scholarly journals Comparison of Single-Wall Versus Multi-Wall Immersive Environments to Support a Virtual Shopping Experience

Author(s):  
Patrick Carlson ◽  
Carl Kirpes ◽  
Ryan A. Pavlik ◽  
Judy M. Vance ◽  
Livien Yin ◽  
...  

With the proliferation of large screen stereo display systems, major consumer product manufacturers are using this technology to test marketing ideas on consumers. One of the performance factors that is of interest to retailers or manufacturers of retail products is the ability of consumers to quickly and easily locate their products within a retail store. Virtual reality technology can be used to create a virtual store that is easily reconfigurable as a test environment for consumer feedback. The research presented in this paper involves a study that compares the use of a multi-wall immersive environment to a single-wall immersive environment. Users were given a list of products to find in the virtual store. A physical mockup of a shopping cart was created and instrumented in order to be used to navigate throughout the virtual store. The findings indicate that participants in the five-wall immersive environment were significantly faster in locating the objects than the participants using the one-wall immersive environment. In addition, participants in the five-wall condition reported that the shopping cart was easier to use than in the one-wall condition. This study indicates that the use of multiple walls to provide an increased sense of immersion improves the ability of consumers to locate items within a virtual shopping experience.

2021 ◽  
Vol 13 (13) ◽  
pp. 7253
Author(s):  
Aqeel Farooq ◽  
Mehdi Seyedmahmoudian ◽  
Ben Horan ◽  
Saad Mekhilef ◽  
Alex Stojcevski

In view of the problem of e-commerce scams and the absence of haptic interaction, this research aims to introduce and create a tele-weight device for e-commerce shopping in smart cities. The objective is to use the proposed prototype to provide a brief overview of the possible technological advancements. When the tele-weight device is affixed over the head-mounted display, it allows the user to feel the item’s weight while shopping in the virtual store. Addressing the problem of having no physical interaction between the user (player) and a series game scene in virtual reality (VR) headsets, this research approach focuses on creating a prototype device that has two parts, a sending part and a receiving part. The sending part measures the weight of the object and transmits it over the cellular network to the receiver side. The virtual store user at the receiving side can thus realize the weight of the ordered object. The findings from this work include a visual display of the item’s weight to the virtual store e-commerce user. By introducing sustainability, this haptic technology-assisted technique can help the customer realize the weight of an object and thus have a better immersive experience. In the device, the load cell measures the weight of the object and amplifies it using the HX711 amplifier. However, some delay in the demonstration of the weight was observed during experimentation, and this indirectly altered the performance of the system. One set of the device is sited at the virtual store user premises while the sending end of the device is positioned at the warehouse. The sending end hardware includes an Arduino Uno device, an HX711 amplifier chip to amplify the weight from the load cell, and a cellular module (Sim900A chip-based) to transmit the weight in the form of an encoded message. The receiving end hardware includes a cellular module and an actuator involving a motor gear arrangement to demonstrate the weight of the object. Combining the fields of e-commerce, embedded systems, VR, and haptic sensing, this research can help create a more secure marketplace to attain a higher level of customer satisfaction.


2018 ◽  
Author(s):  
Jorge A Fuentes ◽  
Rodrigo Nieto ◽  
Francisca Melis ◽  
Luz María González ◽  
Gonzalo Mauricio Rojas ◽  
...  

To feel fear in a specific situation is a normal human experience, however, when this fear or aversion becomes excessive and disrupts the day to day life of an individual, it is said the person suffers from a type of anxiety disorder called phobia. One common type of treatment for phobias is exposure therapy (professionals expose the patient gradually to the feared object or situation).The objective of this paper is to implement a Virtual Reality system that simulates a real highway environment which allows to treat patients affected by highway phobias in a safe place.In cooperation with psychologists and psychiatrists, an action protocol was conducted to create and recreate the variables of the virtual environment to which the patient will be subjected to. Once this was completed, a Virtual Reality application was made that simulates a realistic highway which includes exits, overpasses, underpasses, and tunnels, among others.This hardware/software system will include Oculus Rift DK2 VR glasses in order to create an immersive environment that the patient can consider real and who will be able to interact with it. The performance of the vehicle was programmed through physical responses similar to reality as well as techniques of artificial intelligence in the vehicles that will interact with the one controlled by the patient. Also, this system includes a steering wheel, pedals, and a gearshift (manual or automatic).We think that this system will contribute to treating highway phobias, allowing the psychiatrist or psychologist to carry out therapy in an appropriate manner and through the support of technology the professional will have the ability to simulate the anxiogenic environment in a realistic manner so as to achieve effective treatment. In a future work, we must quantify the possible benefits of this type of VR system in phobia patients.


Author(s):  
Ofir Turel ◽  
Alexander Serenko

The opening quote nicely conceptualizes one of the most difficult challenges managers and regulators in the telecommunications sector face. While such individuals are not, for the most part, concerned with world-safety, they do need to address similar diversity issues in order to be profitable and to provide true universal services (i.e., reasonably priced, high quality telecommunication services to everyone who wishes to use them). Similarly to John F. Kennedy, managers and regulators understand that one-service or set of regulations that fits all may not be a wise strategy. Rather, their offerings and regulatory mechanisms are always flexible, and they cater to a heterogonous subscriber market. While wireless service providers do try to cater to different market segments by offering a variety of service packages, regulators often employ a single set of regulations that serve the entire market. On the one hand, organizations offering mobile services to individuals attempt to segment the market to maximize various performance factors, such as usage airtime, revenues, and customer base. On the other hand, policies should be in place to avoid the discrimination of specific less profitable customer categories. In fact, in the 21st century, mobile telephony has become so critical for the well-being of millions of people that it is vital to ensure the fairness of mobile services delivery.


2020 ◽  
Vol 8 (1) ◽  
pp. 47
Author(s):  
Tintin Suhaeni ◽  
Sri Raharso ◽  
Ivon Sandya Sari Putri

This study experimentally tests the effects of in-store background music on the shopping behavior of its customers. Field experiments employ pre-experiment the one group pretest-posttest. The researcher chooses a kind of musics tempo and volume as structural characteristics (2 x 2 factorial experiment).  The analysis technique used is the analysis of variance (ANOVA).  The results of the analysis found that tempo and volume of music did not play a significant role in the amount of money spent, but influence significantly on shopping time and mood change. The research answered urgency for designing the musical environment in the retail stores to influence shopping experience and consumer responses, especially for a small store (minimarket).


2020 ◽  
Vol 24 (3) ◽  
pp. 471-493 ◽  
Author(s):  
Samantha Lynch ◽  
Liz Barnes

PurposeThe purpose of this paper is to examine the customer decision-making journey of high involvement female fashion consumers in the context of omnichannel fashion retailing.Design/methodology/approachThe research is qualitative in nature, using a multi-method approach consisting of focus groups, semi-structured interviews, online diaries and follow-up interviews, with grounded theory applied to analyse the data.FindingsThe results of the study include a framework to outline the stages of the omnichannel customer decision-making journey for young high involvement female fashion consumers. The findings also reveal that an omnichannel decision-making journey is the one that predicated on risk and that consumers employ specific strategies to avoid such risks.Research limitations/implicationsDue to the nature of this research, the sample size is limited and may not be generalised. Data collection was confined to Manchester, UK.Practical implicationsCustomer journey mapping enables practitioners to view the entire shopping experience through the eyes of the customer and enables retailers' fault-find issues within the customer and brand experience.Originality/valueThe paper advances knowledge about fashion and consumer behaviour. The customer decision journey framework maps the emotional experiences, devices and channels encountered by high-involvement fashion consumers across each stage of the omnichannel journey.


Author(s):  
Adhithya. A

Abstract: Physically challenged and senior citizens find it difficult to push heavily loaded carts around the supermarket. To combat this, we have implemented an autonomous shopping cart that supersedes the existing shopping trolley. This autonomous cart can manoeuvre around without the need of pushing it by using multiple ultrasonic sensors. To avoid long queues at the billing counters and also to reduce the workload of the employees at the supermarket, we have implemented a billing system. Scanning is incorporated in the cart itself, thus reducing the time wasted by customers at the billing counter. This billing system uses RFID (Radio Frequency Identification) to scan products. Products scanned in the cart are sent to the computers installed in the supermarket using a Wi-Fi module. The Automated Shopping Cart thereby eases the shopping experience of customers and reduces the manpower employed in supermarkets. The significant benefit of using an automated cart is that customers can move swiftly through the cash counter and check out independently. Keywords: Smart Cart, RFID, Arduino, Billing System, Autonomous Drive System


Energies ◽  
2021 ◽  
Vol 14 (22) ◽  
pp. 7719
Author(s):  
Paweł Dymora ◽  
Mirosław Mazurek ◽  
Bartosz Sudek

As the number of users increased over the years, pioneering technologies and solutions in given areas ceased to be sufficient even in terms of performance. Therefore, there was a need for their development or even redesign and redefinition. One of the issues that undoubtedly has a huge impact on the current shape of the global network and the way information is processed in it is the issue of traffic balancing, especially the one in the server infrastructure related to the WWW service, providing users with the possibility of efficient and reliable web browsing. The paper presents a comparative analysis of selected open-source solutions used for traffic balancing in server infrastructures providing WWW service based on selected criteria. The designed architecture of the test environment and the test results of selected tools implementing the traffic-balancing functionality are presented. Methodologies, test plans, and comparison criteria are proposed. A comparative analysis of results based on specific criteria was performed. The balance between network traffic optimization and load balancing distribution among servers is crucial for the development of energy-efficient data processing centers.


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