2018
DOI: 10.1007/s10055-018-0362-3
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Shopping in virtual reality: a study on consumers’ shopping experience in a stereoscopic virtual reality

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Cited by 73 publications
(36 citation statements)
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References 46 publications
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“…This heightened sense of realism produces a phenomenon known as "presence," which refers to the user's authentic experience of being in the virtual world as a result of visual or auditory displays generated by a computer (Sheridan 1992; Barfield and Hendrix 1995). VR's ability to provide users with highly realistic immersive experiences asserts it as a powerful tool that can potentially allow for the creation of novel consumption experiences (De Gauquier et al 2018;Lau and Lee 2018).…”
Section: Introductionmentioning
confidence: 99%
“…This heightened sense of realism produces a phenomenon known as "presence," which refers to the user's authentic experience of being in the virtual world as a result of visual or auditory displays generated by a computer (Sheridan 1992; Barfield and Hendrix 1995). VR's ability to provide users with highly realistic immersive experiences asserts it as a powerful tool that can potentially allow for the creation of novel consumption experiences (De Gauquier et al 2018;Lau and Lee 2018).…”
Section: Introductionmentioning
confidence: 99%
“…A virtual reality based shopping system name Future-Shop is introduced using StereoVR in [7] where the method create higher interactive environment for enjoyable retail clothes shopping. Besides the team considered the StereoVR can be a new dimension to increase the potentiality of the business.…”
Section: Introductionmentioning
confidence: 99%
“…Such a survey provides us with a valuable tool that may be put to good use to place our present work in the current panorama and to foresee its possible future extensions. Our contribution amounts to one out of the two that have so far explored the usage of a voice input (Morotti et al 2020;Speicher et al 2017), two out of the 12 concerned with clothing (Morotti et al 2020;Speicher et al 2017;Dzardanova et al 2017;Jang et al 2019;Kapusy et al 2017;Wong Lau and Lee 2019;Lau et al 2014;Moes and van Vliet 2017;Park et al 2018;Zhang et al 2014;Huiyue et al 2019;Bigne et al 2016;Ketelaar et al 2018;Martínez-Navarro et al 2019;Zhao et al 2017;Wölfel and Reinhardt 2019), one of the three involving a specific social-related factors as the inclusion of a sales assistant (Dzardanova et al 2017;Zhao et al 2017;Morotti et al 2020), and the only one integrating a voice assistant in VR shopping Morotti et al (2020).…”
Section: Discussion and Future Workmentioning
confidence: 99%