2019
DOI: 10.1016/j.jbusres.2018.10.050
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The impact of virtual, augmented and mixed reality technologies on the customer experience

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Cited by 740 publications
(468 citation statements)
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References 84 publications
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“…Gen Y and Gen Z, who make up 67% of Malaysia's population (Population Pyramid, 2019), look for exciting shopping experiences (Dey & Sandor, 2014;Flavian et al, 2018). To get these young people to purchase from them, retailers must offer omnichannel shopping options and novel technologies.…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…Gen Y and Gen Z, who make up 67% of Malaysia's population (Population Pyramid, 2019), look for exciting shopping experiences (Dey & Sandor, 2014;Flavian et al, 2018). To get these young people to purchase from them, retailers must offer omnichannel shopping options and novel technologies.…”
Section: Methodsmentioning
confidence: 99%
“…Many retailers are aware that technology can help to improve firm's performance and as such, have incorporated Industry 4.0 technologies to enhance customers' experience and to stay competitive (Dey & Sandor, 2014;Mukherjee, Smith, & Turri, 2018;Flavian, Ibanez-Sanchez, & Orus, 2018). The incorporation of Industry 4.0 technologies into the retail industry and also the integration of the online and offline shopping experiences into the omnichannel shopping experience gives rise to the term Retail 4.0 (Jayaram, 2017).…”
mentioning
confidence: 99%
“…For example, advertisements, interactive instructions for passengers on airports and in-flight, and pilot training will be possible by the use of these technologies (Javornik, 2016). These technologies are suitable to improvements on training the next generation of pilots, allowing mechanics to walk virtually inside engine, enabling 360-degree view with statistics and virtual images that make air traffic clearly visible, wearables devices that can provide virtual control information, flight attendants can display passenger information and flight details, and also help people who are afraid of flying (Flavián et al, 2019).…”
Section: Future Perspectives: the Next 75 Years (2020-2095)mentioning
confidence: 99%
“…By allowing digital and physical objects coexist and providing an intuitive sense of how it might feel like to live in the animated environment, they become powerful tools for building designers. There are no unanimous and clear taxonomies of these virtual environments in the literature or in the industry (Flavián et al 2018). For the present study, AR refers to technique overlaying virtual objects on the realworld environment while MR refers to techniques not just overlaying but anchoring virtual objects to the real world.…”
Section: Introductionmentioning
confidence: 99%