2005
DOI: 10.1007/11568421_31
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Design and Implementation of a Collaborative Virtual Shopping System

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Cited by 7 publications
(8 citation statements)
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“…The creation of virtual shopping centres allows customers to have real-time interactions, with three-dimensional (3D) models of items of interests in the virtual shop. With this technology application, the customers are allowed to simulate a real-life shopping experience by means of an avatar [17], [18]. Finally, the "newsletter" was selected as technological feature.…”
Section: Science and Information Conference 2015mentioning
confidence: 99%
“…The creation of virtual shopping centres allows customers to have real-time interactions, with three-dimensional (3D) models of items of interests in the virtual shop. With this technology application, the customers are allowed to simulate a real-life shopping experience by means of an avatar [17], [18]. Finally, the "newsletter" was selected as technological feature.…”
Section: Science and Information Conference 2015mentioning
confidence: 99%
“…In the literature, Virtual Reality (VR) is often associated with social commerce environments, due to the possibility of simulating a real shopping experience (Ye, et al 2005). Ye et al (2005) present a prototype for the design and implementation of an online store through which the communication between consumers and collaborative shopping activities is established in a virtual shopping mall environment.…”
Section: Resultsmentioning
confidence: 99%
“…Many different mall types are being developed, from fully integrated sites, as already described, to completely independent sites only offering links to other sites (Ye et al, 2005). The challenge for virtual malls these days is to show how they can provide various features in a secure and efficient manner rather than simply mirroring real-world malls.…”
Section: Literature Review: Definition and Current Trends Of Virtual mentioning
confidence: 99%
“…Currently, there are about 7 million users, and forecasts project more than 25 million users by 2010 (Fetscherin & Lattemann, 2007). There are a wide variety of virtual reality applications, such as virtual malls (virtual commerce: Papadopoulou, 2007; collaborative virtual shopping: Ye et al, 2005; web2.0: Shin & Kim, 2008), digital cities (ubiquitous computing: Shin, 2005), and egovernment (government-to-citizen: Shin, 2007;government-to-government: Shin & Bartolacci, 2005), among others. Despite the increasing popularity of virtual reality, user behavior toward it using the technology acceptance model (TAM) has been assessed in only a couple of studies (Chung, 2005;Papadopoulou, 2007).…”
Section: Introductionmentioning
confidence: 99%
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