ABSTRACT
Augmented reality (AR) is a burgeoning interaction technology with the ability to provide users with immersive everyday experiences. Shopping is among the most common experiences. When consumers purchase products, they often encounter difficulties in obtaining detailed information relevant to their interests, such as ingredients, origin, and product comparisons, leading to frustration. This situation can be undeniably frustrating. We can use visualization technology [18] to organize it more orderly and friendly. This paper proposes a mobile augmented reality-based application framework, Product Magic Mirror (PMM), which helps to integrate basic visualization design into the application. The augmented information can be rich, e.g. they can be some visualizations and vivid data videos. In the evaluation, we simulated a goods purchase scene, and applied information to the real world by using AR. The real environment and virtual objects were superimposed on the same screen in real time, so as to achieve an experience beyond reality [24]. In our user survey, users rated our tools as a way to make better shopping choices, giving them a positive score for an immersive shopping experience. We predict that displaying information such as instructions, ingredients, and/or user review information next to products could allow consumers to make better consumption choices while reducing decision time and making shopping more immersive.
- Samir Abou El-Seoud and Islam Taj-Eddin. 2019. An android augmented reality application for retail fashion shopping. (2019).Google Scholar
- Junho Ahn, James Williamson, Mike Gartrell, Richard Han, Qin Lv, and Shivakant Mishra. 2015. Supporting healthy grocery shopping via mobile augmented reality. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM) 12, 1s (2015), 1–24.Google ScholarDigital Library
- Jesús Omar Álvarez Márquez and Jürgen Ziegler. 2017. Improving the Shopping Experience with an Augmented Reality-Enhanced Shelf. Mensch und Computer 2017-Workshopband (2017).Google Scholar
- Aasha Bodhani. 2013. Getting a purchase on AR. Engineering & Technology 8, 4 (2013), 46–49.Google ScholarCross Ref
- Dimitris Chatzopoulos, Carlos Bermejo, Zhanpeng Huang, and Pan Hui. 2017. Mobile Augmented Reality Survey: From Where We Are to Where We Go. IEEE Access 5 (2017), 6917–6950. https://doi.org/10.1109/ACCESS.2017.2698164Google ScholarCross Ref
- Hung-Lin Chi, Shih-Chung Kang, and Xiangyu Wang. 2013. Research trends and opportunities of augmented reality applications in architecture, engineering, and construction. Automation in construction 33 (2013), 116–122.Google Scholar
- Ajaya Kumar Dash, Santosh Kumar Behera, Debi Prosad Dogra, and Partha Pratim Roy. 2018. Designing of marker-based augmented reality learning environment for kids using convolutional neural network architecture. Displays 55 (2018), 46–54.Google ScholarCross Ref
- Oche A Egaji, Ikram Asghar, Will Warren, Mark Griffiths, and Simon Evans. 2019. An augmented reality application for personalised diamond shopping. In 2019 25th International Conference on Automation and Computing (ICAC). IEEE, 1–7.Google ScholarCross Ref
- Francisco Gutiérrez, Katrien Verbert, and Nyi Nyi Htun. 2018. PHARA: an augmented reality grocery store assistant. In Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct (Barcelona, Spain) (MobileHCI ’18). Association for Computing Machinery, New York, NY, USA, 339–345.Google ScholarDigital Library
- Nelli Hänninen. 2020. Augmented reality in an amusement park environment: AR concept for Linnanmäki. (2020).Google Scholar
- Nauman Zafar Hashmi, Aun Irtaza, Wakeel Ahmed, and Nudrat Nida. 2020. An augmented reality based Virtual dressing room using Haarcascades Classifier. In 2020 14th International Conference on Open Source Systems and Technologies (ICOSST). IEEE, 1–6.Google ScholarCross Ref
- Kuo-Lun Hsiao, Miltiadis D Lytras, and Chia-Chen Chen. 2020. An in-app purchase framework for location-based AR games: the case of Pokémon Go. Library Hi Tech 38, 3 (2020), 638–653.Google ScholarCross Ref
- Nick Jones. 2020. Spaces mapped and monstrous: Digital 3D cinema and visual culture. Columbia University Press, New York Chichester, West Sussex. 229–264 pages.Google Scholar
- Timothy Jung, M Claudia Tom Dieck, Hyunae Lee, and Namho Chung. 2020. Moderating role of long-term orientation on augmented reality adoption. International Journal of Human–Computer Interaction 36, 3 (2020), 239–250.Google ScholarCross Ref
- Gerrit Kahl, Lübomira Spassova, Johannes Schöning, Sven Gehring, and Antonio Krüger. 2011. Irl smartcart-a user-adaptive context-aware interface for shopping assistance. In Proceedings of the 16th international conference on Intelligent user interfaces (Palo Alto, CA, USA) (IUI ’11). Association for Computing Machinery, New York, NY, USA, 359–362.Google ScholarDigital Library
- Marike Kellermayr-Scheucher, Laura Hörandner, and Patrick Brandtner. 2022. Digitalization at the point-of-sale in grocery retail-state of the art of smart shelf technology and application scenarios. Procedia Computer Science 196 (2022), 77–84.Google ScholarDigital Library
- Mehmet Kesim and Yasin Ozarslan. 2012. Augmented reality in education: current technologies and the potential for education. Procedia-social and behavioral sciences 47 (2012), 297–302.Google Scholar
- Richen Liu, Min Gao, Lijun Wang, Xiaohan Wang, Yuzhe Xiang, Aolin Zhang, Jiazhi Xia, Yi Chen, and Siming Chen. 2022. Interactive Extended Reality Techniques in Information Visualization. IEEE Transactions on Human-Machine Systems 52, 6 (2022), 1338–1351. https://doi.org/10.1109/THMS.2022.3211317Google ScholarCross Ref
- Richen Liu, Min Gao, Shunlong Ye, and Jiang Zhang. 2021. IGScript: An Interaction Grammar for Scientific Data Presentation. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (Yokohama, Japan) (CHI ’21). Association for Computing Machinery, New York, NY, USA, Article 26, 13 pages.Google ScholarDigital Library
- Aladdin Masri and Muhannad Al-Jabi. 2019. Virtual dressing room application. In 2019 IEEE Jordan International Joint Conference on Electrical Engineering and Information Technology (JEEIT). IEEE, 694–698.Google ScholarCross Ref
- Beatrice Romano, Sean Sands, and Jason I Pallant. 2021. Augmented reality and the customer journey: an exploratory study. Australasian Marketing Journal 29, 4 (2021), 354–363.Google ScholarCross Ref
- Phelippe Souza-Herod and Abdelwahab Hamam. 2021. Augmented Reality Shopping Framework. In SoutheastCon 2021. 1–6.Google ScholarCross Ref
- Ailie KY Tang. 2019. A systematic literature review and analysis on mobile apps in m-commerce: Implications for future research. Electronic Commerce Research and Applications 37 (2019), 100885.Google ScholarDigital Library
- VentureBeat. 2014. Google Glass makes doctors better surgeons, Stanford study shows. (2014).Google Scholar
- Waraporn Viyanon, Thanadon Songsuittipong, Phattarika Piyapaisarn, and Suwanun Sudchid. 2017. AR Furniture: Integrating Augmented Reality Technology to Enhance Interior Design Using Marker and Markerless Tracking. In Proceedings of the 2nd International Conference on Intelligent Information Processing (Bangkok, Thailand) (ICIIP ’17). Association for Computing Machinery, New York, NY, USA, Article 32, 7 pages.Google ScholarDigital Library
- Nuwee Wiwatwattana, Sasivimon Sukaphat, Thanidtha Putwanpen, Suteekarn Thongnuch, and Puwakit Kanokudomsin. 2014. Augmenting for purchasing with mobile: Usage and design scenario for ice dessert. In IISA 2014, The 5th International Conference on Information, Intelligence, Systems and Applications. IEEE, 446–450.Google ScholarCross Ref
Index Terms
- PMM: A Smart Shopping Guider Based on Mobile AR
Recommendations
Integrated view-input ar interaction for virtual object manipulation using tablets and smartphones
ACE '15: Proceedings of the 12th International Conference on Advances in Computer Entertainment TechnologyLately, mobile augmented reality (AR) has become very popular and is used for many commercial and product promotional activities. However, in almost all mobile AR applications, the user only views annotated information or the preset motion of the ...
Application of Mobile AR in E-learning: An Overview
Transactions on Edutainment XI - Volume 8971The early application of augmented reality AR was introduced. And the principle and application of mobile AR technology were discussed. Then the present application of mobile AR in e-learning was also discussed. Finally the existing problem and ...
HoloHome: An Augmented Reality Framework to Manage the Smart Home
Augmented Reality, Virtual Reality, and Computer GraphicsAbstractThis paper introduces the HoloHome, an Augmented Reality framework which aims to provide new means of interaction with the Smart Home and its components. HoloHome integrates multiple technological paradigms encompassing Internet of Things, Ambient ...
Comments