Abstract:Virtual try-ons have recently emerged as a new form of Augmented Reality application. Using motion caption techniques, such apps show virtual elements like make-up or accessories superimposed over the real image of a person as if they were actually wearing them. However, there is as of yet little understanding about their value for providing a viable experience. We report on an in-situ study, observing how shoppers approach and respond to such a "Magic Mirror" in a store. Our findings show that after the initi… Show more
Section: Table 1: Final Pool Of Reviewed Literaturementioning
confidence: 99%
“…In comparison to the significant number of studies that employed AR in online retail scenarios, only 17 % of the analyzed studies chose to investigate in-store solutions of AR. Besides providing additional product information, in-store solutions may be used to attract customers to a brand and spark curiosity, thereby making the shopping experience within physical stores more engaging [27]. With regard to the applied research methodology, 76 % of the reviewed articles conducted field studies or laboratory experiments, while the remaining 24 % conducted survey research.…”
Section: Where and How Has Ar Been Employed In Retail?mentioning
confidence: 99%
“…The idea is that users are able to try on the virtual products and make an initial judgement of what the fashion or cosmetic products would look like on themselves, without actually having to try them on or even having access to the physical products. This phenomenon is referred to as virtual tryon and such AR solutions are commonly referred to as virtual or magic mirrors [4,27,38,40]. The second most encountered product categories used in the screened literature to study AR in retail are furniture and decorations.…”
Section: Where and How Has Ar Been Employed In Retail?mentioning
confidence: 99%
“…15,18,19,22,34,38]. As presented in Table 4, our literature review reveals that most studies were concerned with investigating the effects of AR on behavioral intentions to purchase products [1,4,9,25,27,36,38,39,44,52,53], intentions to use or reuse an AR app [25,42,45] as well as intentions to recommend the AR app to others [18,21,22,25,27,39]. Naturally, these outcomes are preceded by psychological experiences and when we turn our attention to these psychological facets of using AR, it becomes apparent that both cognitive and affective outcomes played a major role in the reviewed body of literature (refer to Table 3).…”
Section: What Are the Effects Of Using Ar?mentioning
Novel digital technologies are affording ways to superimpose perceptual information (be it auditory, visual, haptic or olfactory) onto our reality, e.g. in retail environments. These technologies that aim to enhance reality are generally called Augmented Reality (AR) technologies. Today, the field of research focused on AR retail has evolved to mature enough state that an overview of the state-of-the-art, results and ways in which AR has been employed in research is needed. Therefore, in this study we conduct a systematic literature review of the academic corpus focused on AR retail. We report on how and where AR is employed in retail, what technological characteristics of AR are commonly analyzed as well as what potential psychological and behavioral outcomes AR is capable of evoking. Overall, AR is a technology with high potential for in-store and remote (online) shopping in terms of evoking both utilitarian and hedonic experiences.
Section: Table 1: Final Pool Of Reviewed Literaturementioning
confidence: 99%
“…In comparison to the significant number of studies that employed AR in online retail scenarios, only 17 % of the analyzed studies chose to investigate in-store solutions of AR. Besides providing additional product information, in-store solutions may be used to attract customers to a brand and spark curiosity, thereby making the shopping experience within physical stores more engaging [27]. With regard to the applied research methodology, 76 % of the reviewed articles conducted field studies or laboratory experiments, while the remaining 24 % conducted survey research.…”
Section: Where and How Has Ar Been Employed In Retail?mentioning
confidence: 99%
“…The idea is that users are able to try on the virtual products and make an initial judgement of what the fashion or cosmetic products would look like on themselves, without actually having to try them on or even having access to the physical products. This phenomenon is referred to as virtual tryon and such AR solutions are commonly referred to as virtual or magic mirrors [4,27,38,40]. The second most encountered product categories used in the screened literature to study AR in retail are furniture and decorations.…”
Section: Where and How Has Ar Been Employed In Retail?mentioning
confidence: 99%
“…15,18,19,22,34,38]. As presented in Table 4, our literature review reveals that most studies were concerned with investigating the effects of AR on behavioral intentions to purchase products [1,4,9,25,27,36,38,39,44,52,53], intentions to use or reuse an AR app [25,42,45] as well as intentions to recommend the AR app to others [18,21,22,25,27,39]. Naturally, these outcomes are preceded by psychological experiences and when we turn our attention to these psychological facets of using AR, it becomes apparent that both cognitive and affective outcomes played a major role in the reviewed body of literature (refer to Table 3).…”
Section: What Are the Effects Of Using Ar?mentioning
Novel digital technologies are affording ways to superimpose perceptual information (be it auditory, visual, haptic or olfactory) onto our reality, e.g. in retail environments. These technologies that aim to enhance reality are generally called Augmented Reality (AR) technologies. Today, the field of research focused on AR retail has evolved to mature enough state that an overview of the state-of-the-art, results and ways in which AR has been employed in research is needed. Therefore, in this study we conduct a systematic literature review of the academic corpus focused on AR retail. We report on how and where AR is employed in retail, what technological characteristics of AR are commonly analyzed as well as what potential psychological and behavioral outcomes AR is capable of evoking. Overall, AR is a technology with high potential for in-store and remote (online) shopping in terms of evoking both utilitarian and hedonic experiences.
“…Designing for AR apps required resolving issues such as what is the best way for users to search for the content and what functions are most appropriate for user interface (Yovcheva, Buhalis, and Gatzidis 2012). While technical challenges still remain salient, it is the different facets of user experience with AR that have attracted more attention of late due to the increased use of this technology (Yovcheva et al 2014;Kourouthanassis et al 2015;Javornik et al 2016).…”
Overlaying a building with images from the past can be an engaging way to explore a historic site. However, little is known about what type of content functions well when using augmented reality (AR) in outdoor contexts. This research investigates how different types of AR content-such as text or image-can affect the flow experience as well as other cognitive, affective and behavioral responses. We ran an experimental study with 85 participants at a university campus, where three groups used different apps-AR app with overlaid textual information, AR app with overlaid both textual information and images and an app with audio guide-to explore the area's historic and cultural background. The results show that overlaying images in addition to the text was clearly the most successful way of attracting attention and providing stronger flow in comparison to the apps that overlaid only text or delivered audio. However, we also discovered that users occasionally interpreted the overlaid imagery to be cues for something else other than what they were designed to represent. Finally, we discuss how AR content can enlarge otherwise invisible details, depict historic elements and unveil interiors of buildings.
Research is needed to identify novel ways to influence Generation Z female consumers' behavior when they interact with various technologies. This study investigates how experiences of using augmented reality, artificial intelligenceenabled chatbots, and social media when interacting with beauty brands affect body image, self-esteem, and purchase behavior among female consumers in Generation Z. Through three studies, we propose and test a model drawing on social comparison theory. In Study 1, a survey was completed by Generation Z women (n = 1118). In Study 2 and Study 3, two laboratory experiments were conducted with Generation Z women in Malaysia (n = 250 and n = 200). We show that (1) Generation Z women's perceived augmentation positively affects their body image, self-esteem, and actual purchase behavior; (2) although trust in social media celebrities positively affects Generation Z women's body image and self-esteem, the addictive use of social media does not have significant effects; (3) the chatbot support type (assistant vs. friend) has a significant impact on these women's experience; and (4) brand attachment, reputation, and awareness do not have significant effects. This article provides important implications for theory and practice on the behavior of Generation Z females when interacting with various technologies.
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