在虚拟现实商店评估远程呈现,社会呈现和压力反应

Yinshu Zhao, N. Baghaei, Alexander Schnack, Lehan Stemmet
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引用次数: 7

摘要

沉浸式虚拟现实(VR)的发展为全球用户提供了高度逼真的虚拟世界体验。自从它第一次使用以来,已经进行了广泛的研究,试图了解虚拟环境中的人类行为与现实世界的比较。研究表明,人们在包括虚拟购物在内的许多场景中都表现出类似的行为和反应,因此它成为研究人员研究店内购物者行为的一个很有前途的工具。本文概述了商店氛围如何影响使用虚幻游戏引擎开发的虚拟商店环境中的用户体验、压力水平和行为。虚拟形象的存在/缺失可以作为商店氛围的一个重要方面和模拟零售环境中感知存在的潜在前提来研究。这些见解将对零售商有用,因为他们可以指导虚拟模拟购物体验的发展和改进,利用远程呈现和社交呈现的元素,提高消费者的购物体验和他们自己的零售策略。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Assessing Telepresence, Social Presence and Stress Response in a Virtual Reality Store
The development of immersive Virtual Reality (VR) has provided users around the globe with a highly realistic virtual world experience. Since its first use, extensive research has been conducted with the attempt to understand how human behaviour in virtual environments compares to the real world. Studies have shown that people exhibit similar behaviours and reactions in a number of scenarios including virtual shopping, thus making it a promising tool for researchers to study in-store shopper behaviour. This paper outlines ideas on how store atmospherics can affect the user experience, stress levels and behaviour in a virtual store environment, developed using the Unreal Game Engine. The presence/absence of avatars can be investigated as an important aspect of store atmospherics and a potential antecedent of perceived presence in a simulated retail environment. These insights will be useful for retailers in that they can guide development and improvement of virtual simulated shopping experiences, using elements of telepresence and social presence, to enhance the consumer shopping experience and their own retail strategy.
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