Assessing Telepresence, Social Presence and Stress Response in a Virtual Reality Store

Assessing Telepresence, Social Presence and Stress Response in a Virtual Reality Store
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评估虚拟现实商店中的远程临场感、社交临场感和压力反应

DOI:
10.1109/ismar-adjunct54149.2021.00020
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发表时间:
2021
期刊:
2021 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)
影响因子:
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通讯作者:
Lehan Stemmet
Lehan Stemmet
中科院分区:
--
文献类型:
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作者:
Yinshu Zhao;N. Baghaei;Alexander Schnack;Lehan Stemmet

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沉浸式虚拟现实(VR)的发展为地球仪的用户提供了高度逼真的虚拟世界体验。自其首次使用以来,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真实的世界相比如何。研究表明,人们在包括虚拟购物在内的许多场景中表现出类似的行为和反应,因此使其成为研究人员研究店内购物者行为的一个有前途的工具。本文概述了商店气氛如何影响用户体验,压力水平和行为在虚拟商店环境中,使用虚幻游戏引擎开发的想法。化身的存在/不存在可以作为商店气氛的一个重要方面和在模拟零售环境中感知存在的潜在前因进行调查。这些见解将有助于零售商,因为他们可以指导虚拟模拟购物体验的开发和改进,使用远程呈现和社交存在的元素,以增强消费者的购物体验和他们自己的零售策略。
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.