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Returning
In retail, a product return is the Action (philosophy), process of a customer taking previously purchased merchandise back to the retailer, and in turn receiving a :wikt:refund, refund in the original form of payment, exchange. Overview Many retailers will accept returns provided that the customer has a receipt as a proof of purchase, and that certain other conditions, which depend on the retailer's policies, are met. These may include the merchandise being in a certain condition (usually resellable if not :wikt:defective, defective), no more than a certain amount of time having passed since the purchase, and sometimes that identity document, identification be provided (though usually only if a receipt is not provided). In some cases, only exchanges or store credit are offered, again usually only without a receipt, or after an initial refund period has passed.Associated Press,Retailers cracking down on return fraud: Avoid problems returning unwanted gifts during holiday season" ...
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Good (economics)
In economics, goods are anything that is good, usually in the sense that it provides well-being, welfare or utility to someone.Alan V. Deardorff, 2006. ''Terms Of Trade: Glossary of International Economics'', World Scientific. Online version: Deardorffs' Glossary of International Economics"good" an Goods can be contrasted with bads, i.e. things that provide negative value for users, like chore division, chores or waste. A bad lowers a consumer's overall welfare. Economics focuses on the study of economic goods, i.e. goods that are scarce; in other words, producing the good requires expending effort or resources. Economic goods contrast with free goods such as air, for which there is an unlimited supply.Samuelson, P. Anthony., Samuelson, W. (1980). Economics. 11th ed. / New York: McGraw-Hill. Goods are the result of the Secondary sector of the economy which involves the transformation of raw materials or intermediate goods into goods. Utility and characteristics of goods The c ...
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Virtual Reality
Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical, safety, or military training) and business (such as virtual meetings). VR is one of the key technologies in the Reality–virtuality continuum, reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate some realistic images, sounds, and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly creat ...
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Augmented Reality
Augmented reality (AR), also known as mixed reality (MR), is a technology that overlays real-time 3D computer graphics, 3D-rendered computer graphics onto a portion of the real world through a display, such as a handheld device or head-mounted display. This experience is seamlessly interwoven with the physical world such that it is perceived as an immersion (virtual reality), immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, compared to virtual reality, which aims to completely replace the user's real-world environment with a simulated one. Augmented reality is typically visual, but can span multiple sensory Modality (human–computer interaction), modalities, including Hearing, auditory, haptic perception, haptic, and Somatosensory system, somatosensory. The primary value of augmented reality is the manner in which components of a digital world blend into a person's perception of the real world, ...
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Product Visualization
Visualization (or visualisation ), also known as graphics visualization, is any technique for creating images, diagrams, or animations to communicate a message. Visualization through visual imagery has been an effective way to communicate both abstract and concrete ideas since the dawn of humanity. from history include cave paintings, Egyptian hieroglyphs, Greek geometry, and Leonardo da Vinci's revolutionary methods of technical drawing for engineering purposes that actively involve scientific requirements. Visualization today has ever-expanding applications in science, education, engineering (e.g., product visualization), interactive multimedia, medicine, etc. Typical of a visualization application is the field of computer graphics. The invention of computer graphics (and 3D computer graphics) may be the most important development in visualization since the invention of central perspective in the Renaissance period. The development of animation also helped advance visualiz ...
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E-commerce
E-commerce (electronic commerce) refers to commercial activities including the electronic buying or selling products and services which are conducted on online platforms or over the Internet. E-commerce draws on technologies such as mobile commerce, electronic funds transfer, supply chain management, Internet marketing, online transaction processing, electronic data interchange (EDI), inventory management systems, and automated data collection systems. E-commerce is the largest sector of the electronics industry and is in turn driven by the technological advances of the semiconductor industry. Defining e-commerce The term was coined and first employed by Robert Jacobson, Principal Consultant to the California State Assembly's Utilities & Commerce Committee, in the title and text of California's Electronic Commerce Act, carried by the late Committee Chairwoman Gwen Moore (D-L.A.) and enacted in 1984. E-commerce typically uses the web for at least a part of a transacti ...
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Pacific Standard
''Pacific Standard'', founded as ''Miller–McCune'', was an American nonprofit magazine that reported on issues of social and environmental justice. Founded in 2008, the magazine was published in print and online for its first ten years. It was published by The Social Justice Foundation, headquartered in Santa Barbara, California. On August 16, 2019, a week after its primary funder backed away, it posted its last new article. History ''Miller–McCune'' was launched in 2008 by Sara Miller McCune, the founder and head of SAGE Publications. It was named one of the year's "hottest launches" by ''MIN'' magazine and received the same honor from ''Library Journal'' the following year. It also received the 2008–2009 Society of Environmental Journalists Award for Outstanding Explanatory Journalism and the Utne Reader Independent Press Award 2009 for science/technology coverage. In 2010, ''Miller McCune'' was named by Folio (magazine), ''Folio'' magazine to the FOLIO: 40 list of publi ...
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Gift Card
A gift card, also known as a gift certificate in North America, or gift voucher or gift token in the UK, is a prepaid stored-value card, stored-value money card, usually issued by a retailer or bank, to be used as an alternative to cash for purchases within a particular store or related businesses. Gift cards are also given out by employers or organizations as rewards or gifts. They may also be distributed by retailers and marketers as part of a promotion strategy, to entice the recipient to come in or return to the store, and at times such cards are called cash cards. Gift cards are generally redeemable only for purchases at the relevant retail premises and cannot be cashed out, and in some situations may be subject to an expiry date or fees. American Express, MasterCard, and Visa Inc., Visa offer generic gift cards which need not be redeemed at particular stores, and which are widely used for cashback marketing strategies. A feature of these cards is that they are generally an ...
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Gift Receipt
A gift or present is an item given to someone (who is not already the owner) without the expectation of payment or anything in return. Although gift-giving might involve an expectation of reciprocity, a gift is intended to be free. In many countries, the act of mutually exchanging money, goods, etc., may sustain social relationships and contribute to social cohesion. Economists have elaborated the economics of gift-giving into the notion of a gift economy. By extension, the term ''gift'' can refer to any item or act of service that makes the other happier or less sad, especially as a favor, including forgiveness and kindness. Gifts are often presented on occasions such as birthdays and holidays. History Gift-giving has played a central role in social and economic systems throughout human history. Anthropologist Marcel Mauss argued in '' The Gift'' (1925) that gifts in archaic societies were embedded in systems of obligation, where the act of giving, receiving, and reciproc ...
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Manufacturer
Manufacturing is the creation or Production (economics), production of goods with the help of equipment, Work (human activity), labor, machines, tools, and chemical or biological processing or formulation. It is the essence of the secondary sector of the economy. The term may refer to a range of Human behavior, human activity, from handicraft to High tech manufacturing, high-tech, but it is most commonly applied to industrial design, in which raw materials from the primary sector of the economy, primary sector are transformed into finished goods on a large scale. Such goods may be sold to other manufacturers for the production of other more complex products (such as aircraft, Major appliance, household appliances, furniture, sports equipment or automobiles), or distributed via the tertiary industry to end users and consumers (usually through wholesalers, who in turn sell to retailers, who then sell them to individual customers). Manufacturing engineering is the field of engine ...
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Product Recall
"Product Recall" is the twenty-first episode of the third season of the American comedy television series '' The Office'' and the show's forty-ninth episode overall. The series depicts the everyday lives of office employees in the Scranton branch of the fictional Dunder Mifflin Paper Company. In this episode, the company deals with the consequences of an offending watermark that appeared on several reams of paper. Michael Scott ( Steve Carell) holds a poorly attended press conference, Jim Halpert ( John Krasinski) and Andy Bernard ( Ed Helms) head to a high school that printed their prom invitations on the paper to apologize, and Creed Bratton ( Creed Bratton) frames an employee at the paper mill to keep his job. The episode was written by Justin Spitzer and Brent Forrester, and was directed by Randall Einhorn, the series director of photography. The cast found the scene in which Jim impersonates Dwight Schrute ( Rainn Wilson) to be hilarious and had trouble keeping ...
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Size
Size in general is the Magnitude (mathematics), magnitude or dimensions of a thing. More specifically, ''geometrical size'' (or ''spatial size'') can refer to three geometrical measures: length, area, or volume. Length can be generalized to other linear dimensions (width, height, diameter, perimeter). Size can also be measured in terms of mass, especially when assuming a density range. In mathematical terms, "size is a concept abstracted from the process of measuring by Comparison, comparing a longer to a shorter". Size is determined by the process of comparing or measuring objects, which results in the determination of the magnitude of a quantity, such as length or mass, relative to a unit of measurement. Such a magnitude is usually expressed as a numerical value of Units of measurement, units on a previously established spatial scale, such as meters or inches. The sizes with which humans tend to be most familiar are body dimensions (measures of anthropometry), which i ...
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