Search results for "gestion"
showing 10 items of 2604 documents
Le rôle des dispositifs numériques de médiation dans la satisfaction des publics de musée d’art
2019
The effects of "self-service technologies" (SST) (Curran and Meuter, 2005) on the value and satisfaction of service experience (Lin and Hsieh, 2007; Mencarelli and Rivière, 2014; Meuter et al., 2003) have been little studied in the arts and culture field. The research explores the effects of the use of a digital mediation device on the museum experience and on the overall satisfaction of the public. The results of the analysis of 916 questionnaires collected from visitors to the Louvre Lens museum show that the use of a digital mediation device during the museum visit experience does not significantly impact overall public satisfaction with the visit.
Inspiration, interaction, efficiency and simplicity : 4 values that can be mobilized in store to improve the customer experience
2020
The development of e-commerce is both a source of unprecedented competition for physical stores but also an opportunity to think about their commercial proposition. Creating a unique and memorable experience for their customers has become the major challenge for retailers today. Based on a literature review and customer interviews, this paper suggests four major values of shopping experience -simplicity, efficiency, inspiration and interaction -and their variations. Implications and guidelines are address to retailers willing to develop easily their experience offer.
The interplay of reciprocity propensity and inequality aversion in two-person games
2020
Economic normative models assume that economic actors are fully rational and selfish while recent studies acknowledge the emotional influence of an economic decision and call for further investigation of biases in decision making. Most decisions involve multiple actors who make decisions following a sequential path as reflected by decision trees; this contingency makes a call for the game theory contribution in the economic decision field. Two-person games are widely used to represent a typical framework of economic decisions. This study aims at further investigating psychological biases affecting decisions in a two-person sequential game. So far similar studies have focused on the principa…
La nouvelle donne des métiers de l’Expertise Comptable dans un contexte digital
2018
Célébration des 50 ans de la Fondation; National audience
AIOC2: A deep Q-learning approach to autonomic I/O congestion control in Lustre
2021
Abstract In high performance computing systems, I/O congestion is a common problem in large-scale distributed file systems. However, the current implementation mainly requires administrator to manually design low-level implementation and optimization, we proposes an adaptive I/O congestion control framework, named AIOC 2 , which can not only adaptively tune the I/O congestion control parameters, but also exploit the deep Q-learning method to start the training parameters and optimize the tuning for different types of workloads from the server and the client at the same time. AIOC 2 combines the feedback-based dynamic I/O congestion control and deep Q-learning parameter tuning technology to …
Les apports du modèle expérientiel à l'analyse du comportement dans le domaine culturel : une exploration conceptuelle et méthodologique
1993
numéro spécial "Marketing culturel"
De l’expérience de butinage à l’expérience de consommation d’une œuvre d’art : contenu et conséquences de l’expérience co-créée
2020
L’expérience de consommation : et après ?
2021
Workshop en ligne; National audience
Brand stores' functions : an approach through brand experience
2022
In-store brand experience leverages brand equity and customer equity which are clear value sources for brands (literature review and exploratory studies). The experience quality is linked to its capacity to meet these goals. Compared to generalist distributors and multi-brand experiences, brand stores are dedicated and focused. They are key places since service and experience items are crafted by the brand itself. The brand is therefore able to grant a genuine, i.e., authentic brand experience (brand content recognition and brand authentication through in-store experience). It is less the case in its distributors’ stores, where brand experience competes with its competitors’ and its distrib…