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VRShop: A Mobile Interactive Virtual Reality Shopping Environment Combining the Benefits of On- and Offline Shopping

Published: 11 September 2017 Publication History

Abstract

In this work, we explored the main characteristics of on- and offline shops with regard to customer shopping behavior and frequency. Thus, we designed and implemented an immersive virtual reality (VR) online shopping environment. We tried to maintain the benefits of online shops, like search functionality and availability, while simultaneously focusing on shopping experience and immersion. By touching the third dimension, VR provides a more advanced form of visualization, which can increase the customer’s satisfaction and thus shopping experience. We further introduced the Virtual Reality Shopping Experience (VRSE) model based on customer satisfaction, task performance and user preference. A case study of a first VR shop prototype was conducted and evaluated with respect to the VRSE model. The results showed that the usability and user experience of our system is above average overall. In summary, searching for a product in a WebVR online shop using speech input in combination with VR output proved to be the best regarding user performance (speed, error rate) and preference (usability, user experience, immersion, motion sickness).

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    cover image Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies
    Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies  Volume 1, Issue 3
    September 2017
    2023 pages
    EISSN:2474-9567
    DOI:10.1145/3139486
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 11 September 2017
    Accepted: 01 June 2017
    Revised: 01 May 2017
    Received: 01 February 2017
    Published in IMWUT Volume 1, Issue 3

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    Author Tags

    1. 3D user interfaces
    2. Virtual reality
    3. customer satisfaction
    4. shopping experience
    5. user-centered design
    6. virtual environment

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    • German Federal Ministry of Education and Research

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    • (2024)Performance Evaluation and Optimization of 3D Models from Low-Cost 3D Scanning Technologies for Virtual Reality and Metaverse E-CommerceApplied Sciences10.3390/app1414603714:14(6037)Online publication date: 10-Jul-2024
    • (2024)Evaluation of Virtual Commerce Applications for the Metaverse Using Spherical Linear Diophantine‐Based Modeling ApproachHuman Behavior and Emerging Technologies10.1155/2024/45719592024:1Online publication date: 13-Aug-2024
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    • (2024)Visual fidelity in the metaverse matters for memory performanceTechnological Forecasting and Social Change10.1016/j.techfore.2024.123511205(123511)Online publication date: Aug-2024
    • (2024)How extended reality influences e-commerce consumers: A literature reviewElectronic Commerce Research and Applications10.1016/j.elerap.2024.10140465(101404)Online publication date: May-2024
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