Abstract
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.
Chapter PDF
Similar content being viewed by others
References
Whitepaper, Motorola Solutions Survey: Retailers Need to “Tech-Up” (June 2012)
Whitepaper, Motorola Solutions: How Brick-and-Mortar Retailers Can Win The Omnichannel Battle (2012)
The Google Street View, http://maps.google.com/intl/en/help/maps/streetview (accessed on February 22, 2013)
Google Art Project, http://www.googleartproject.com (accessed on February 22, 2013)
Virtual World: Deep Sea - National Geographic, http://animals.nationalgeographic.com/animals/crittercam-virtual-world-antarctica (accessed on February 22, 2013)
WorldWide Telescope, http://www.worldwidetelescope.org/Home.aspx (accessed on February 22, 2013)
Mankodiya, K., Gandhi, R., Narasimhan, P.: Challenges and Opportunities for Embedded Computing in Retail Environments. In: Martins, F., Lopes, L., Paulino, H. (eds.) S-CUBE 2012. LNICST, vol. 102, pp. 121–136. Springer, Heidelberg (2012)
Witmer, B.G., Singer, J.M.: Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and Virtual Environments 7, 225–240 (1998)
Mohl, R.: Cognitive Space in the Interactive Movie Map: An Investigation of Spatial Learning in Virtual Environments, PhD dissertation, Education and Media Technology, M.I.T. (1981)
Naimark, M.: A 3D Moviemap and a 3D Panorama. In: SPIE Proceedings, San Jose, vol. 3012 (1997)
Guarnaccia, M., Gambino, O., Pirrone, R., Ardizzone, E.: An Explorable Immersive Panorama. In: 2012 Sixth International Conference on Complex, Intelligent and Software Intensive Systems (CISIS), July 4-6, pp. 130–134 (2012)
Colbert, M., Bouguet, J., Beis, J., Childs, S., Filip, D., Vincent, L., Limy, J., Satkin, J.: Building Indoor Multi-Panorama Experiences at Scale. In: SIGGRAPH 2012, Los (2012)
Darken, R.P., Peterson, B.: Spatial Orientation, Wayfinding, and Representation. In: Stanney, K. (ed.) Handbook of Virtual Environment Technology (2001)
Zhang, X.: M2S maps: supporting real-world navigation with mobile VR. Virtual Real 11(2), 161–173 (2007)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2013 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Mankodiya, K., Martins, R., Francis, J., Garduno, E., Gandhi, R., Narasimhan, P. (2013). Interactive Shopping Experience through Immersive Store Environments. In: Marcus, A. (eds) Design, User Experience, and Usability. User Experience in Novel Technological Environments. DUXU 2013. Lecture Notes in Computer Science, vol 8014. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-39238-2_41
Download citation
DOI: https://doi.org/10.1007/978-3-642-39238-2_41
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-39237-5
Online ISBN: 978-3-642-39238-2
eBook Packages: Computer ScienceComputer Science (R0)