virtual stores
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2021 ◽  
Vol 2021 ◽  
pp. 279-286
Author(s):  
M. Avadanei ◽  
A. Matasel ◽  
I. Ionescu ◽  
E. Loghin ◽  
D. Ionesi

We use IT applications to solve various problems, such as buying various things, communication or professional matters. Everything seems to be solved faster when we shop on online platforms (virtual stores) because we can analyse several offers, see the best deals and then decide which one suits our purpose. Sometimes the items bought online are returned for the following reasons: they do not look as they were presented on the website; these items have functional problems or do not fit (this is the situation with clothing and footwear products). Usually, the fit problems occur because the customer did not choose the right size, the model does not have a size range that fits the customer, or the customer has a particular body shape. The return rate (fit problem) can decrease if the customer can virtually try on the selected model during the purchase process to check how it looks on their body. Assuming that customers also have the option to personalise the product according to their body shape or desires, their satisfaction increases. In this case, the number of returned or unsold products is reduced, and a dynamic and positive advertising campaign for the brand can be carried out (based on customer reviews). This paper proposes an integrated solution for online marketing of customised clothing products (website for medium or small companies), using a virtual test room that simulates the product on the virtual mannequin in different positions (360°).


2021 ◽  
pp. 46-48
Author(s):  
G. Maheswari ◽  
S. Kamalaveni

India's e-commerce market was worth about 53.8 billion in 2009, it went up to$126 billion in 2013. Online travel accounts for 71 percent of the e-commerce business in India. In Rural India the mobile internet user base is expected to reach 87 million by December 2015 and 109 million by June 2016. Ninety-four per cent of users access the internet through their mobile phones in urban India. The year 1991 noted a new chapter is the history of the online world where e-commerce becomes a hot choice amongst the commercial use of the internet. At the time nobody would have even thought that the buying and selling online or say the online trading will become a trend in the world and India will also share a good proportion of this success. Alternative names of on line shopping sites are E-web-store, e-shop, e-store, internet shop, web-shop, web-store, online store, and online storefront and virtual stores


2021 ◽  
Author(s):  
Isabel Herrera Montano ◽  
Javier Pérez Pacho ◽  
Santos Gracia Villar ◽  
Silvia Aparicio Obregon ◽  
José Breñosa ◽  
...  

BACKGROUND To address the current pandemic, multiple studies have focused on the development of new mHealth applications to help curb the number of infections, these applications aim to accelerate the identification and self-isolation of people exposed to SARS-CoV- 2, the coronavirus known to cause COVID-19, by being in close contact with infected individuals. OBJECTIVE The main objectives of this paper are: 1)To analyze the current status of COVID-19 apps available the main virtual stores: Google Play Store and App Store, and 2)To propose a novel mobile application based on the limitations of the analyzed apps. METHODS The search for apps in this research was carried out in the main virtual stores: Google Play Store and App Store, until May 2021. After the analysis of the selected apps, a novel app is proposed whose main function will be the multiple transmission of information about the patient's symptoms from the application, without the need for phone calls or chat in real time. For its development, the flowchart shown in this session is followed. RESULTS The search yielded a total of 50 apps, of which 24 were relevant to this study. It is important to note that 23 of the apps analyzed are free. Of the total number of apps, 54% are available for Android and iOS operating systems. 50% of the apps have more than 5 thousand downloads. This means that Covid-19 related apps are in high demand among mobile device users today. The developed app is called COVINFO and its name comes from the union of the words COVID-19 and information, inserted in such a way that the user can get an idea of the app's functionality just by listening or reading the resulting name. The application has been created for mobile devices with Android operating system, being compatible with Android 4.4 and higher. CONCLUSIONS Of the apps found, 37.5% only offer information about the virus and the necessary measures to avoid infection. During the analysis it was detected that 12.5% of the apps are focused on locating outbreaks and that none of them have been successful for the following reasons: not being interconnected to share data; and the request for access to the user's geolocation, generating distrust on the part of the user who, consequently, rejects them. This work addresses the development of an application for the transmission of the user's symptoms to his regular doctor, based on the fact that only 16.6% of the existing applications have this functionality. The COVINFO app offers a service that no other application on the market has: doctor-patient interaction without the need for calls or chat in real time for constant monitoring by the doctor of the patient's condition and evolution.


Author(s):  
Geraldo Bezerra da Silva Junior ◽  
Juliana Gomes Ramalho de Oliveira ◽  
Erica Maria Rodrigues de Araújo ◽  
Ana Carolina Rattacaso Marino de Mattos Albuquerque ◽  
Fabio Augusto Xerex Mota ◽  
...  

Chronic kidney disease (CKD) is a growing Public Health problem. Recent evidence points that low education and poor socio-economic conditions are associated with higher risk of developing CKD and progressing to dialysis or transplantation need. Hence patient empowerment through health education and qualification with technological tools that allows better treatment adherence may play an important role in the achievement of optimal clinical outcomes. The Renal Health is a multidisciplinary project created at the University of Fortaleza, northeast Brazil, in 2015, aiming to create novel educational material and technological tools for people with CKD, in different treatment modalities, including dialysis and transplant. The products developed so far in the project include an application for smartphones aiming to help patients in dialysis and transplant in their treatments, including schedule for medications, with alarms, water ingestion control, laboratory tests results, and medical appointments’ agenda, besides all information regarding CKD. The other tools include a medication box, an insole for weight control (both are in the prototype phase), connection with smartbands (for vital signs monitoring) and multimedia educational tools, including a profile in the Instagram and a channel in YouTube. Since the first release of the application in the virtual stores, there were more than 1,000 downloads, predominantly in Brazil, although the app is also available in English and Spanish. All these tools represent innovative ways of patient empowerment and may be increasingly present in daily life. Further studies are required to assess the impact of these tools in patients’ outcomes, including CKD progression and mortality.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Juanjuan Wu ◽  
Bo Ra Joo ◽  
Ahmad Saquib Sina ◽  
Sanga Song ◽  
Claire Haesung Whang

PurposeThe authors conducted an action research study with the aim of understanding current commercial offerings in modular designs in virtual environments and to explore modularity development based on consumer input for the purpose of personalizing three-dimensional (3D) virtual fashion stores.Design/methodology/approachThrough five phases of diagnosing, action planning, action taking, evaluating and specifying learning, the authors attempted to diagnose the current commercial offerings of modular designs in virtual spaces and to identify the right type and the number of modules and modular options for personalizing 3D virtual stores based on consumers' actual designs and focus group input. The authors then further conceptualized modules to serve as an example for developing modularity in 3D virtual reality (VR) stores.FindingsIn the diagnosing phase, the authors investigated the modularity structure of cocreating a retail store in two popular virtual worlds: Second Life and The Sims 4. In the evaluation phase, the authors identified modules and modular options for personalizing 3D virtual stores based on a content analysis of consumers' post-design focus group discussions. In the last phase (specifying learning), the authors conceptualized a total of nine modules and 38 modular options for personalizing 3D virtual stores, including style, price point, product category, color, presence of avatar, virtual product try-on, music, product recommendation and product customization.Originality/valueThe significance of this study lies in the pioneering methodological work of identifying, creating and visualizing 3D VR modular store options based on consumer input and in improving the authors’ understanding of current commercial offerings. This study also enriches design theories on cocreation systems. The authors’ suggested modules for personalizing 3D virtual stores could inspire future evidence-based designs to be readily used by VR retailers as well extend the application of mass customization theory from the realm of product development to retail environments.


2021 ◽  
Vol 9 (2) ◽  
pp. 193-202
Author(s):  
B.A. Olunlade ◽  
N. F. Efozia

Doing of business has been made easier, better, and faster with the use of the Internet, this has led to the changes in the way people do business. There is now a rapid worldwide growth trend towards virtual stores also referred to as digital shops or stores or e-commerce. The paper discussed the ways to intelligently enhance the process of placing, receiving and retrieving orders on products and services from the virtual shops by clients


2020 ◽  
Author(s):  
Daniel Stubbings ◽  
Andy Watt ◽  
Raquel Moya Sánchez

BACKGROUND Mobile apps may present an opportunity to increase access to psychological interventions aimed at addressing Non-Suicidal Self-Injury (NSSI). OBJECTIVE To review virtual stores and published literature regarding mobile apps that are intended to address NSSI either directly or indirectly. METHODS The review in August 2019 was comprised of two stages; the first focused on searching iTunes and Google Play commercial app stores. The second involved identifying published articles in the following databases: The Cochrane Library, Embase, Medline, ProQuest Central, PsycINFO, Scopus and Web of Science. RESULTS Six apps had been specifically designed to treat NSSI. Four apps had been developed that were not specific to treating NSSI but could be potentially useful. Five apps aimed to facilitate a community forum resource for those with NSSI. Five apps had been created to provide informative resources specific to NSSI and a further eight apps were relevant to those who present with NSSI but were not specifically created for that population. One hundred and forty papers were identified in the literature search with eight being relevant to the review. A further six papers of relevance were identified when using the app name as the search term. CONCLUSIONS The evidence-base pertaining to the use of mobile apps to address NSSI is small but growing. Further research is needed before robust recommendations can be made. Many of the existing apps show potential for increasing access to evidence-based interventions, increasing social support and providing quick access to local supportive resources and information. CLINICALTRIAL N/A


Author(s):  
Nelson Miguel Galindo Neto ◽  
Guilherme Guarino de Moura Sá ◽  
Luciana Uchôa Barbosa ◽  
Juliana de Castro Nunes Pereira ◽  
Amanda Haissa Barros Henriques ◽  
...  

ABSTRACT Objective: to describe Covid-19 mobile applications available for download on smartphones. Method: a cross-sectional study with 52 mobile applications on Covid-19, obtained from virtual stores for smartphones with Android and iOS operating systems. Fisher's exact test and Cramér's V were used. Results: of the applications, 45 (86.6%) were developed in 2020, 51 (98.1%) were free, and 49 (94.2%) did not have accessibility for people with disabilities. It was observed that, in 23 countries, 17 (32.7%) applications in English and 14 (26.9%) in Portuguese were created, with a choice of 11 languages, relating to nine subthemes on Covid-19, the majority on “case monitoring” and “symptoms, prevention, and care”, with 17 (32.7%) each. There was an association between the target audience and the subtheme of “symptoms, prevention, and care”, and between patient monitoring and professional training. Conclusion: Covid-19 mobile applications were available in countries on five continents, in the main languages of communication and free of charge; however, with limited accessibility for people with disabilities.


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