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dc.contributor.authorMarina Ricci, Marina
dc.contributor.authorDi Roma, Annalisa
dc.contributor.authorFiorentino, Michele
dc.date.accessioned2023-12-07T04:30:33Z
dc.date.available2023-12-07T04:30:33Z
dc.date.issued2023
dc.date.submitted2023-12-06T14:10:45Z
dc.identifierONIX_20231206_9789401496476_57
dc.identifierhttps://library.oapen.org/handle/20.500.12657/85848
dc.identifier.urihttps://directory.doabooks.org/handle/20.500.12854/131682
dc.description.abstractIndustrial / commercial art & design
dc.languageEnglish
dc.rightsopen access
dc.subject.classificationthema EDItEUR::A The Arts::AK Design, Industrial and commercial arts, illustration::AKP Product designen_US
dc.subject.otherVirtual Reality
dc.subject.otherFashion Industry
dc.subject.otherShopping Experience
dc.subject.otherMetaverse
dc.subject.otherSustainability
dc.titleChapter Assessing the impact of immersive versus desktop virtual reality shopping experiences in the fashion industry metaverse
dc.typechapter
oapen.identifier.doi10.26530/9789401496476-055
oapen.relation.isPublishedBy13bfe6ff-4920-4639-b009-9a95232060a4
oapen.relation.isbn9789401496476
oapen.pages5
oapen.place.publicationGhent


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open access
Except where otherwise noted, this item's license is described as open access