The Effect of Presence on Consumers\u27 Responses to Virtual Mirror Technology (original) (raw)

The impact of virtual, augmented and mixed reality technologies on the customer experience.pdf

Journal of Business Research, 2018

The arrival of Virtual-Reality, Augmented-Reality, and Mixed-Reality technologies is shaping a new environment where physical and virtual objects are integrated at different levels. Due to the development of portable and embodied devices, together with highly interactive, hysical-virtual connections, the customer experience landscape is evolving into new types of hybrid experiences. However, the boundaries between these new realities, technologies and experiences have not yet been clearly established by researchers and practitioners. This paper aims to offer a better understanding of these concepts and integrate technological (embodiment), psychological (presence), and behavioral (interactivity) perspectives to propose a new taxonomy of technologies, namely the “EPI Cube”. The cube allows academics and managers to classify all technologies, current and potential, which might support or empower customer experiences, but can also produce new experiences along the customer journey. The paper concludes with theoretical and managerial implications, as well as a future research agenda.

Does virtual reality attract visitors? The mediating effect of presence on consumer response in virtual reality tourism advertising

Information Technology & Tourism, 2020

An experimental study was conducted to test the mediating effect of presence on the consumer response to tourism promotion using virtual reality (VR) technology. Hong Kong college students (N = 203) were assigned to three experimental groups in which they were exposed to a hotel advertorial on an online blog, a VR 360° video on a mobile phone, or a VR 360° video using Google Cardboard goggles. The results supported the hypothesis that presence plays a mediating role in the relationship between the use of VR in tourism advertising and consumer response. As one of the first studies in the tourism field to investigate the effects of a virtual depiction of a real-world environment on consumption intentions, the findings reveal how VR technology can be used to promote a hotel by generating a sense of presence. This study makes a further contribution to the VR literature by finding that the use of Cardboard goggles did not produce a significantly greater sense of presence in the experience of advertorial viewers. The theoretical contributions and practical implications of the findings for the use of VR technology in branding and promotion are discussed.

The Influence of Augmented Reality on Purchase Intention through Spatial Presence and Perceived Personalization

International Journal of Business, Technology, and Organizational Behavior, 2022

According to data from the 2020 ZAP Beauty Index, purchasing beauty products through physical outlets is still the main choice. The main problems in buying beauty products are perception problems, including invalid or confusing information, color and size differences between online and real products, not being able to try the product in person, and not being able to find the desired color when shopping online. This study examines the use of AR in the beauty industry, supported by mobile technology, which is able to stimulate and provide benefits to the user experience.

The Virtual Shopping Experience: Virtual Presence as a Motivator for Online Shopping

SSRN Electronic Journal, 2000

Online shopping has thus far tended to be a niche business -highly successful in selling digital products such as shares, software and, increasingly, music and films, it has been less successful in persuading the purchasers of 'traditional' goods such as cars, clothes, toiletries, or household appliances to forsake their physical retailers and move into cyberspace.

The Virtual Shopping Experience: using virtual presence to motivate online shopping

Australasian Journal of Information Systems, 2005

Online shopping has thus far tended to be a niche business -highly successful in selling digital products such as shares, software and, increasingly, music and films, it has been less successful in persuading the purchasers of 'traditional' goods such as cars, clothes, toiletries, or household appliances to forsake their physical retailers and move into cyberspace. In this wide-ranging review paper we investigate the issue of the virtual experienceendeavouring to understand what is needed for a successful 'shopping experience' online and what the possible obstacles or pitfalls along the way might be. We initially introduce the concepts of virtual presence (the sense of 'being there') and virtual reality, discussing the possible roles both can play in providing a solution to the problem of effective online shopping. We then consider the Experience Economy, a concept which encapsulates many of the issues related to the problem of online shopping and which suggests ways in which online retailers can enhance the effectiveness of their sites by means of a virtual 'experience'. Having set the scene for online shopping, we discuss eTailing today in terms of direct product experience and the opportunities which cyber-shopping offers to replicate this process. Finally, we identify some of the possibilities and problems of online shopping today, illustrating the current status of virtual presence in retailing with two micro-cases of success and failure.

Using Virtual Reality to Demonstrate and Promote Products: The Effect of Gender, Product Contextualization and Presence on Purchase Intention and User Satisfaction

IEEE Xplore , 2022

Virtual Reality (VR) and its capability to replace real stimuli for synthesized ones as if they were real opened several research lines over the years. Many of those consist of trying to validate whether or not VR replicates the same user behaviours seen in reality. In this study, we investigated whether or not product contextualization and gender could influence users' intention to purchase as well as their satisfaction with the application and how presence levels correlate with purchase intention and user satisfaction. The product tested was a double door refrigerator with a touchscreen. We considered two independent variables: Contextualization (Context-The refrigerator was displayed in a kitchen and filled with food products and Neutral-The refrigerator was empty and displayed in an empty room) and gender (male and female). The results indicated that contextualization and gender had no effective impact on purchase intention, user satisfaction with the VR experience nor the sense of presence. A positive correlation was found between presence and user satisfaction. Evidence indicates that it is not necessary to represent products in their context, saving computational power and human resources.

The impact of virtual, augmented and mixed reality technologies on the customer experience

Journal of Business Research

The arrival of Virtual-Reality, Augmented-Reality, and Mixed-Reality technologies is shaping a new environment where physical and virtual objects are integrated at different levels. Due to the development of portable and embodied devices, together with highly interactive, physical-virtual connections, the customer experience landscape is evolving into new types of hybrid experiences. However, the boundaries between these new realities, technologies and experiences have not yet been clearly established by researchers and practitioners. This paper aims to offer a better understanding of these concepts and integrate technological (embodiment), psychological (presence), and behavioral (interactivity) perspectives to propose a new taxonomy of technologies, namely the "EPI Cube". The cube allows academics and managers to classify all technologies, current and potential, which might support or empower customer experiences, but can also produce new experiences along the customer journey. The paper concludes with theoretical and managerial implications, as well as a future research agenda.

Immersive Technologies in Retail: Practices of Augmented and Virtual Reality

2020

In this work, we examine the value that immersive technologies can bring to retailing through the retail practices they facilitate. To that end, a literature review is conducted resulting in the documentation of 28 augmented reality (AR) and virtual reality (VR) applications from 38 publications. After analyzing the applications’ functionality and use in retail, the following AR/VR-enabled retail practices emerged: branding and marketing; sales channel; after-sale customer service; virtual try-on; customer-as-designer; virtual training; and workflow management. A principal observation from the analysis is that current AR/VR applications are used mainly for customer-related innovation, with “branding and marketing” being a dominant practice. Simultaneously, some practices are available to serve organization-related and support-related innovation. Finally, it was observed that AR is a popular technology in the retail environment and of high practical value, being an ideal fit for the ...