford Press.
-
Kononova, A.(2013).Multitasking across borders: A cross-national study of media multitasking behaviors, its antecedents, and outcomes.International Journal of Communication,7,1688-1710.
-
Kyselova, V. (2018). How much does an augmented reality app cost?. Retrieved January 15, 2023, from https://jasoren.com/how-much-does-an-augmented-reality-app-cost-in-2018/.
-
Laine, T. H.,Suk, H. J.(2016).Designing mobile augmented reality exergames.Games and Culture,11(5),548-580.
-
Lee, E.-J.,Park, J.(2014).Enhancing virtual presence in e-tail: Dynamics of cue multiplicity.International Journal of Electronic Commerce,18(4),117-146.
-
Lee, K. M.(2004).Presence, explicated.Communication Theory,14(1),27-50.
-
Li, C. Y.,Ku, Y. C.(2018).The power of a thumbs-up: Will e-commerce switch to social commerce?.Information & Management,55(3),340-357.
-
Liao, T.(2015).Augmented or admented reality? The influence of marketing on augmented reality technologies.Information, Communication & Society,18(3),310-326.
-
Likert, R. (1932). A technique for the measurement of attitudes. Archives of Psychology, 140, 1-55.
-
Lombard, M.,Ditton, T.(1997).At the heart of it all: The concept of presence.Journal of Computer‐Mediated Communication,3(2),JCMC321.
-
Lumsden, J.,MacKay, L.(2006).How does personality affect trust in B2C e-commerce?.Proceedings of the 8th International Conference on Electronic Commerce (ICECʼ 06),Fredericton, Canada:
-
Makransky, G.,Lilleholt, L.,Aaby, A.(2017).Development and validation of the multi-modal presence scale for virtual reality environments: A confirmatory factor analysis and item response theory approach.Computers in Human Behavior,72,276-285.
-
Malikhao, P.,Servaes, J.(2011).The media use of American youngsters in the age of narcissism: Surviving in a 24/7 media shock and awe–distracted by everything.Telematics and Informatics,28(2),66-76.
-
Mancini, T.,Sibilla, F.(2017).Offline personality and avatar customisation. Discrepancy profiles and avatar identification in a sample of MMORPG players.Computers in Human Behavior,69,275-283.
-
Market Reports Online. (2019). Global fast fashion retail market with focus on The United States (2017-2021 edition). Retrieved January 15, 2023, from https://www.marketreportsonline.com/606037.html.
-
McCracken, G.(1993).The value of the brand: An anthropological perspective.Brand equity and advertising: Advertising’s role in building strong brands,Hillsdale, NJ:
-
McCrae, R. R.,Costa, P. T.(2003).Personality in adulthood: A five-factor theory perspective.New York:Guilford Press.
-
McDonald, R. P.,Ho, M.-H. R.(2002).Principles and practice in reporting structural equation analyses.Psychological Methods,7(1),64-82.
-
Mehrjoo, M.,Pasek, Z. J.(2016).Risk assessment for the supply chain of fast fashion apparel industry: A system dynamics framework.International Journal of Production Research,54(1),28-48.
-
Milgram, P.,Takemura, H.,Utsumi, A.,Kishino, F.(1995).Augmented reality: A class of displays on the reality-virtuality continuum.Telemanipulator and Telepresence Technologies,2351,282-292.
-
Minsky, M.(1980).Telepresence.Omni,2,45-51.
-
Moon, K. L. K.,Lee, J. Y.,Lai, S. Y. C.(2017).Key drivers of an agile, collaborative fast fashion supply chain.Journal of Fashion Marketing & Management,21(3),278-297.
-
Morgan-Thomas, A.,Veloutsou, C.(2013).Beyond technology acceptance: Brand relationship and online brand experience.Journal of Business Research,66(1),21-27.
-
Mulcahy, R. F.,Riedel, A. S.(2020).Touch it, swipe it, shake it’: Does the emergence of haptic touch in mobile retailing advertising improve its effectiveness?.Journal of Retailing and Consumer Services,54,101613.
-
Ou, C. X.,Pavlou, P. A.,Davison, R. M.(2013).Swift guanxi in online marketplaces: The role of computer-mediated communication technologies.MIS Quarterly,38(1),209-230.
-
Pantano, E.,Rese, A.,Baier, D.(2017).Enhancing the online decision-making process by using augmented reality: A two country comparison of youth markets.Journal of Retailing and Consumer Services,38,81-95.
-
Park, J.,Jung, Y.,Cho, W.(2018).The role of sense of presence and irritation in the context of mobile social network sites.ACM SIGMIS Database: The DATABASE for Advances in Information Systems,49(1),53-66.
-
Pavlou, P. A.,Liang, H.,Xue, Y.(2007).Understanding and mitigating uncertainty in online exchange relationships: A principal-agent perspective.MIS Quarterly,31(1),105-136.
-
Poushneh, A.,Vasquez-Parraga, A. Z.(2017).Discernible impact of augmented reality on retail customer’s experience, satisfaction and willingness to buy.Journal of Retailing and Consumer Services,34,229-234.
-
Qiao, X. Q.,Ren, P.,Dustdar, S.,Liu, L.,Ma, H. D.,Chen, J. L.(2019).Web AR: A promising future for mobile augmented reality-state of the art, challenges, and insights.Proceedings of the IEEE,107(4),651-666.
-
Rayome, A. D. (2018). How Sephora is leveraging AR and AI to transform retail and help customers buy cosmetics. Techrepublic. Retrieved January 15, 2023, from https://www.techrepublic.com/article/how-sephora-is-leveraging-ar-and-ai-to-transform-retail-and-help-customers-buy-cosmetics/.
-
Reeves, B.,Nass, C. I.(1996).The media equation: How people treat computers, television, and new media like real people and places.Stanford, CA:CSLI Publications.
-
Reisinger, Y.,Turner, L.(1999).Structural equation modeling with Lisrel: Application in tourism.Tourism Management,20(1),71-88.
-
Remy, N., Speelman, E., & Swartz, S. (2017). Style that’s sustainable: A new fast-fashion formula. Retrieved January 15, 2023, from https://www.mckinsey.com/capabilities/sustainability/our-insights/style-thats-sustainable-a-new-fast-fashion-formula.
-
Rese, A.,Baier, D.,Geyer-Schulz, A.,Schreiber, S.(2017).How augmented reality apps are accepted by consumers: A comparative analysis using scales and opinions.Technological Forecasting and Social Change,124,306-319.
-
Sacau, A.,Laarni, J.,Hartmann, T.(2008).Influence of individual factors on presence.Computers in Human Behavior,24(5),2255-2273.
-
Schechter, S. (2019). 40 AR examples-the definitive guide to augmented reality in retail. Marxent. Retrieved January 15, 2023, from https://www.marxentlabs.com/ar-in-retail-top-augmented-reality-retail-apps-guide/.
-
Scholz, J.,Duffy, K.(2018).We ARe at home: How augmented reality reshapes mobile marketing and consumer-brand relationships.Journal of Retailing and Consumer Services,44,11-23.
-
Schrader, C.,Bastiaens, T. J.(2012).The influence of virtual presence: Effects on experienced cognitive load and learning outcomes in educational computer games.Computers in Human Behavior,28(2),648-658.
-
Sekhavat, Y. A.(2017).Privacy preserving cloth try-on using mobile augmented reality.IEEE Transactions on Multimedia,19(5),1041-1049.
-
Shankar, V.,Kleijnen, M.,Ramanathan, S.,Rizley, R.,Holland, S.,Morrissey, S.(2016).Mobile shopper marketing: Key issues, current insights, and future research avenues.Journal of Interactive Marketing,34,37-48.
-
Shen, B.,Choi, T.-M.,Chow, P.-S.(2017).Brand loyalties in designer luxury and fast fashion co-branding alliances.Journal of Business Research,81,173-180.
-
Shen, K. N.,Khalifa, M.(2012).System design effects on online impulse buying.Internet Research,22(4),396-425.
-
Shen, K. N.,Yu, A. Y.,Khalifa, M.(2010).Knowledge contribution in virtual commu-nities: Accounting for multiple dimensions of social presence through social identity.Behaviour & Information Technology,29(4),337-348.
-
Sheridan, T. B.(1992).Musings on telepresence and virtual presence.Presence: Teleopera-tors & Virtual Environments,1(1),120-126.
-
Singh, S.,Farley, S. D.,Donahue, J. J.(2018).Grandiosity on display: Social media behaviors and dimensions of narcissism.Personality and Individual Differences,134,308-313.
-
Skalski, P.,Tamborini, R.,Shelton, A.,Buncher, M.,Lindmark, P.(2011).Mapping the road to fun: Natural video game controllers, presence, and game enjoyment.New Media & Society,13(2),224-242.
-
Skarbez, R.,Brooks, F. P., Jr.,Whitton, M. C.(2018).A survey of presence and related concepts.ACM Computing Surveys (CSUR),50(6),1-39.
-
Song, K.,Fiore, A. M.,Park, J.(2007).Telepresence and fantasy in online apparel shopping experience.Journal of Fashion Marketing and Management: An International Journal,11(4),553-570.
-
Statista. (2023). Fashion worldwide. Retrieved January 15, 2023, from https://www.statista.com/outlook/dmo/ecommerce/fashion/worldwide.
-
Steiger, J. H.(1989).EzPATH: Causal modeling.Evanston, IL:SYSTAT Inc.
-
Steuer, J.(1992).Defining virtual reality: Dimensions determining telepresence.Journal of Communication,42(4),73-93.
-
Su, J.,Chang, A.(2018).Factors affecting college students’ brand loyalty toward fast fashion.International Journal of Retail & Distribution Management,46(1),90-107.
-
Suh, K. S.,Chang, S. Y.(2006).User interfaces and consumer perceptions of online stores: The role of telepresence.Behaviour & Information Technology,25(2),99-113.
-
Tamborini, R.,Skalski, P.(2006).The role of presence in the experience of electronic games.Playing video games: Motives, responses, and consequences,Mahwah, NJ:
-
Twenge, J. M.(2014).Generation me-revised and updated: Why today’s young Americans are more confident, assertive, entitled—and more miserable than ever before.New York:Simon and Schuster.
-
Vargo, S. L.,Lusch, R. F.(2004).Evolving to a new dominant logic for marketing.Journal of Marketing,68(1),1-17.
-
Verhagen, T.,Vonkeman, C.,Feldberg, F.,Verhagen, P.(2014).Present it like it is here: Creating local presence to improve online product experiences.Computers in Human Behavior,39,270-280.
-
Wang, J.,Wang, X.(2012).Structural equation modeling: Applications using Mplus.Chichester, UK:John Wiley & Sons.
-
Wheaton, B.,Muthen, B.,Alwin, D. F.,Summers, G. F.(1977).Assessing reliability and stability in panel models.Sociological Methodology,8,84-136.
-
Witmer, B. G.,Singer, M. J.(1998).Measuring presence in virtual environments: A presence questionnaire.Presence: Teleoperators & Virtual Environments,7(3),225-240.
-
Wood, L. (2018). Augmented reality (AR) in the global retail market. PR Newswire. Retrieved January 15, 2023, from https://www.prnewswire.com/news-releases/augmented-reality-ar-in-the-global-retail-market---7-95-billion-opportunity-forecast-to-2023--300678684.html.
-
Yigitcanlar, T.,Lee, S. H.(2014).Korean ubiquitous-eco-city: A smart-sustainable urban form or a branding hoax?.Technological Forecasting and Social Change,89,100-114.
-
Yim, M. Y.-C.,Chu, S.-C.,Sauer, P. L.(2017).Is augmented reality technology an effective tool for e-commerce? An interactivity and vividness perspective.Journal of Interactive Marketing,39,89-103.
-
Zahorik, P.,Jenison, R. L.(1998).Presence as being-in-the-world.Presence,7(1),78-89.
-
Zamani, B.,Sandin, G.,Peters, G. M.(2017).Life cycle assessment of clothing libraries: Can collaborative consumption reduce the environmental impact of fast fashion?.Journal of Cleaner Production,162,1368-1375.
-
Zhang, B.(2018).Augmented reality virtual glasses try-on technology based on iOS platform.EURASIP Journal on Image and Video Processing,2018(1),132.
-
Zhou, T.,Lu, Y.(2011).The effects of personality traits on user acceptance of mobile commerce.Journal of Human Computer Interaction,27(6),545-561.
-
Zuckerman, M.(1979).Attribution of success and failure revisited, or: The motivational bias is alive and well in attribution theory.Journal of Personality,47(2),245-287.
-
吳明隆(2009).結構方程模式-方法與實務應用.高雄市:麗文文化.
-
陳順宇(2005).多變量分析.台北市:華泰書局.
|