I want it my way! The effect of perceptions of personalization through augmented reality and online shopping on customer intentions to co-create value

2022 ◽  
Vol 128 ◽  
pp. 107105
Author(s):  
Saifeddin Alimamy ◽  
Juergen Gnoth
2021 ◽  
Author(s):  
Raj Kubal ◽  
Simran Vernekar ◽  
Francy Cabral ◽  
Flavia Leitao ◽  
Selvyn Fernandes ◽  
...  

Author(s):  
Tuğçe Ozansoy Çadırcı ◽  
Şirin Gizem Köse

Perceived shopping value is an essential factor that affects the purchase decisions of consumers (Babin, Darden & Griffin, 1994). Former research has proved that experiential value associated with shopping activities helps retailers to create sustainable relationships with their consumers (Mathwick, Malhotra & Rigdon, 2001). Therefore, many retailers are seeking for interactive applications that facilitate the online shopping experience. Applications like Augmented Reality (AR) which provides a direct product experience for online shoppers can be a valuable tool for online fashion retailers. This paper aims to provide insights about AR applications' probable experiential value in online fashion retailing. As a result, a conceptualization of AR's experiential value is proposed with hedonic and utilitarian value perspectives combined with assumed benefit and risks of online shopping that can be eliminated with the use of AR technology.


2015 ◽  
Vol 713-715 ◽  
pp. 2382-2386
Author(s):  
Jie Jiang ◽  
Yang Kuang

This paper describes how to realize the virtual jewelry worn system based on ARToolkit technology. This technology can help consumers experience the jewelry worn on his body effect before receive the actual product, it can enrich people's online shopping experience. Augmented Reality technology lets online shoppers use the virtual goods to resolve the gap is larger between apparel goods and photos of them.


2019 ◽  
Vol 2019 ◽  
pp. 129
Author(s):  
Elena Atanasova Paneva ◽  
Sofija Sidorenko

The purpose of this paper is to explore the possibilities for implementation of the augmented reality (АR) in the sales. The augmented reality contributes to enhansing and improving the consumer experience through the virtual display of 3D models of products in realistic environments. In this paper is presented an overview of the consumer behavior in online shopping and their uncertainties in the process. The online shopping offers more satisfaction to the modern consumers looking for comfort and speed. On the other hand, some consumers still feel uncomfortable to shop online. What prevents them from buying online is the inability to realistically check the products, to examine their different variants, and to show them to their friends from which they will get comments and opinions before the purchase. In this thesis are examined the possibilities for implementation of augmented reality technology in online stores, as well as the possibilities for management of the product configurations in AR – options for  choosing different materials and colors of the product, that will allow the customers to adjust the product to their needs. The aim is to find methods and techniques that would alleviate the disadvantages as result of the lack of physical contact with the products during online sales, that would reduce the consumer uncertainty and increase the likelihood of successful choice and increased online sales.


Author(s):  
Ava Linda Cardoso

This paper is an overview of augmented reality’s basic concepts and its connection to the logistics field. The paper includes a brief history of the tech and how it differs to the virtual reality. The main goal is to understand how augmented reality is being used in logistics to innovate and enhance services. It refers to how courier and freight companies are taking advantage of this technology to upgrade the warehouses, transportation and enhance value added services. It also analyses how the retail market is modernizing its stores and is using mobile applications for online shopping. Using augmented reality has overall pros and cons and even though is a technology on its early stages it shows a great potential to revolutionize the supply chain in its totality.


2019 ◽  
Vol 9 (2) ◽  
pp. 131-142
Author(s):  
Leonnard Leonnard ◽  
Annisa S. Paramita ◽  
Jasmine J. Maulidiani

Augmented reality is a new technological breakthrough that helps e-commerce delivers an online shopping experience with quality of offline shopping. This is possible due to the capability of augmented reality technology that allows consumers to interact and to try products through the virtual world. This technology has not been widely adopted by e-commerce in Indonesia. In this study, we analyzed the effect of this technology on purchase intention through e-consumer experience in the form of perceived enjoyment and usefulness to 89 consumers. Our findings revealed that virtual presence significantly affects the enjoyment and usefulness directly and indirectly to purchase intention. In addition, the device also significantly affects the enjoyment and usefulness directly. Finally, the usefulness is proven to significantly affect purchase intention.


2014 ◽  
Vol 003 (002) ◽  
pp. 25-29
Author(s):  
R. Priyah ◽  
◽  
Viji Vinod ◽  

2020 ◽  
Vol 4 (3) ◽  
pp. 51
Author(s):  
Boyang Liu ◽  
Jiro Tanaka

A loyalty program is an important link between consumers and merchants in daily consumption. While new technologies (e.g. gamification, social networks, augmented reality, and so on) make it possible to strengthen this bond, their potential has not yet been fully exploited. In our research, we explore a novel approach to integrate gamification and social interaction into a loyalty program based on augmented reality (AR). We propose an AR-based gamified point system which supports users in obtaining pet-based dynamic feedback on mobile devices and provides a multi-user environment for social interaction. Compared to traditional point systems, pet-based designs help to establish an emotional connection between users and the system. The multi-user environment is designed to increase the user’s motivation through the positive effects of social interactions. Our system provides interpersonal communication channels between users, including competitive and non-competitive interactions. We performed an evaluation consisting of two experiments to examine the effects of game elements (mission and feedback) and social cues (competitive and non-competitive interactions). In the first experiment, we analyze the change in online shopping behavior before and after adding game elements. The results show that gamification can increase user participation in online shopping. In the second experiment, we study the effects of social cues. The results show that social cues can motivate users to participate in the use of a gamified point system.


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