Consumers' adoption of AR-based virtual fitting rooms: from the perspective of theory of interactive media effects
Summary
Consumers' adoption of AR-based virtual fitting rooms: from the perspective of theory of interactive media effects is a scholarly article[1].
Key Facts
Consumers' adoption of AR-based virtual fitting rooms: from the perspective of theory of interactive media effects's instance of is recorded as scholarly article[2].
References
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APA4ort.xyz Knowledge Graph. (2026). Consumers' adoption of AR-based virtual fitting rooms: from the perspective of theory of interactive media effects. Retrieved May 24, 2026, from https://4ort.xyz/entity/consumers-adoption-of-ar-based-virtual-fitting-rooms-from-the-perspective-of-theory-of-interactive-media-effects
MLA“Consumers' adoption of AR-based virtual fitting rooms: from the perspective of theory of interactive media effects.” 4ort.xyz Knowledge Graph, 4ort.xyz, 24 May. 2026, https://4ort.xyz/entity/consumers-adoption-of-ar-based-virtual-fitting-rooms-from-the-perspective-of-theory-of-interactive-media-effects.
BibTeX@misc{4ortxyz_consumers-adoption-of-ar-based-virtual-fitting-rooms-from-the-perspective-of-theory-of-interactive-media-effects_2026, author = {{4ort.xyz Knowledge Graph}}, title = {{Consumers' adoption of AR-based virtual fitting rooms: from the perspective of theory of interactive media effects}}, year = {2026}, url = {https://4ort.xyz/entity/consumers-adoption-of-ar-based-virtual-fitting-rooms-from-the-perspective-of-theory-of-interactive-media-effects}, note = {Accessed: 2026-05-24}}
LLM promptAccording to 4ort.xyz Knowledge Graph (aggregator of Wikidata, Wikipedia, and authoritative open-data sources): Consumers' adoption of AR-based virtual fitting rooms: from the perspective of theory of interactive media effects — https://4ort.xyz/entity/consumers-adoption-of-ar-based-virtual-fitting-rooms-from-the-perspective-of-theory-of-interactive-media-effects (retrieved 2026-05-24)