Academia.edu no longer supports Internet Explorer.
To browse Academia.edu and the wider internet faster and more securely, please take a few seconds to upgrade your browser.
2021, International Journal for Research in Applied Science and Engineering Technology
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.
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.
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.
Journal of Business Research, 2018
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
International Journal for Research in Applied Science & Engineering Technology (IJRASET), 2023
Purpose: In the last two decades, the internet has altered the way that people purchase, supporting the growth of ecommerce sites and the move from traditional retail to online shopping. The advancement of technology has facilitated shopping in online space, providing a great number of opportunities for both customers and businesses. E-shopping has gotten more attention since the advent of COVID-19 in the year 2020. The pandemic has impacted consumers' lifestyles, buying behavior, and consumption patterns. The proliferation of the internet and technology has helped businesses to survive and sustain the tough tides. Past research has indicated that there are issues of trust, and perceived risks existing in the case of online shopping. To create a strong mechanism against that, online retailers are integrating Virtual Reality technology into their online shopping offerings to attract customers and provide a real-time shopping experience. This research paper aims to understand the role played by VR technology in enhancing the online shopping experience and its overall impact in driving customer satisfaction. Research Design, data, and methodology: Our research design & model hypothesizes the 5 major factors that influence customer buying experience through VR in the e-shopping context: interactivity, escape, flow, personalization and informativeness. Together all these factors determine customer satisfaction in e-shopping. Results: Conclusions: This study focuses on the potential significance of Virtual Reality technology in today's online shopping space and also the fact that VR technology in marketing research is a promising area, with the scope of future research. Through the research model applied, this study found that VR influences customers in an emotional way rather than in a rational way. Finally, these factors drive customer satisfaction which can stimulate the intention to participate in online shopping through VR technology.
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...
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.
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 ...
Proceedings of the eighth …, 2003
IN:SHOP uses the blue-c 3D video technology to implement distributed shopping in a shared virtual world. IN:SHOP combines traditional shopping and marketing structures with 3D computer graphics, telepresence, spatially immersive displays, and internet shopping paradigms to create a flexible and adaptable commercial environment.
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.
… of E-Commerce, E-Government and …, 2006
Augmented Reality and Virtual Reality
This literature review reveals the current research focus, underlying themes and prominent research gaps in the Virtual Reality (VR) literature. 89 journal articles from the 22 years are thematically analysed in order to non-obvious reveal interconnections and themes, including research focus over time and underlying themes by research discipline. Over half of all papers focus on the need to understand the VR shopping consumer, yet no consensus exists as to what the optimal experience is or how to design effective v-Commerce stores. The most prominent research gaps are related to the unique HCI aspects in v-Commerce that influence shopping behaviours. The impact of this review is establishing the current challenges and future directions for academia in order to make v-Commerce a viable reality. Specifically, future research should focus on develop human factor theory in VR shop design (i.e. social dimension, eye-tracking etc.).
2020
In this work, we examine the value that immersive technologies can bring to retailing through the retail practices they facilitate. To that end, a literature review is conducted resulting in the documentation of 28 augmented reality (AR) and virtual reality (VR) applications from 38 publications. After analyzing the applications’ functionality and use in retail, the following AR/VR-enabled retail practices emerged: branding and marketing; sales channel; after-sale customer service; virtual try-on; customer-as-designer; virtual training; and workflow management. A principal observation from the analysis is that current AR/VR applications are used mainly for customer-related innovation, with “branding and marketing” being a dominant practice. Simultaneously, some practices are available to serve organization-related and support-related innovation. Finally, it was observed that AR is a popular technology in the retail environment and of high practical value, being an ideal fit for the ...
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.
HCI International, 2005
SSRN Electronic Journal, 2000
Online shopping has thus far tended to be a niche business -highly successful in selling digital products such as shares, software and, increasingly, music and films, it has been less successful in persuading the purchasers of 'traditional' goods such as cars, clothes, toiletries, or household appliances to forsake their physical retailers and move into cyberspace.
Computers in Human Behavior, 2008
The Internet shopping mall has received wide attention from researchers and practitioners due to the fact that it is one of the most killing applications customers can find on the Internet. Though numerous studies have been performed on various issues of the Internet shopping mall, some research issues relating to the user interface of VR (virtual reality) shopping malls still await further empirical investigation. The objective of this study is to investigate whether the user interface of the VR shopping mall positively affects customer satisfaction in comparison with the ordinary shopping mall. For this purpose, we developed a prototype of the VR shopping mall for which the user interface consists of both 3D graphics and an avatar, using it as an experimental medium. 102 valid questionnaires were gathered from active student users of the ordinary shopping mall, and two research hypotheses were then tested to prove whether the three explanatory variables such as convenience, enjoyment, quality assurance improve in the VR shopping mall, and whether customer satisfaction is also significantly enhanced in the VR shopping mall in comparison with the ordinary shopping mall. Additionally, we conducted the PLS (partial least square) analysis to test whether the customer satisfaction is explained significantly by the three explanatory variables or not.
Journal of Business Research, 2019
Virtual reality is an emergent technology of keen interest for marketers based on the novelty, uncertainty, complexity, and potential conflict it presents for marketing. The Special Issue provides insights into several aspects of virtual reality and its implications to the field of marketing. This article introduces the special issue and focuses on highlighting the articles in the special issue relative to offering a definition of virtual reality, highlighting theoretical contributions of the papers, and recommending managerial action for marketers wishing to leverage the opportunities provided by virtual reality.
Information Technology & People, 2017
Purpose The purpose of this paper is to examine the determinants of users’ simulated experience in a virtual store and to show the subsequent impact of that experience on engagement. The outcome of that engagement is examined in relation to enjoyment, satisfaction and purchase intentions. Design/methodology/approach The method comprised an experiment comparing users’ perceptions of a standard 2D online clothing store with an enhanced, immersive one that aimed to provide shopping value approaching that of a traditional store by using a 3D experience where participants wore special glasses and a data glove. Findings Results demonstrate the major role of telepresence components in simulated experience and the critical role of that experience, along with hedonic and utilitarian values, in engagement. Purchase intention is influenced by satisfaction, which is in turn influenced by enjoyment and engagement. Engagement in turn is influenced by utilitarian and hedonic value and the experien...
Australasian Journal of Information Systems, 2005
Online shopping has thus far tended to be a niche business -highly successful in selling digital products such as shares, software and, increasingly, music and films, it has been less successful in persuading the purchasers of 'traditional' goods such as cars, clothes, toiletries, or household appliances to forsake their physical retailers and move into cyberspace. In this wide-ranging review paper we investigate the issue of the virtual experienceendeavouring to understand what is needed for a successful 'shopping experience' online and what the possible obstacles or pitfalls along the way might be. We initially introduce the concepts of virtual presence (the sense of 'being there') and virtual reality, discussing the possible roles both can play in providing a solution to the problem of effective online shopping. We then consider the Experience Economy, a concept which encapsulates many of the issues related to the problem of online shopping and which suggests ways in which online retailers can enhance the effectiveness of their sites by means of a virtual 'experience'. Having set the scene for online shopping, we discuss eTailing today in terms of direct product experience and the opportunities which cyber-shopping offers to replicate this process. Finally, we identify some of the possibilities and problems of online shopping today, illustrating the current status of virtual presence in retailing with two micro-cases of success and failure.
Loading Preview
Sorry, preview is currently unavailable. You can download the paper by clicking the button above.