The value of visual quality and service quality to augmented reality enabled mobile shopping experience

2021 ◽  
pp. 1-17
Author(s):  
Alsius David ◽  
William D. Senn ◽  
Daniel A. Peak ◽  
Victor R. Prybutok ◽  
Charles Blankson
2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Sonja Christ-Brendemühl ◽  
Mario Schaarschmidt

PurposeAn increasing number of retailers is trying to stimulate customers by embedding augmented reality (AR) features such as video try-on into the online shopping experience. As such AR-based online services require customers to actively participate in the service provision, this paper aims at investigating fairness perceptions and customer responses associated with AR-enabled customer participation.Design/methodology/approachThe conceptual framework of this study is based on equity theory. To compare customer responses after an in-store service encounter as opposed to AR-enabled customer participation involving video try-on, this study contains a between-subject online experiment. The effective sample comprises N = 215 participants.FindingsThe data analysis demonstrates that AR-enabled customer participation leads to significantly lower levels of distributive, procedural and price fairness as well as lower engagement intentions than in-store service encounters. Simultaneously, participants in the video try-on scenario report higher negative word-of-mouth (WOM) intentions than in the in-store scenario.Research limitations/implicationsThe extra mile customers go when using AR-based online services is reflected in less favorable fairness evaluations.Practical implicationsService managers should design AR applications in a manner that requires minimum customer participation.Originality/valueThis study contributes to service research by linking AR-enabled customer participation to evaluations of distributive, procedural and price fairness and their outcomes. This is vital to fully exploit the potential of AR in services.


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.


Electronics ◽  
2020 ◽  
Vol 9 (11) ◽  
pp. 1814
Author(s):  
Yuzhao Liu ◽  
Yuhan Liu ◽  
Shihui Xu ◽  
Kelvin Cheng ◽  
Soh Masuko ◽  
...  

Despite the convenience offered by e-commerce, online apparel shopping presents various product-related risks, as consumers can neither physically see nor try products on themselves. Augmented reality (AR) and virtual reality (VR) technologies have been used to improve the shopping online experience. Therefore, we propose an AR- and VR-based try-on system that provides users a novel shopping experience where they can view garments fitted onto their personalized virtual body. Recorded personalized motions are used to allow users to dynamically interact with their dressed virtual body in AR. We conducted two user studies to compare the different roles of VR- and AR-based try-ons and validate the impact of personalized motions on the virtual try-on experience. In the first user study, the mobile application with the AR- and VR-based try-on is compared to a traditional e-commerce interface. In the second user study, personalized avatars with pre-defined motion and personalized motion is compared to a personalized no-motion avatar with AR-based try-on. The result shows that AR- and VR-based try-ons can positively influence the shopping experience, compared with the traditional e-commerce interface. Overall, AR-based try-on provides a better and more realistic garment visualization than VR-based try-on. In addition, we found that personalized motions do not directly affect the user’s shopping experience.


2015 ◽  
Vol 19 (1) ◽  
pp. 3-21 ◽  
Author(s):  
Richard Michon ◽  
Jean-Charles Chebat ◽  
Hong Yu ◽  
Linda Lemarié

Purpose – The purpose of this paper is to explore female fashion shoppers’ perception and response to the mall environment. Specific objectives include a conceptual model of female fashion shoppers’ experience in a mall environment incorporating fashion orientation, store personality, shopping mall perception, shopping value, and patronage intentions. Design/methodology/approach – Empirical testing is done with a latent path structural equation model. Data collection was carried out in a firmly controlled mall intercept survey which produced 312 usable questionnaires. Findings – Results show that shoppers’ fashion orientation hypothesized to be a personality trait is not an antecedent to the perception of the mall environment. Instead, fashion orientation moderates the perception of product and service quality, hedonic shoppers’ response, and patronage intentions. The perceived mall personality has a focussed impact on the perception of product and service quality. The mall’s sophistication image influences the perception of product quality. On the other hand, the mall’s enthusiasm image atmosphere affects the perception of service quality. Perceptions of product and service quality are correlated and trigger positive hedonic and utilitarian shopping benefits. Research limitations/implications – Because findings from this study cannot be generalized to other situations, the research should be replicated to a variety of mall formats and shopper segments. Furthermore, other fashion-orientation factors (fashion leadership, fashion interest, and anti-fashion attitude) should be considered. However, along with model complexities, increased sample sizes are also required. Future studies may also include male shoppers to investigate differences in fashion motivation and mall shopping experience. Practical implications – It is concluded that the person-place congruency theory is confirmed and that the shoppers’ fashion orientation should be included in the set of segmentation variables. Shopping malls cannot be everything to everyone without risking diluting their image. Downtown urban malls have the opportunity to adopt a well-defined positioning in order to differentiate themselves. Large suburban malls should partition themselves to remove image ambiguities. Mall managers must primarily work on the “meaning” of the mall atmosphere rather “mood.” Fashion shoppers are task oriented. Mall managers should design malls to facilitate the shopping experience with highly functional designs, simple layout, and clear signage in support of wayfinding. Originality/value – Although fashion consumers have been studied from diverse perspectives, there is limited research on the experience of fashion shoppers in a mall setting. This study partly fills this gap in the literature by investigating how female fashion shoppers respond to the shopping center environment and commit to mall patronage.


2014 ◽  
Vol 12 (4) ◽  
pp. 1-12 ◽  
Author(s):  
Qi Yong-zhi

This paper studies the influence of offline RSSQ (retailing store service quality), online store ESQ (E-service quality) and O2O MCISQ (multi-channel integration service quality) on traditional retailers' customer loyalty as well as the relation of them three in multi-channel retailing. 380 customers with both offline and online shopping experience at the same retailer's store are investigated. Through the structural equation model, we find out that in multi-channel retailing, RSSQ and MCISQ have a positive influence on customer loyalty; RSSQ and ESQ have a positive influence on MCISQ; the influence of ESQ on customer loyalty is not significant; ESQ has a strong correlation with RSSQ. These conclusions indicate that on one hand, retailers should focus more on RSSQ and ESQ, because they contribute to improve MCISQ. On the other hand, retailers should strengthen the coordination between RSSQ and ESQ in order to further enhance MCISQ and as a result, the customer loyalty.


2017 ◽  
Vol 31 (1) ◽  
pp. 9-18 ◽  
Author(s):  
Zulqarnain Rashid ◽  
Rafael Pous ◽  
Christopher S. Norrie

2021 ◽  
Vol 6 (2) ◽  
pp. 119
Author(s):  
Awaludin Abid ◽  
Kusrini Kusrini ◽  
Amir Fatah Sofyan

Di Industri otomotif, biaya prototyping meningkat berbanding lurus dengan kompleksitas dan dependensi kendaraan. Sebagai alternatif untuk prototyping fisik dapat memanfaatkan teknologi baru seperti Augmented Reality (AR) dan Virtual Reality (VR) digunakan. Penggunaan VR dan AR melibatkan real-time rendering data CAD yang mengkonsumsi banyak memori dan mengurangi kinerja aplikasi. Persiapan data memiliki peran penting untuk meningkatkan kinerja sementara tetap mempertahankan topologi dan kualitas mesh. Proses optimalisasi data CAD yang digunakan yaitu Tessellation atau mengkonversi NURBS ke Polygons, berperan untuk menghasilkan output data yang memiliki efisien kinerja dengan topologi serta kualitas mesh yang baik. Hadirnya software 3D Data preparation dan optimasi pada kelas Tessellator. Autodesk Maya merupakan software pemodelan 3D yang mendukung Non-Uniform Rational Basis Spline ataupun CAD memiliki fitur mengkonversi model NURBS ke polygons, pemilihan kebutuhan atau requirement pada tessellation berpengaruh terhadap hasil output. Penilaian dilakukan menggunakan penilaian Objektif menggunakan 3D mesh visual quality metrics berbasis vertex-position Hausdorff Distance sehingga didapatkan requirement pada Tessellation yang efektif. Hasil dari konversi memiliki topologi yang serupa dengan software khusus data preparation dan optimasi, sedangkan hasil penilaian mesh visual quality metrics requirement yang mendekati yaitu menggunakan Tessellation Method Count dan General. Kata Kunci— Tessellation, Mesh Visual Quality, CAD, Polygon In automotive industry, cost of prototyping increases directly with complexity and dependencies of vehicle. As an alternative to physical prototyping can utilize new technologies such as Augmented Reality (AR) and Virtual Reality (VR) are used. And involves the real-time rendering of CAD data which consumes a lot of memory and reduces application performance. Data preparation has an important role to improve performance while maintaining topology and mesh quality. Process of optimizing CAD data used is Tessellation or converting NURBS to Polygons, whose role is to produce output data that has an efficient performance with topology and good mesh quality. Autodesk Maya is a 3D modeling software that supports Non-Uniform Rational Base Spline or CAD which has the feature of converting NURBS models to polygons, the selection of requirements or requirements on tessellation influences the output results. The assessment is done using objective assessment with 3D mesh visual quality metrics based on Hausdorff Distance vertex-position so that the requirements for effective Tessellation are obtained. The results of the conversion have a topology similar to special data preparation and optimization software, while the results of the mesh visual quality metrics requirement approach are close to using the Count and General Tessellation method. Keywords— Tessellation, Mesh Visual Quality, CAD, Polygon


Sign in / Sign up

Export Citation Format

Share Document