33 research outputs found

    Revealing the Shopper Experience of Using a "Magic Mirror" Augmented Reality Make-Up Application

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    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 initial surprise, the virtual try-on resulted in much exploration when shoppers looked at themselves on a display integrated in the make-up counter. Behavior tracking data from interactions with the mirror supported this. Moreover, survey data measured perceptions of augmentation as well as hedonic and utilitarian value of the app and suggested the augmented experience was perceived to be playful and credible while also acting as a strong driver for future behavior. We discuss opportunities and challenges that such technology brings for shopping and other domains

    “Reality is in the air”: concept of perceived augmentation and exploration of its impact on consumer experience

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    Augmented reality (AR) technology is becoming increasingly used in marketing as a tool for enhancing consumer experience. Developed and defined in the fields of computer science and human-computer interaction, AR technology simulates an overlay of virtual annotations in the physical environment and interacts with it in real- time (Azuma et al., 2001). Some popular examples of AR include virtual mirrors (Ray Ban, ModiFace) and smartphone applications that simulate products such as furniture (IKEA). Despite its increasing deployment in marketing, related academic research about the significance of AR for consumer experience and its impact on consumer behavior has been scarce. This thesis approaches this gap in the literature by studying media characteristics of AR and examining their impact on consumer affective, cognitive and behavioral responses, following the approach of Theory of Interactive Media Effects by Sundar et al. (2015). Throughout a series of four articles, it aims to define salient media characteristics of AR technology and evaluate how they alter consumer experience. The 1st article examines to which extent AR shares media characteristics of other interactive technologies and how these characteristics – namely interactivity, modality, hypertextuality, connectivity, location-specificity, mobility, virtuality – influence consumer responses. Based on a literature review, a research agenda is proposed that identifies the knowledge gaps related to the impact of AR on various types of consumer responses. For example, it suggests that future research should investigate: how lower levels of hypertextuality in an AR app influence consumer satisfaction and exploratory behavior; how can AR represent a social experience, given that little connectivity is present in the current AR apps; what combinations of modality in terms of text, visuals and audio are most effective for AR; to which extent consumers perceive AR apps to be interactive and how that impacts their experience. Finally, the research agenda also underlines the importance of investigating the AR media characteristic augmentation (Preece et al., 2015), absent in previous interactive technologies. The 2nd article focuses on two salient media characteristics of AR apps – interactivity and augmentation. It shows that the presence of AR does not translate into an app being perceived as more interactive in comparison to a non-AR app in terms of control and responsiveness. On the other hand, the study offers first evidence that perceived augmentation is significantly higher for AR apps than for non-AR apps and that it represents a suitable psychological correlate (Sundar et al., 2015) for measuring the perception of AR characteristics that set it apart from other technologies. Two experimental studies demonstrate that perceived augmentation impacts the level of immersion into flow, which then mediates the impact of perceived augmentation on consumer attitude towards the app and behavioral intentions to use it again and talk about it. Based on the previous study, the 3rd article further develops the measurement items of perceived augmentation and investigates its impact on consumer experience. An in-the-wild study (Rogers, 2012) was conducted in a retail store, where we observed consumers’ interaction with an AR make-up try-on application. The findings show that such an application creates a playful experience and that shoppers would use such tool to narrow their consideration set or, in some cases, to even choose products to purchase. Furthermore, the survey study confirms that perceived augmentation significantly relates with playfulness, perceived convenience and behavioral intentions. Finally, a more complete scale for perceived augmentation is developed and validated in the 4th article. Items are refined through several qualitative studies, based on which we propose that perceived augmentation is comprised of two dimensions – virtual enhancement and virtual- physical congruency. An online study with 213 participants confirms this dimensionality and, furthermore, shows that virtual-physical congruency elicits significant impact on enjoyment and perceived informedness, which further impacts future use and purchase intention, while virtual enhancement does not yield a similar impact. The contribution of this thesis lies in defining perceived augmentation as the psychological correlate of AR’s unique media characteristic, augmentation, and in proposing and validating its measurement items. Furthermore, a series of three larger studies, all situated in different contexts (in a lab, in a retail store, online), explain how perceived augmentation yields a significant impact on consumer affective responses and behavioral intentions, and in some cases also on cognitive responses such as perceived convenience and informedness. It also highlights the importance of AR app integration in a specific context, which can prevent it from being perceived as gimmicky. The results of this work have implications for both practitioners and academics and offer numerous directions for future research

    The Impact of Experiential Augmented Reality Applications on Fashion Purchase Intention

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    Utilizing the stimulus-organism-response (SOR) model, the purpose of this study is to examine the effects of augmented reality (AR) (specifically augmentation) on consumers’ affective and behavioral response and to assess whether consumers’ hedonic motivation for shopping moderates this relationship. An experiment using the manipulation of AR and no AR was conducted with 162 participants aged between 18 and 35. Participants were recruited through snowball sampling and randomly assigned to the control or stimulus group. The hypothesized associations were analyzed using linear regression with bootstrapping. The paper demonstrates the benefit of using an experiential AR retail application (app) to positively impact purchase intention. The results show this effect is mediated by positive affective response. Furthermore, hedonic shopping motivation moderates the relationship between augmentation and the positive affective response. Because of the chosen research approach, the results may lack generalizability to other forms of augmentation. Therefore, researchers are encouraged to test the proposed model using different types of AR stimuli. Furthermore, replication of the study with other populations would increase the generalizability of the findings. Results of this study provide a valuable reference for retailers of the benefits of using AR when attempting to optimize experiential value in online environments. The study contributes to experiential retail and consumer purchase behavior research by deepening the conceptualization of the impact of experiential technologies, more specifically AR apps, by considering the role of hedonic shopping motivations.Peer reviewe

    The Evolution of Azuma’s Augmented Reality– An Overview of 20 Years of Research

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    Augmented Reality (AR) is no longer just a gimmick. 50 years after the development of the first head-mounted display, and approaching the 20th anniversary of the first conference dedicated to AR, it is time for a new review on the theme. As such, we present a bibliometric analysis of scientific literature since 1997, using as database the Web of Science. This allowed identifying the most relevant authors, their distribution by subjects, the evolution of publishing by year and the most frequent publications.info:eu-repo/semantics/publishedVersio

    A Model of Adoption of AR-based Self-service Technologies: A two Country Comparison

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    Purpose This paper proposes a model that extends the technology acceptance model (TAM) by identifying factors that influence consumers' acceptance of augmented reality (AR) self-service technologies (AR-based SSTs) in the retail sector, resulting in the Augmented Reality in Retail Model (ARiR Model). Design/methodology/approach This study is based on an online questionnaire responded to by 284 makeup-using women from Nicaragua and the USA. It is based on an AR mobile app used to shop in retail stores. Partial least squares-structural equation modelling was used to validate the ARiR model and test the hypotheses. Findings Aesthetics and navigation are significant predictors of perceived usefulness and perceived ease of use (PEOU), and self-efficacy also explains perceived ease of use. Technology readiness and the need for personal interaction were not found to be influencing factors. A cross-cultural comparison indicated that both countries have similar overall attitudes towards AR-based SSTs. Research limitations/implications This paper provides insights into the perceived value of, and motives for customer acceptance of, AR-based SSTs, which can serve as guidelines for their future implementation. Furthermore, it validates and confirms the application of the proposed ARiR model for technology acceptance in both developed and developing countries. Practical implications The paper provides new insights for retailers on the implementation of AR at the point of sale. Originality/value The model extends the original TAM to AR and introduces five new constructs: need for personal interaction, aesthetics, navigation, self-efficacy and technology readiness. It was tested in both a developing and a developed country

    MagicFace: Stepping into Character through an Augmented Reality Mirror

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    Augmented Reality (AR) is coming of age and appearing in various smartphone apps. One emerging AR type uses the front-facing camera and overlays a user's face with digital features that transform the physical appearance, making the user look like someone else, such as a popstar or a historical character. However, little is known about how people react to such stepping into character and how convincing they perceive it to be. We developed an app with two Egyptian looks, MagicFace, which was situated both in an opera house and a museum. In the first setting, people were invited to use the app, while in the second setting they came across it on their own when visiting the exhibition. Our findings show marked differences in how people approach and experience the MagicFace in these different contexts. We discuss how realistic and compelling this kind of AR technology is, as well as its implications for educational and cultural settings

    Technological Innovations Transforming the Consumer Retail Experience: A Review of Literature

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    Technological advancements are largely responsible for the intensified competiveness within the industry and the shift in consumers shopping and buying behavior. Global trends such as mobile devices and social media have led to a revolutionary change that has driven the drastic decline in traditional ‘brick and mortar’ footfall, leading to the unfortunate failure of long-standing retailers that once dominated our high streets. Despite survival to date, current retail firms remain with high pressure to change strategy to connect with the digital natives of today. The integration of online and physical worlds must focus on promoting the experiential benefits that the in-store environment provides by integrating emergent technologies into the entire retail process. The following paper provides an insight into current technological innovations that are transforming the consumer experience in a myriad of ways. Then, recommendations for practitioners regarding strategic implementation of future Augmented Reality (AR) and Virtual Reality (VR) technologies are presented, followed by an overview of future implications of said technologies

    VR and AR technology in fashion

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    The Use of Augmented Reality in Retail: A Review of Literature

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    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
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