2021
DOI: 10.3390/app11104399
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Recognition of Customers’ Impulsivity from Behavioral Patterns in Virtual Reality

Abstract: Virtual reality (VR) in retailing (V-commerce) has been proven to enhance the consumer experience. Thus, this technology is beneficial to study behavioral patterns by offering the opportunity to infer customers’ personality traits based on their behavior. This study aims to recognize impulsivity using behavioral patterns. For this goal, 60 subjects performed three tasks—one exploration task and two planned tasks—in a virtual market. Four noninvasive signals (eye-tracking, navigation, posture, and interactions)… Show more

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Cited by 10 publications
(8 citation statements)
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“…Eye tracking equipment collects the metrics related to saccades, blinks and fixations. These tools are also used in the studies of other learning processes which includes marketing, and driving vehicles [44]- [46].…”
Section: B Eye Movementsmentioning
confidence: 99%
“…Eye tracking equipment collects the metrics related to saccades, blinks and fixations. These tools are also used in the studies of other learning processes which includes marketing, and driving vehicles [44]- [46].…”
Section: B Eye Movementsmentioning
confidence: 99%
“…Working with this technology opens up many fields of research applied to numerous environments (learning to read and write, logical-mathematical reasoning, physics, driving vehicles, driving dangerous machines, marketing, etc.) [38][39][40][41][42]. It can also be used to find out how people with different learning disabilities [45] (ADHD, ASD, etc.)…”
Section: Discussionmentioning
confidence: 99%
“…This technology is also used in studies on information processing in certain learning processes (reading, driving machines or vehicles, marketing, etc.) in people without impairments [38][39][40][41][42][43][44][45] or in groups with different impairments such as attention deficit hyperactivity disorder or autism spectrum disorder [45]. In these cases, the objective is to analyse the users' difficulties in order to make proposals for therapeutic intervention.…”
Section: Application Of the Use Of Eye Tracking Technologymentioning
confidence: 99%
“…[62] applied SOR to study the effect of authentic experience (stimulus) on the evaluation of VR tourism promotion (response) through cognitive and affective responses (organism). In terms of purchase-related research, [63] studied how unusual purchase (response) was caused by online information exposure (stimulus) during the early stage of the COVID-19 pandemic, while [64][65][66] studied various components of the stimulus and the organism that caused impulse buying behaviors. Moreover, a stimulusresponse model was adopted in marketing research, creating the so-called "buyer's black box" model [67], in which the marketing mix [68] and the marketing environment [69] was regarded as stimuli, the classical model, together with buyer characteristics, was merged into the "buyer's black box", and buyer's responses were measures of the purchase decision process (see Table 2).…”
Section: Problemmentioning
confidence: 99%