Index

Devanathan Sudharshan (University of Kentucky, USA)

Marketing in Customer Technology Environments

ISBN: 978-1-83909-601-3, eISBN: 978-1-83909-600-6

Publication date: 16 April 2020

This content is currently only available as a PDF

Citation

Sudharshan, D. (2020), "Index", Marketing in Customer Technology Environments, Emerald Publishing Limited, Leeds, pp. 253-256. https://doi.org/10.1108/978-1-83909-600-620201011

Publisher

:

Emerald Publishing Limited

Copyright © 2020 Emerald Publishing Limited


INDEX

Affect–appraisal model

appraisal systems
, 28–38

emotions
, 23

sensory systems
, 24–28

Affordances
, 42–44, 73, 196–197

AI/machine learning (ML) algorithms
, 102

Altitude marker
, 108

Anticipation
, 41

Application-enabling technologies
, 112

Area shift
, 108

Artificial intelligence (AI)
, 2, 79, 228–244

Augmented reality (AR)
, 1, 2, 39

application-enabling technologies
, 112

applications
, 102–103

CIMS
, 97

customer decision process
, 117

energy
, 127

forecasting
, 98–99

gaming
, 127

GoldRun
, 97

healthcare
, 126

history
, 99–102

IKEA
, 103–104

manufacturing
, 125–126

marketing management
, 115

marketing managers
, 104–105

marketing products
, 124–125

mobile technology
, 103

persuasive technologies
, 129–133

pervasive technologies
, 129–133

publishing technologies
, 112

Snapchat
, 103

types
, 105

Vespa’s scooter Ad
, 104

Augmented virtuality (AV)
, 2

Automaticity
, 178–182

Blended environment (BE) app
, 148–149

Branding
, 123–124

Bruno’s taxonomy
, 56–57

Capabilities
, 41

Capacities
, 41

Charms
, 51, 71–73

imaginary
, 37

innovative
, 37

invented
, 37

original
, 37

prospective
, 37

Collaborative augmented reality
, 114–115

Computational process flow
, 70–71

Consumer choice
, 199–200

Consumption behavior
, 199–200

Coupon promotions
, 120–121

Creativity
, 35–37

Customer decision process
, 117

Customer environments
, 38–40

Customer information processing
, 17–45

Customer interaction process
, 7–12

Customer interface and monitoring setup (CIMS)
, 5, 8

Customer model
, 40–44

Customer process
, 10–12

Customer technology environments (CTEs)
, 1, 50

abstraction
, 5

customer information processing
, 17–45

decision-making
, 17–45

Customization
, 123

Decision-making
, 17–45

Diffusion
, 201

Digital entity
, 141

Edge computing
, 225–228

Embedded positioning
, 122

Emotions
, 23

Enabling technologies

artificial intelligence
, 228–244

Customer Technology Environments (CTEs)
, 214–216

edge computing
, 225–228

machine learning
, 228–244

service-oriented computing
, 223–225

Energy
, 127

Enhanced environment (EE) app
, 147–148

Environmental monitoring setup (EMS)
, 8

Equivalence
, 66

Exosenses
, 25–28

ExoSight
, 26

Expectations
, 30

Fidelity
, 84

Focal relationship manager
, 10

Forcing
, 63–64

Forecasting
, 98–99

Freedom
, 85

Gaming
, 127

Giraffe 360
, 80

Global positioning system (GPS)
, 113

GoldRun
, 97

Grid marker
, 108

5G technologies
, 216–221

America
, 221

Asia
, 221–223

Healthcare
, 126

HoloHuman
, 152

HoloPatient
, 152

Homo prospectus
, 18

Hosting
, 85, 117–118

Hub devices
, 170–171

IEEE Pervasive Computing
, 105

Illusions

natural
, 63

physical
, 63

sensory
, 60–63

Imaginary charm
, 37, 51

Imagination
, 36

Immersiveness
, 84

Information presentation
, 108

Innovation
, 36

Innovative charm
, 37, 51

In situ product imagination
, 120

In situ product viewing
, 120

Internet of Everything (IoE)

automaticity
, 178–182

consumer choice
, 199–200

consumption behavior
, 199–200

customer value
, 182

definition
, 168

description
, 168

diffusion
, 201

dimensions
, 175–176

examples
, 164–167

framework
, 184–185

gateways
, 171

guiding axioms and norms
, 198–199

Hub devices
, 170–171

importance
, 161–164

learning
, 178–182

machines
, 182

marketing perspectives
, 174–175

marketing processes
, 197–198

network
, 183–184

object
, 183

platform policy
, 200

platforms and cloud
, 171–174

pricing
, 200–201

product policy
, 200

research agenda
, 199

seamlessness
, 176–177

sensors
, 170–171

STAL dimensions
, 185–188

technology stacks
, 168–170

timelessness
, 177–178

Intuition
, 20–21

Invented charm
, 37, 51

Knowledge
, 84

Knowledge management
, 9, 121–122

Learning
, 19, 41–42

LEGO Nexo Knights
, 123

Light sensing
, 26

Long-term memory (LTM)
, 33, 34

Lowe’s
, 80

Machine learning
, 228–244

Magic

AFFECT
, 68–69

computational process flow
, 70–71

descriptions
, 51

effects
, 64–68

methods
, 54–55

perceptual mechanisms
, 55–64

Magnetoreception
, 27–28

Marker-based augmented reality
, 105–108

Markerless augmented reality
, 108

Market impact forecast
, 145–146

Marketing management
, 5–7

after purchase/maintenance
, 122

coupon promotions
, 120–121

embedded positioning
, 122

examples
, 117

hosting
, 117–118

knowledge management
, 121–122

on-pack promotions
, 120

problem solver
, 121–122

product demonstrations
, 119

product trial
, 122

promotion
, 118

sales force support
, 119, 120

in situ product imagination
, 120

in situ product viewing
, 120

special event promotions
, 121

Marketing managers task
, 249–250

Marriott Hotels
, 80

Massive machine to machine (mM2M)
, 1, 2

Massive reuse model
, 22

Memory
, 19, 33–34

Mental forcing
, 63

Mental simulations
, 41

Mirror neurons
, 33

Mixed reality (MR)
, 1, 2–4, 39

applications
, 146–147

augmented reality
, 142–144

blended environment (BE) app
, 147–148

classification
, 150

definition
, 147

digital entity
, 141

enhanced environment (EE) app
, 147–148

examples
, 143

key players
, 146

market impact forecast
, 145–146

marketing
, 152–154

SF classes
, 151–153

TF classes
, 147

VF classes
, 150–151

virtual entity
, 141

virtual reality
, 143–145

Mobile technology
, 103

Motivation
, 41

Natural illusions
, 63

Naturalness
, 54

Negotiator
, 9

Normal reality
, 38

Novelty
, 34–35, 51

On-pack promotions
, 120

Original charm
, 37, 51

Originality
, 36

Perception
, 19

Perceptual mechanisms

forcing
, 63–64

illusions
, 60–63

misdirections
, 56–60

Persuasive technologies
, 129–133

Pervasive technologies
, 129–133

‘Phantom vanish,’ 68

Physical forcing
, 63

Physical illusions
, 63

Place illusion (PI)
, 84

Plausibility illusion (Psi)
, 84

Pointer
, 108

Presence
, 84

Problem solver
, 9–10

Product demonstrations
, 119

Product policy
, 200

Product trial
, 123

Projection-based augmented reality
, 108

Prospection
, 36

Prospection model
, 18–22

Prospective charm
, 37, 51

Prospective motivation
, 19

Publishing technologies
, 112

Repeatability
, 85

Research agenda
, 199

Return on assets (ROA)
, 6

Return on investment (ROI)
, 6

Rotation marker
, 108

Rover’s path
, 108

Sales force support
, 119, 120

Salience forcing
, 63

Seamlessness
, 176–177

Sensors
, 170–171

Sensory illusions
, 60–63

Sensory systems

exosenses
, 25–28

olfaction
, 24

taste/gustatory
, 24

trigeminal-chemosensory system
, 24

Service-oriented computing
, 2, 223–225

Sharpe’s taxonomy
, 57

Short-term memory (STM)
, 33

Six degrees of freedom (6DoF)
, 113

Snapchat
, 103

Social functionality (SF) classes
, 147

Spatial Audio
, 145

Stable occlusion
, 66

Structuration theory
, 190–196

Substitutable elements
, 66

Superposition-based augmented reality
, 109–111

Technology functionality (TF) classes
, 147

Time
, 42

Timelessness
, 177–178

Value functionality (VF) classes
, 147

Vespa’s scooter Ad
, 104

Virtual Body (VB)
, 84

Virtual entity
, 141

Virtuality continuum
, 2, 3

Virtuality spectrum
, 3

Virtual reality (VR)
, 1, 2, 38, 39

applications
, 79–80

components
, 89

definitions
, 82–83

dimensions
, 83–86

experiences
, 89–92

impact forecast
, 80–81

marketing management
, 86–88