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1 – 10 of 120Özge Çaylak Dönmez and Burhan Sevim
Three-dimensional (3D) printing has great potential in the food industry. While 3D printing technology offers customised food products to consumers, it also allows producers to…
Abstract
Three-dimensional (3D) printing has great potential in the food industry. While 3D printing technology offers customised food products to consumers, it also allows producers to develop new products using a wide variety of alternative food ingredients, modernise the production process and carry out environmentally friendly production. This research aims to determine the attitudes of students towards 3D foods who are studying in the Department of Gastronomy and Culinary Arts, as they are both consumers and examine different food processing systems and use them in the field of application. As a result of the study, it was identified that the participants believed that 3D printing is a great modern technology that allows the development of new foods, that it will bring benefit to us in the future, reduce the cost of food and food waste, increase the sustainability of food and that they see it as environmentally friendly. In addition, it was determined that the participants did not think that 3D-printed foods were disgusting; they found these foods reliable, could try them in the future and were excited to experience them.
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Nguyen Thi Van Hanh and Tran Tuyen
This chapter aims to provide a comprehensive overview of virtual tourism and its potential contribution to sustainable development in the tourism industry.
Abstract
Purpose
This chapter aims to provide a comprehensive overview of virtual tourism and its potential contribution to sustainable development in the tourism industry.
Design/Methodology/Approach
In this chapter, a qualitative approach is used to analyse relevant documents and resources to explore the relationship between virtual tourism and sustainability.
Findings
The findings of this study indicate that virtual tourism has numerous applications in the tourism industry, with evident potential for the future. Furthermore, this research identifies virtual tourism as a promising alternative for sustainable tourism, offering the potential to address key sustainability issues in the field.
Originality/Value
This chapter adds to the existing literature by examining the link between virtual tourism and sustainability, highlighting the potential of virtual tourism as an alternative to traditional sustainable tourism practices. The insights generated from this study can inform the practices of both academics and practitioners in the tourism industry, promoting more sustainable and responsible tourism practices.
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Joseph Press, Paola Bellis, Tommaso Buganza, Silvia Magnanini, Abraham B. (Rami) Shani, Daniel Trabucchi, Roberto Verganti and Federico P. Zasa
LauraAnn Migliore, Kevin Bottomley and Bridget Arena
Technology is changing more rapidly than most companies can implement it. This chapter presents a digitized Human Resource Development (dHRD) Framework Model that organizational…
Abstract
Technology is changing more rapidly than most companies can implement it. This chapter presents a digitized Human Resource Development (dHRD) Framework Model that organizational leaders can use to meet the needs of current and future workforces via avatar-mediated learning in 3D virtual learning environments (VLEs). The dHRD Framework Model leverages 3D VLE technology as a tool to engage employees and achieve strategic objectives in an efficient and cost-effective manner for managing people. The dHRD Framework Model can inform practice and advance employee engagement outcomes for effective HR decision-making, which includes legal and ethical considerations for mitigating risks in the 3D VLE. The Theory of Gamification, including psychological theories, provides the lens to explain dynamic learning and relationship building using the dHRD Framework Model to engage employees in the 3D VLE.
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Aric Rindfleisch, Alan J. Malter and Gregory J. Fisher
Retailing thought and practice is premised on the assumption that consumers visit retailers to search for and acquire objects produced by manufacturers. In essence, we assume that…
Abstract
Retailing thought and practice is premised on the assumption that consumers visit retailers to search for and acquire objects produced by manufacturers. In essence, we assume that the acts of consuming and producing are conducted by separate entities. This unspoken yet familiar premise shapes the questions retail scholars ask and the way retail practitioners think about their industry. Although this assumption accurately depicted retailing since the Industrial Revolution, its relevance is being challenged by a growing set of individuals who are equipped with new digital tools to engage in self-manufacturing. In this chapter, we examine self-manufacturing with a particular focus on the recent rise of desktop 3D printing. After discussing this new technology and reviewing the literature, we offer a conceptual classification of four distinct types of 3D printed objects and use this classification to inform a content analysis of over 400 of these objects. Based on this review and analysis, we discuss the implications of self-manufacturing for retailing thought and practice.
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Aric Rindfleisch and Matthew O’Hern
To identify, conceptualize, and analyze a newly emerging form of consumer-initiated, brand-altering activity that we term “brand remixing.”
Abstract
Purpose
To identify, conceptualize, and analyze a newly emerging form of consumer-initiated, brand-altering activity that we term “brand remixing.”
Methodology
A content analysis of 92 remixes of the Nokia Lumia 820 smartphone case.
Findings
We find that nearly 40% of the remixed versions of Nokia’s case retained at least one element of its standard template. The remixed cases contained considerable congruency with the design elements in the standard template, a high degree of personalization, and no negative brand imagery.
Implications
Our research is the one of the first examinations of the role of 3D printing upon marketing activities. It has important implications for marketing scholarship by showing that 3D printing empowers consumers to physically alter the brands they consume. Our research also suggests that practitioners interested in using this technology to develop and enhance their brands should accept the notion that firms are no longer fully in control of their brand assets. Hence, we believe that brand managers should develop co-creation platforms that allow customers to easily modify, remix, and share various aspects of their brands with their peers.
Originality
We identify and label an important emerging branding practice (i.e., brand remixing). This practice has the potential to dramatically alter the branding landscape.
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The conceptualization of smart emerged by technological advancements penetrated the tourism industry with the pace of globalization transformed the destinations providing…
Abstract
The conceptualization of smart emerged by technological advancements penetrated the tourism industry with the pace of globalization transformed the destinations providing digitalized products. Even though smart tourism destinations are initiated by advanced technologies, the notion evolved in embracing Sustainable Development Goals (SDGs) project economic, social, and environmental proliferation. A tourism destination is counted as “smart” which provides advanced technologies to improve the quality of tourists' experiences and enhance the residents' quality of life. The structure of a smart tourism destination is established on four basic pillars that cover technology, innovation, accessibility, and sustainability issues. Designating the notion of smart into tourism destinations is extremely vital since the shifting paradigm of tourists’ demands concern sustainability. The development of smart in a tourism destination is a crucial concern for destination management organizations (DMOs) integrating key destination components with the dimensions of a smart city to enhance the tourists' satisfaction and competitiveness of the destination. Therefore, one aim of this chapter is to elucidate the association between key destination components with the dimensions of a smart city to reveal the related smart tourism destination applications. Moreover, cultural heritage in smart tourism destinations forms an important part of tourism both with its tangible and intangible resources which have been involved in the emergent era of digitalization inevitably with all parties and processes. Hence, another aim of this chapter is to examine the dimensional shift in cultural heritage tourism within the framework of digitalization. Sharing cases of digitization of cultural heritage from different parts of the world, this chapter also reflects that it is inevitable to benefit from digitization and ICTs in order to reach the SDGs on the scale of smart tourism destinations. Analysis of academic publications and the national and international reports of the related authorities sums the methodology used to conclude the study with suggestions of future research paths to develop the field.
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Martin Yongho Hyun and Liping A. Cai
As more destinations jump on the bandwagon of branding, their marketing organizations increasingly employ the Internet as a convenient medium for promotion. This chapter argues…
Abstract
As more destinations jump on the bandwagon of branding, their marketing organizations increasingly employ the Internet as a convenient medium for promotion. This chapter argues that instead of extending their brand communications to the Web by simply digitizing the logos, taglines, and other elements, destinations can build brands virtually in an internet-mediated environment where virtual experience takes place. The study examines how branding can be achieved through building virtualized destination image. It adopts the concepts of telepresence, virtual experience, and integrated informational response and explains how online and offline communication stimuli can affect various components of virtualized image. This expands and modifies the conventional image constructs by specifying information sources as antecedents through telepresence and integrated behavioral responses as consequences. The relationships between the image, its antecedents, and consequences, and among the image constructs are illustrated through 14 propositions. The chapter concludes with a discussion of the net community in which residents and other stakeholders of communities actively participate in virtually building a strong destination brand.
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