Consumption behavior is changing as the times change, particularly in the technology era. The background problem it is difficult to predict which items or services will be in high demand. The background of this research is number of shuttered stores, malls, and supermarkets demonstrates that the internet era creates a place for consumer democracy. Then there is only one way out, and that is marketing reform. E-commerce (online buying and selling) as research objects has emerged in Indonesia, with one example being Shopee, which is focused on mobile applications and websites. It began as a Singaporean e-commerce platform under the Sea Group in 2015 and has since grown to Malaysia, Thailand, Indonesia, Brazil, et cetera. This study was carried out in order to detect and evaluate consumer behavior in the digital era in order to enhance sales. To depict the buying behavior in genuine words, a qualitative technique was adopted as method. By posing a few random questions on online retail purchases to respondents. To see the symptoms, around 113 people were chosen based on specific criteria. The findings indicate that customers in this day and age are ready for an online shopping strategy. There are gaps in almost every indicator except the first statement indicator from the Compensation dimension The primary factor is convenience. The results shows that convenience refers to marketing characteristics such as novelty like being able to do it anywhere, saving time and money, reduced rates, flexible payment options, and friendlier service.
Virtual reality (VR) is a computer-based simulation technology that enables users to interact while experiencing oneself in a virtual environment.Virtual reality (VR) combines three-dimensional (3D) objects combined with hearing and vision to create effects for users as if they were in a virtual environment. It should be noted here that the use of Virtual Reality is very effective in the field of education Given that a user can observe things in cyberspace from all angles, including above, below, to the left, right, back, and ahead, the 3D coordinate system used in virtual reality (VR) is based on the Cartesian coordinate system.
Virtual reality (VR) is a computer-based simulation technology that enables users to interact while experiencing oneself in a virtual environment.Virtual reality (VR) combines three-dimensional (3D) objects combined with hearing and vision to create effects for users as if they were in a virtual environment. It should be noted here that the use of Virtual Reality is very effective in the field of education Given that a user can observe things in cyberspace from all angles, including above, below, to the left, right, back, and ahead, the 3D coordinate system used in virtual reality (VR) is based on the Cartesian coordinate system.
Education on the use of IoT technology for energy audit and management within the context of conservation and efficiency The demand for electrical energy rises in direct proportion to a region's economy. The basic electricity rate rises in response to the steadily growing demand for electrical energy. Increased use of electrical energy is a result of wasteful conduct and a disregard for equipment standardization. increases the utilization of electrical energy. The local population still does not appear to be concerned or aware of how crucial it is to keep the electrical supply sustainable.Many studies that are pertinent to energy efficiency and conservation education have been conducted.Thus, the community needs to be informed of this information in order to, among other things, increase understanding, encourage the community to behave economically, conduct audits, and manage electrical energy in accordance with standardized practices. SMK N 1 Brebes, a vocational school for electrical and electronics, is a setting that is pertinent to the use of this technology. The development in students' abilities after engaging in this activity shows that it has delivered education in the form of reading material and energy management practice.
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