The choice of furniture in a retail store is usually based on a product catalog and simplistic product renderings with different configurations. We present a preliminary field study that tests a Multi-Sensory In-Store Virtual Reality Customer Journey (MSISVRCJ) through a virtual catalog and a product configurator to support furnishings sales. The system allows customers to stay immersed in the virtual environment (VE) while the sales expert changes the colors, textures, and finishes of the furniture, also exploring different VEs. In addition, customers can experience realistic tactile feedback with in-store samples of furniture they can test. The journey is implemented for a furniture manufacturer and tested in a flagship store. Fifty real ...
Recent attempts to apply virtual reality to e-commerce implies the need for a better understanding o...
Today there are two main ways of shopping; on a website or in a physical store, and each of them com...
With the tremendous growth of the ?nternet in the mid 90’s, led consumers to a massive participation...
The authors explore the potential that Virtual Reality (VR) offers for the future of furniture retai...
Introduction Simulating a store environment by using virtual reality techniques offers important pot...
Abstract This study explores the roles of vividness and interactivity—two technological dimensions o...
Abstract Virtual reality (VR) is a computer-simulated, realistic three-dimensional environment. VR h...
Virtual reality (VR) technology becomes more and more accessible. VR provides an excellent opportuni...
This research investigates whether consumers display similar brand perceptions between physical and ...
Virtual reality (VR) refers to technologies for substituting the perceived reality. With the recent ...
To display large and complex products at sales meetings or fairs can be a challenge for industrial c...
Nowadays, buying a product online is no longer about the product itself but the experience it offers...
Proceedings of the 33rd International Marketing Conference AEMARK 2022 Virtual reality (VR) is chal...
Volume 4, Issue 1, Summer 2004 The U.S. furniture, home furnishings, and textile industries are face...
The paper examines the effect of the recent VR technologies on consumers behaviour providing guideli...
Recent attempts to apply virtual reality to e-commerce implies the need for a better understanding o...
Today there are two main ways of shopping; on a website or in a physical store, and each of them com...
With the tremendous growth of the ?nternet in the mid 90’s, led consumers to a massive participation...
The authors explore the potential that Virtual Reality (VR) offers for the future of furniture retai...
Introduction Simulating a store environment by using virtual reality techniques offers important pot...
Abstract This study explores the roles of vividness and interactivity—two technological dimensions o...
Abstract Virtual reality (VR) is a computer-simulated, realistic three-dimensional environment. VR h...
Virtual reality (VR) technology becomes more and more accessible. VR provides an excellent opportuni...
This research investigates whether consumers display similar brand perceptions between physical and ...
Virtual reality (VR) refers to technologies for substituting the perceived reality. With the recent ...
To display large and complex products at sales meetings or fairs can be a challenge for industrial c...
Nowadays, buying a product online is no longer about the product itself but the experience it offers...
Proceedings of the 33rd International Marketing Conference AEMARK 2022 Virtual reality (VR) is chal...
Volume 4, Issue 1, Summer 2004 The U.S. furniture, home furnishings, and textile industries are face...
The paper examines the effect of the recent VR technologies on consumers behaviour providing guideli...
Recent attempts to apply virtual reality to e-commerce implies the need for a better understanding o...
Today there are two main ways of shopping; on a website or in a physical store, and each of them com...
With the tremendous growth of the ?nternet in the mid 90’s, led consumers to a massive participation...