2020 22nd Symposium on Virtual and Augmented Reality (SVR) 2020
DOI: 10.1109/svr51698.2020.00057
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Automotive Marketing Research and Virtual Reality: A Systematic Literature Review

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Cited by 3 publications
(3 citation statements)
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“…The following sixteen attributes resulted from a review of the literature on the opportunities and challenges of using VR for automotive market research. Opportunities include (1) cost, (2) proximity to customers, (3) flexibility in interactions, and (4) model transportation's avoidance, and challenges include (5) depth perception, (6) haptic perception, (7) motion perception, (8) physical collision/ movement perception, (9) color and texture definition, (10) sound feedback, (11) product interaction/manipulation, (12) visual-spatial, (13) graphic quality, (14) intuitiveness, (15) cybersecurity, and ( 16) cybersickness.…”
Section: Discussionmentioning
confidence: 99%
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“…The following sixteen attributes resulted from a review of the literature on the opportunities and challenges of using VR for automotive market research. Opportunities include (1) cost, (2) proximity to customers, (3) flexibility in interactions, and (4) model transportation's avoidance, and challenges include (5) depth perception, (6) haptic perception, (7) motion perception, (8) physical collision/ movement perception, (9) color and texture definition, (10) sound feedback, (11) product interaction/manipulation, (12) visual-spatial, (13) graphic quality, (14) intuitiveness, (15) cybersecurity, and ( 16) cybersickness.…”
Section: Discussionmentioning
confidence: 99%
“…Ref. [11] reviewed the literature on this subject, but they only examined scientific research articles and did not look at patent filings. These prospective studies are relevant for scientific and technical mapping since the utilization of patent sources of information combines the scope of technology management and innovation activities, constituting competitive tools used in the appraisal of technological potential [12,13].…”
Section: Introductionmentioning
confidence: 99%
“…In recent years, Virtual Reality (VR) and Augmented Reality (AR) interactions have helped teachers and educators to teach students more effectively in a more interactive way by providing them with a realistic experience of their surroundings (Capone & Lepore, 2020). This impact can be seen throughout various fields such as marketing, fashion design, engineering, medicine, architecture, and general education within high school classrooms (Donatiello et al, 2018; Henriques & Winkler, 2020; Park et al, 2018).…”
Section: Introductionmentioning
confidence: 99%