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The purpose of this study is to determine the parameters of the best possible spatial user interface design for the online shopping experience in mixed reality. In the first phase of the study, ten existing augmented and virtual reality shopping applications are examined, and the spatial relationships of the interfaces used in these experiences and the possibilities of natural interactions provided to the user are compared. In the next phase of the study, the interfaces are evaluated to propose a three-dimensional spatial interface powered by the mixed reality that improves the spatial relationship and neutrality of these interfaces.
International Journal for Research in Applied Science & Engineering Technology (IJRASET), 2023
Interactive shopping using augmented reality (AR) is a rapidly growing field that provides consumers with a new and innovative way to shop. AR technology allows consumers to visualize products in their real-world environments, enhancing their shopping experience by providing a more immersive and interactive experience. This paper presents an overview of the current state of interactive shopping using AR and discusses the benefits and challenges of this emerging technology. The paper also explores the various applications of AR in shopping, including virtual try-on, product visualization, and interactive product demonstrations. Overall, the paper highlights the potential of interactive shopping using AR to revolutionize the retail industry and transform the way consumers shop. I. INTRODUCTION Interactive shopping using augmented reality (AR) is an exciting new way of shopping that blends virtual and physical experiences. Augmented reality technology overlays computer-generated content onto the real world, creating an interactive and immersive experience for users. This technology has enormous potential in the retail industry as it allows consumers to see and interact with products in a way that was previously impossible. With interactive shopping using AR, consumers can visualize products in their real-world environments, try on clothes virtually, and even see how furniture would look in their homes before making a purchase. This technology offers a unique and exciting shopping experience that engages customers, provides them with more information about products, and ultimately helps them make more informed purchasing decisions. In this paper, we will explore the current state of interactive shopping using AR, its potential benefits, and challenges, and discuss the various applications of this technology in the retail industry. II. LITERATURE SURVEY
Proceedings Third International Conference on Virtual Reality and Its Application in Industry; 2002, Hangzhou, China , 2003
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 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.
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.
Journal of Business Research, 2018
The arrival of Virtual-Reality, Augmented-Reality, and Mixed-Reality technologies is shaping a new environment where physical and virtual objects are integrated at different levels. Due to the development of portable and embodied devices, together with highly interactive, hysical-virtual connections, the customer experience landscape is evolving into new types of hybrid experiences. However, the boundaries between these new realities, technologies and experiences have not yet been clearly established by researchers and practitioners. This paper aims to offer a better understanding of these concepts and integrate technological (embodiment), psychological (presence), and behavioral (interactivity) perspectives to propose a new taxonomy of technologies, namely the “EPI Cube”. The cube allows academics and managers to classify all technologies, current and potential, which might support or empower customer experiences, but can also produce new experiences along the customer journey. The paper concludes with theoretical and managerial implications, as well as a future research agenda.
… of E-Commerce, E-Government and …, 2006
Procedia Manufacturing, 2015
Online shopping has changed customers' purchasing behaviors due to the rapid development of Internet technology. According to the investigation of National Development Council in Taiwan, the number of people using online shopping has increased. Recently, augmented reality has also been introduced to online shopping websites. In this study, a well-known Taiwanese online shopping website was selected to be the experimental platform with an embedded augmented reality function, which allows customers to try on the displayed headwear virtually. In order to evaluate the effectiveness, the same online shopping website without augmented reality function was also used. A total of 30 participants with 10 in each age group (i.e. 20-29, 30-39, 40-49) and with online shopping experience were recruited. At the beginning of the experiment, participants had to take practice session to acquire the augmented reality embedded system and the other one, and then four scenarios would be given randomly. Objective measurements, such as task completion time and mouse performances were recorded during the experiment. System Usability Scale (SUS) and User Experience Questionnaire (UEQ) were used to collect subjective measurements after participants completed each scenario. The results showed that the participants preferred to use the augmented reality embedded system than the other approach. Also the augmented reality embedded system reduced mouse clicking times, mouse speed, and paging frequency, indicating that AR embedded system can help customers to increase the efficiency of making shopping decision.
Lecture Notes in Computer Science, 2013
In the era of high competition with E-commerce and online shops, brick-and-mortar retail industry seeks new opportunities to enhance shopping experience through engaging technologies. Even though retailers are applying their omnichannel strategies to attract more shoppers through technology-driven solutions including websites, mobile apps, and so forth, we find that these technologies are somewhat basic and do not represent the "disruptive" innovations. Along with these current technologies, retailers should leverage their store physical real estate, and transform it into immersive store environments (ISEs) that allow shoppers to navigate in 3D store aisles through rich media interface ported onto networked devices. Therefore, we propose our own study of what ISE use-cases are most desirable by customers and retailers in such contexts; we describe the implementation of our cloud-based interactive shopping interface for ISE, before discussing the promising results of its deployment in a "real-world" store.
2015
This paper describes the development of an e-commerce Web site based on a virtual world that replicates a real store in order to offer a more familiar interface to the user, but overcoming the problems of reality offering a customized presentation of items to each consumer. An ethnographic study of a real store was made first in order to gather the requirements of store, and to identify the main processes that it involves. Early designs of the interface were evaluated by means of paper prototypes. Then, technology was assessed and a decision was made to carry on the development using VRML97 and Java. The system architecture is based on a client/server model, where the server manages the description of the items, the 3D models that are rendered in the interface, the recorded information of registered users and the adaptation rules. For the adaptation of the system to the each possible target platform, different levels of detail are used for each 3D model, and for the adaptation to th...
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.
FitYour is a tailored web application urbanized with the intent of pamper patrons with the provision to view themselves in diverse attires (ie), Patrons can strive on outfit, footwear, headwear, bags and trimmings in 3D and in instantaneous with unrivalled pragmatism and interactivity. TryLive garb can be deploy in-store and can accomplish patrons wherever they are. For eg: in the digital living room. FitYour works with a computer and a habitual webcam for shoppers. It is the up-to-the-minute expertise which uses phizog gratitude modus operandi of Augmented Reality (ie), it acts as a virtual trial room for the customers that how they actually look on wearing the attire that they wish to purchase. With the help of this application, customers can upload their picture while registering for the use / trial and then they can select the accessories/dress they like, positioning, fine tuning the selected attire and they can also capture the image and share it through Facebook, Twitter, Instagram, etc. It takes only a couple of minutes to operate this web application. FitYour is very useful for all the E-Commerce websites. Web FitYour is a user friendly product especially designed for customers who like to purchase products online. This application not only saves time and effort but also gives a wider range of collection to try. It also brings a digital shopping experience for the customers to purchase the products online by using this latest technology. Thus this application attracts the customers, retain them, offers immersive and social shopping experiences that keeps customers coming back and it also reduces return rates.
2011
With the proliferation of large screen stereo display systems, major consumer product manufacturers are using this technology to test marketing ideas on consumers. One of the performance factors that is of interest to retailers or manufacturers of retail products is the ability of consumers to quickly and easily locate their products within a retail store. Virtual reality technology can be used to create a virtual store that is easily reconfigurable as a test environment for consumer feedback. The research presented in this paper involves a study that compares the use of a multi-wall immersive environment to a single-wall immersive environment. Users were given a list of products to find in the virtual store. A physical mockup of a shopping cart was created and instrumented in order to be used to navigate throughout the virtual store. The findings indicate that participants in the fivewall immersive environment were significantly faster in locating the objects than the participants using the one-wall immersive environment. In addition, participants in the five-wall condition reported that the shopping cart was easier to use than in the one-wall condition. This study indicates that the use of multiple walls to provide an increased sense of immersion improves the ability of consumers to locate items within a virtual shopping experience.
2022
Augmented reality as a technology is itself quite a new trend in the Tech world and the integration of this technology with the Ecommerce sector is a relatively less explored field. Currently, our Ecommerce sector is not capable of providing a virtual experience to the customers but with the help of Augmented Reality, we can eliminate this problem and elevate the user experience by creating a completely new way for users to interact with the Ecommerce websites. The next revolution in the Ecommerce sector will be with the help of Augmented Reality (AR) technology as more and more customers would want a shopping experience that is tailored to their personal preferences and AR is one such technology that is capable of providing such experience to the customers. In this work we have explored how augmented reality when fused with the Ecommerce sector will affect the new age shoppers, for studying this we have created an Ecommerce web application with augmented reality features, this web ...
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.
Aslib Proceedings, 2007
The motivation for this research is the emergence of mobile information systems where information is disseminated to mobile individuals via handheld devices. A key distinction between mobile and desktop computing is the significance of the relationship between the spatial location of an individual and the spatial location associated with information accessed by that individual. Given a set of spatially referenced documents retrieved from a mobile information system, this set can be presented using alternative interfaces of which two presently dominate: textual lists and graphical two-dimensional maps. The purpose of this paper is to explore how mixed reality interfaces can be used for the presentation of information on mobile devices.
2006
Mixed Reality (MR) refers to the general case of combining images along a continuum which ranges from purely real (unmodelled) data, such as raw video images, to completely virtual images, based on modelled environments. Depending on where a particular display mode lies on the reality-virtuality continuum, MR encompasses the case of Augmented Reality (AR), as well as the case of Augmented Virtuality (AV). In designing human-machine interfaces for mixed reality applications, a number of considerations are discussed which may potentially impact the effectiveness of the design. In addition to the real-virtual image content (which is closely related to how much knowledge is available about the images being displayed), these include the (visual) perceptual impact of the display technologies used for combining real and virtual images, which manifest themselves in particular when virtual objects must be aligned with real ones, for applications such as AR mediated teleoperation. Other considerations include where the user's particular viewpoint lies along a continuum ranging from ego-to exo-centricity, as well as control-display congruence issues constrained by the other MR factors.
World Journal of Engineering , 2021
Purpose-The COVID-19 virus outbreak began in December 2019 and rapidly spread to every continent on Earth. The analysts have predicted that COVID-19 and other similar pandemics will continue in the coming decade and badly affect offline businesses. As a result, the offline platform is also shifting to the online platform and online demands are increasing daily. The traditional two-dimensional E-Commerce websites are designed to provide simple, browser-based interfaces to allow users to access available products and services. Whilst virtual representations are an essential consideration in establishing trust, most virtual representation sites fall short in mimicking real-life human representation. This paper aims to focus on three-dimensional (3D) E-Commerce technology that presents how virtual reality (VR) and augmented reality (AR) can help deal with limitations and improve E-Commerce operations. It is built as an internet-only tool, a person-centred shopping assistant created following user-centred design principles to be used on various computing platforms, including desktop and mobile devices. The paper shows how VR and AR can offer more precise product information in 3D E-Commerce environments. The virtual store experience is also enhanced by an AR assistant that helps the users by giving them all the required information in audio form or using its avatar. Design/methodology/approach-Implementation of VR and AR in E-Commerce will increase customer satisfaction. Sub hypothesisto study the implementation of VR in E-Commerce. To study the implementation of AR in E-Commerce. To study the inclusion of E-Commerce sites in an openworld game. To study the customer satisfaction of users using VR stores. Findings-The scope of work is concentrated on the urban Indian market especially targeting the country's youth who are already or ready to indulge in VR such as video games, cinema and other activities (Mattsson and Barkman, 2019). This demography is more open to learning and using VR. The primary segment of E-Commerce that we are concentrating upon is fashion. Here, the regular user needs to have more immersed knowledge about the product rather than just the written information like how would they look in a dress or will the size available on the website fit me or not. Originality/value-A perfect system does not exist in the world. A terrible disease has landed on the planet. Very soon, it will be impossible to escape from this current situation. The effects of this plague have been felt in every sector of the world. The researchers also claim that physical stores will continue to exist. There will never be anything that replaces the ability to hold and use products or have personal face-to-face interactions with retail professionals. For the time being, brick-and-mortar retail is having a difficult time, but immersive technology is starting to be used to enhance the in-store experience. The good news is that this should help retailers increase their chances of survival. However, the melody of 3D E-Commerce is it would help out the in-store experience.
Journal of Business Research, 2018
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