2012
DOI: 10.1016/j.intmar.2012.03.003
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I Like Your Product When I like My Photo: Misattribution Using Interactive Virtual Mirrors

Abstract: Recent technological advances in interactive marketing allow consumers to use a ‘virtual mirror’ (created with their own digital photo uploaded to a retailer's Web site) to see how products would look on them. The virtual mirror can be used for simulated product experiences in virtual shopping environments (e.g., trying a garment or a pair of sunglasses in an Internet shopping mall). To enhance our understanding of the managerial implications of this new marketing tool, we test whether the images consumers sel… Show more

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Cited by 49 publications
(29 citation statements)
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“…While VR exists as a separate entity, AR is the closest one to the physical environment -it is more integrated with it and interactive with it in real time (Milgram & Kishino, 1994;Preece et al, 2015). Virtual imitations of the products that are directly situated in the surrounding space or virtual try-on of apparel on the self are thus a step further away from the 3-D simulations that appear on an avatar (Kim & Forsythe, 2008a) or a user's photo (Cho & Schwarz, 2012) but do not interact with the physical context. While research on VR has yielded rich findings about consumer behaviour in virtual worlds (Blascovich & Bailenson, 2011;Papagiannidis et al, 2013;Saren, Harwood, Ward, & Venkatesh, 2013), less is known about changes in consumer behaviour that are triggered by use of AR technology.…”
Section: Magic Of Ar Technologymentioning
confidence: 99%
“…While VR exists as a separate entity, AR is the closest one to the physical environment -it is more integrated with it and interactive with it in real time (Milgram & Kishino, 1994;Preece et al, 2015). Virtual imitations of the products that are directly situated in the surrounding space or virtual try-on of apparel on the self are thus a step further away from the 3-D simulations that appear on an avatar (Kim & Forsythe, 2008a) or a user's photo (Cho & Schwarz, 2012) but do not interact with the physical context. While research on VR has yielded rich findings about consumer behaviour in virtual worlds (Blascovich & Bailenson, 2011;Papagiannidis et al, 2013;Saren, Harwood, Ward, & Venkatesh, 2013), less is known about changes in consumer behaviour that are triggered by use of AR technology.…”
Section: Magic Of Ar Technologymentioning
confidence: 99%
“…Augmented reality has played a large role in the development of virtual try-on in stores, through virtual mirrors in both product simulation and consumer try-on (Cho & Schwarz 2012;Verhagen, Vonkeman, Feldberg, & Verhagen, 2014). The areas of AR and virtual reality (VR) should not be dismissed when testing consumer responses to fit and sizing technologies due to general widespread consumer awareness of the retailing potential of such apps.…”
Section: User Experiencementioning
confidence: 99%
“…Often purchase intention is the outcome variable in previous research. However, one way this may be initially tested in conjunction with previous methods, is through the availability of in-store virtual try-on or e-sizing tools, similar to the previous launch of virtual mirrors (Cho & Schwarz, 2012). Outcomes could also include fit and sizing evaluations immediately after product selection, because the consumer can access the physical product immediately in store and evaluate it in accordance with his or her experience with the technology.…”
Section: Managerial Implicationsmentioning
confidence: 99%
“…Another kind of AR app that has appeared for commercial purpose is the virtual try-on. Early types of virtual try-on technology comprised either a) avatar-based simulations where products are not tried on in real time on the users themselves but rather on a virtual proxy that resembles the user's features and that the user can then manipulate [14,17] or b) photo-based try-ons where products are tried on a user's photo, which provides a static 2D experience [9,21]. The effect that both create is to show someone how they would appear with the product (make-up, glasses, apparel) on by placing the particular item on the uploaded user photo or on a customized avatar.…”
Section: Introductionmentioning
confidence: 99%