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Comparing the Quality of Customer Service in 3D Virtual Worlds to Web-Based Service

机译:将3D虚拟世界中的客户服务质量与基于Web的服务进行比较

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摘要

In the Internet era, web-based services have become a convenient alternative to physical customer service interactions. However, lack of lace-to-face interaction makes web service communication inefficient. The 3D virtual worlds provide a new platform that offers customer service, where users can communicate "face to face" via their representative avatars. We propose a conceptual model to compare the quality of customer service and users' satisfaction in 3D virtual worlds to that of web-based services. Theories of computer display technology, communication, and psychology are applied to address how a 3D virtual world impacts users' sense of presence, and their perception of customer service quality. We design an experiment in Second Life and set up a mock-up website to collect data in a post-study questionnaire. Structural equation model is adopted as the main methodology to conduct the multiple group analysis.
机译:在Internet时代,基于Web的服务已成为物理客户服务交互的便捷替代方法。但是,缺乏面对面的交互使Web服务通信效率低下。 3D虚拟世界提供了一个提供客户服务的新平台,用户可以在该平台上通过代表角色进行“面对面”交流。我们提出了一种概念模型,用于比较3D虚拟世界中的客户服务质量和用户满意度以及基于Web的服务。应用计算机显示技术,通信和心理学的理论来解决3D虚拟世界如何影响用户的临场感以及他们对客户服务质量的看法。我们在《第二人生》中设计了一个实验,并建立了一个模拟网站来收集研究后调查表中的数据。采用结构方程模型作为进行多组分析的主要方法。

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