TY - GEN
T1 - Exploiting Virtual Reality for Enhancing the Shopping Experience in the Fashion Industry
T2 - 21st IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2022
AU - Ricci, Marina
N1 - Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.
PY - 2022
Y1 - 2022
N2 - Nowadays, buying a product online is no longer about the product itself but the experience it offers. The planned thesis work aims to understand how to improve the user's shopping experience in the context of online shopping for the fashion industry. To enhance the shopping experience, retailers need to sell new services by leveraging technologies such as Virtual Reality (VR). The first part of the research investigates which shopping experience, between one developed for a desktop computer-Desktop Virtual Reality (DVR)-and one developed in Virtual Reality (VR), generates better results in terms of hedonic and utilitarian values, cognitive load, and user experience. Also, the lack of touch in online shopping is a crucial issue. The second part of the research concerns the implementation of pseudo-haptics feedback within the online shopping experience with VR. Pseudo-haptics can induce haptic sensations without requiring actual touch through the influence of other sensory modalities, such as vision. To this end, we aim to explore the feasibility of recreating the sensation of people's actual touch with fashion products and fabrics through a 'visualized touch' on an interface.
AB - Nowadays, buying a product online is no longer about the product itself but the experience it offers. The planned thesis work aims to understand how to improve the user's shopping experience in the context of online shopping for the fashion industry. To enhance the shopping experience, retailers need to sell new services by leveraging technologies such as Virtual Reality (VR). The first part of the research investigates which shopping experience, between one developed for a desktop computer-Desktop Virtual Reality (DVR)-and one developed in Virtual Reality (VR), generates better results in terms of hedonic and utilitarian values, cognitive load, and user experience. Also, the lack of touch in online shopping is a crucial issue. The second part of the research concerns the implementation of pseudo-haptics feedback within the online shopping experience with VR. Pseudo-haptics can induce haptic sensations without requiring actual touch through the influence of other sensory modalities, such as vision. To this end, we aim to explore the feasibility of recreating the sensation of people's actual touch with fashion products and fabrics through a 'visualized touch' on an interface.
KW - Design for Interaction
KW - E-Commerce
KW - Empirical studies in interaction design
KW - Human computer interaction (HCI)
KW - Human-centered computing
KW - Interaction paradigms
KW - Mixed/augmented reality
KW - Pseudo-Haptics
KW - Retail
KW - User Experience
KW - Virtual Reality
UR - http://www.scopus.com/inward/record.url?scp=85146051817&partnerID=8YFLogxK
U2 - 10.1109/ISMAR-Adjunct57072.2022.00210
DO - 10.1109/ISMAR-Adjunct57072.2022.00210
M3 - Conference contribution
AN - SCOPUS:85146051817
T3 - Proceedings - 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2022
SP - 938
EP - 941
BT - Proceedings - 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2022
PB - IEEE
Y2 - 17 October 2022 through 21 October 2022
ER -