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2003, Proceedings Third International Conference on Virtual Reality and Its Application in Industry; 2002, Hangzhou, China
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In this paper we present our effort towards the goal of perceptual user interface for major interaction tasks, such as navigation/travel, selection/picking and personal data access, for virtual shopping. A set of 3-D navigation devices, vision-based pointing and personal access system are mainly discussed. The motivation and design principles behind these interfaces are also described. A prototype integration solution, which bring these devices together in virtual shopping environment, is given. These interfaces and interaction devices have been implemented and tested for evaluation.
International Journal of …, 2003
Proceedings of the 11th Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, 2016
Virtual Reality is now recognized as a powerful tool for the assessment and rehabilitation of both motor and cognitive impairments. In this context, effective Virtual Environments (VEs) that simulate everyday tasks must be proposed. We have developed a virtual supermarket (VS) in which the user can explore and collect various items using a shopping cart. Four interaction techniques have been designed and compared in terms of usability, performance and workload with healthy volunteer participants. These techniques go beyond the desktop paradigm by offering a more immersive and intuitive way of interaction. Results showed that participants were more efficient in terms of performance (completion time and travelled distance) using the game-pad rather than using full body gestures. However, they had more fun performing the task under these conditions.
J. Netw. Intell., 2018
This paper proposes an immersive online shopping system based on virtual reality (VR). The background of the developed VR mall is for cross-border e-commerce. In particular, the architecture of this VR-based prototype is designed, which is composed by six modules, i.e., virtual mall, item display, online pay, interaction, gaming and advertisement. Among these, the former there modules are essential, and the latter three are integrated elaborately in the system for shopping experience enhancement. The used commercial VR system is HTC Vive, which contains a headset, two independent controllers and two base station for localization. Wearing the headset, customers can roam in the mall freely. Based on controllers, they can pick up items and even compare when two different items are picked up by two controllers. In addition, the customer’s position can be real-time tracked and localized, which is benefited from the support of base stations. All the content are stored in a VR-ready backpa...
MobileHCI '21, 2021
The pandemic has shifted people's shopping behavior towards online resources. Mobile screen-based panoramic virtual reality (VR) appears to be a promising form for future online shopping. However, the existing user interface (UI) design of panoramic VR shopping needs more natural interactions based on a rational standard design guideline. In this article, we first conducted a heuristic study to compare six representative virtual store apps. This revealed a gap between users' requirements and the current design attempts. Thus, a UI design guideline for panoramic VR in the shopping scene was presented. Then, we conducted a verification study with a demo optimized according to our design guideline. Both user experience and interactive efficiency improved as a result of the design guideline. Our design guidelines and discoveries derived from user studies provided references for the design, development, and potential use of dynamic panoramic VR in shopping scene. CCS Concepts: • Human-centered computing → User studies; Virtual reality; User interface design.
2000
This paper proposes a new and natural human computer interface for interacting with virtual environments. The 3D pointing direction of a user in a virtual environment is estimated using monocular computer vision. The 2D position of the user' s hand is extracted in the image plane and then mapped to a 3D direction using knowledge about the position of the
Biochemical and Biophysical Research Communications, 2021
Virtual Reality is considered to be the technology that will be used very extensively. The paper discusses the idea of the implementation of virtual reality in E-commerce. The shopper can virtually walk through the aisles of the store, stop and examine an item. The photos, textual information, support this examination process, and audio clips that describe the item. Depending on the photos' completeness, the shopper can virtually touch and examine the merchandise from all angles, and the order can be placed into the shopping cart. The paper is an effort to give the customer a more realworld shopping experience without going outside. It also makes shopping online more attractive and reliable. The user can have the store experience by looking for the items from the isles and have a better experience in evaluating the items by having the ability to pick them up like in actual stores.
Künstliche Intell., 2000
The aim of the project PERSES (PERsonal SErvice System) consists in the development of an interactive mobile shopping assistant that allows a continuous and intuitively understandable interaction with a human user. Such a shopping assistant must be able to actively observe its operation area, to detect, localize, and contact potential users, to interact with them continuously, and to adequately offer its services in the context of the present situation in the interaction cycle. Typical service tasks we want to tackle are to guide the user to desired market areas or articles or to follow him as a mobile information kiosk while continuously observing him and his behavior. In the chosen scenario, a mainly vision-based dialogue seems to be the most natural way for a robust and continuous interaction between customer and robot. But, most of the known approaches for visually guided humanmachine interaction require certain constraints concerning the environmental conditions. However, durin...
International Journal for Research in Applied Science and Engineering Technology, 2021
Over the past Decade, there has been a tremendous increase in E-Commerce with the use of latest technologies and trends. Use of internet and remote access to shopping has become a desired medium for online retail, advertisement, and marketing. It is seen that customers tend to use online shopping because of added layers of comfort and convenience. At the same time Ecommerce lacks the in-store experience of knowing the look and feel of the product. The coronavirus pandemic has forced many retailers including our local town shops to use internet for their business. Coronavirus pandemic has a great impact on shopping overall. With the increasing need of maintaining social distancing and zero contact environment in-store has slowed down. One can use development of technological waves, to mixed reality, to bring to life a new 3d virtual Shopping era. To bridge the gap between today's ecommerce and traditional commerce. This review paper is focused on how virtuality could be beneficial for today's E-commerce. The use of Virtual environments in shopping has been in mind of many researchers and retailers, as it reflects the real world which increases an in-store experience for the user. Furthermore, it is convenient for both the retailer and consumer to advertise and inspect the product. The retailers can benefit by increasing their brand values and marketing of their product. The use of 3d and remote environment for shopping promotes social distancing and can be carried on even during a natural calamity.
2011 IEEE International Conference on Virtual Environments, Human-Computer Interfaces and Measurement Systems Proceedings, 2011
This paper evaluates two different interfaces for navigation in a 3D environment. The first is a 'Click-to-Move' style interface that involves using a mouse. The second is a gaming style interface that uses both mouse and keyboard (i.e. the 'WASD' keys) for view direction and movement respectively. In the user study, participants were asked to navigate a supermarket environment and collect a specific subset of items. Results revealed significant differences only for some of the submeasures. Yet, some revealing observations were made regarding user behavior and interaction with the user interface.
Internet has led to rapidly progressed in e-commerce and online shopping, due to the convenience that they provide consumers. E-commerce and online shopping are still not able to fully replace onsite shopping. In contrast, conventional online shopping websites often cannot provide enough information about a product for the customer to make an informed decision before checkout. 3D virtual shopping environment show great potential for enhancing e-commerce systems and provide customers information about a product and real shopping environment. This paper presents a new type of e-commerce system, which obviously brings virtual environment online with an active 3D model that allows consumers to access products into real physical environments for user interaction. Such system with easy process can helps customers make better purchasing decisions that allows users to manipulate 3D virtual models online. The stores participate in the 3D virtual mall by communicating with a mall management. The 3D virtual mall allows shoppers to perform actions across multiple stores simultaneously such as viewing product availability. The mall management can authenticate clients on all stores participating in the 3D virtual mall while only requiring clients to provide authentication information once. 3D virtual shopping online mall convenient and easy process allow consumers directly buy goods or services from a seller in real-time, without an intermediary service, over the Internet. The virtual mall with an active 3D model is implemented by using 3D Language (VRML) and asp.net as the script language for shopping online pages
2008
Multimodality is a powerful paradigm to increase the realness and the easiness of the interaction in Virtual Environments (VEs). In particular, the search for new metaphors and techniques for 3D interaction adapted to the navigation task is an important stage for the realization of future 3D interaction systems that support multimodality, in order to increase efficiency and usability.
Proceedings of the 2018 International Conference on Advanced Visual Interfaces, 2018
Gamepads and 3D controllers are the main controllers used in most Virtual Environments. Despite being simple to use, these input devices have a number of limitations as fixed layout and difficulty to remember the mapping between buttons and functions. Mobile devices present interesting characteristics that might be valuable in immersive environments: more flexible interfaces, touchscreen combined with onboard sensors that allow new interaction and easy acceptance since these devices are used daily by most users. The work described in this article proposes a solution that uses mobile devices to interact with Immersive Virtual Environments for selection and navigation tasks. The proposed solution uses the mobile device camera to track the Head-Mounted-Display position and present a virtual representation of the mobile device screen; it was tested using an Immersive Virtual Museum as use case. Based on this prototype, a study was performed to compare controller based and mobile based interaction for navigation and selection showing that using mobile devices is viable in this context and offers interesting interaction opportunities.
Lecture Notes in Computer Science, 2015
In this paper, a personal assistant and navigator system for visually impaired people will be described. The showcase presented intends to demonstrate how partially sighted people could be aided by the technology in performing an ordinary activity, like going to a mall and moving inside it to find a specific product. We propose an Android application that integrates Pedestrian Dead Reckoning and Computer Vision algorithms, using an off-the-shelf Smartphone connected to a Smartwatch. The detection, recognition and pose estimation of specific objects or features in the scene derive an estimate of user location with sub-meter accuracy when combined with a hardware-sensor pedometer. The proposed prototype interfaces with a user by means of Augmented Reality, exploring a variety of sensorial modalities other than just visual overlay, namely audio and haptic modalities, to create a seamless immersive user experience. The interface and interaction of the preliminary platform have been studied through specific evaluation methods. The feedback gathered will be taken into consideration to further improve the proposed system.
2008
This paper presents the design, development and evaluation of Virtual Showroom that focused on interactivity in by manipulating the capabilities of VRML technology. The Virtual Showroom provides virtual furniture that can be viewed, navigated and interacted by the user. Besides that, users are given an option to create the interior design of their own room by dragging virtual furniture provided. Development process involves specific process such as planning, object modeling, navigation, web page integration and evaluation. Evaluation has been done using questionnaire by 30 participants that concentrate on six criteria such as ease of navigation, effectiveness of the interface and user acceptance. Result shows that all of the participants give positive feedback regarding the evaluated criteria and it proves that the objectives of the project have been successfully achieved and able to satisfy both the developer and customers. The development of Virtual Showroom showed that it is possible to have a virtual furniture shop that provided full control for the user while navigating. This can gave a new perspective for the user while do online shopping. The next step is to enhance the application by integrating avatar in order to help first time users in navigating the virtual showroom.
Symmetry, 2017
This research proposes a gaze pointer-based user interface to provide user-oriented interaction suitable for the virtual reality environment on mobile platforms. For this purpose, a mobile platform-based three-dimensional interactive content is produced to test whether the proposed gaze pointer-based interface increases user satisfaction through the interactions in a virtual reality environment based on mobile platforms. The gaze pointer-based interface—the most common input method for mobile virtual reality content—is designed by considering four types: the visual field range, the feedback system, multi-dimensional information transfer, and background colors. The performance of the proposed gaze pointer-based interface is analyzed by conducting experiments on whether or not it offers motives for user interest, effects of enhanced immersion, provision of new experience, and convenience in operating content. In addition, it is verified whether any negative psychological factors, such...
2009
ABSTRACT Since a shopper can't bring a room from their house with them when they shop for a household item, they have to make their choice based on what they imagine the object would look like in a particular room. The result of a tangible interaction research project, the Virtual Wall solves this problem by allowing a shopper to add a proportionally sized image of the item to a picture of the room that they brought with them to the store or is already in their web account.
… Environments, 2005
This paper presents an overview about ongoing work in the project REAL, where we have set up the Saarland University Pervasive Instrumented Environment (SUPIE). In particular we introduce the intelligent environment's architecture, which serves as the basis for ...
… VR Workshop: New Directions in 3D …, 2005
Navigation is one of the most important tasks in virtual environments. We present two novel interfaces for naviga-tion, a dance pad based and a chair based interface. Both interfaces are designed to be intuitive to use by novice users and leave the user's hands free for other tasks like ...
… of E-Commerce, E-Government and …, 2006
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