1 |
Billewar, S. R., Jadhav, K., Sriram, V. P., Arun, A., Abdul, S. M., Gulati, K., & Bhasin, N. K. K. (2021). The rise of 3D E-Commerce - The online shopping gets real with virtual reality and augmented reality during COVID-19. World Journal of Engineering. doi:10.1108/WJE-06-2021-0338
DOI
|
2 |
Bloch, P. H., Sherrell, D. L., & Ridgway, N. M. (1986). Consumer search - An extended framework. Journal of Consumer Research, 13(1), 119-126. doi:10.1086/209052
DOI
|
3 |
Cheon, Y. R., Choi, W. L., Park, M. J., & Yoo, J. M. (2019). The effects of experiential factors of Virtual Reality (VR) store on perceived information, satisfaction and revisit intention. Journal of the Korean Society of Clothing and Textiles, 43(5), 682-698. doi:10.5850/JKSCT.2019.43.5.682
DOI
|
4 |
Cheung, M. F., & To, W. M. (2017). The influence of the propensity to trust on mobile users' attitudes toward in-app advertisements - An extension of the theory of planned behavior. Computers in Human Behavior, 76, 102-111. doi:10.1016/j.chb.2017.07.011
DOI
|
5 |
Childers, T. L., Carr, C. L., Peck, J., & Carson, S. (2002). Hedonic and utilitarian motivations for online retail shopping behavior. Journal of Retailing, 77(4), 511-535. doi:10.1016/S0022-4359(01)00056-2
DOI
|
6 |
Davis, F. (1989) Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13, 319-340. doi:10.2307/249008
DOI
|
7 |
Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User acceptance of computer technology - A comparison of two theoretical models. Management Science, 35(8), 982-1003. doi:10.1287/mnsc.35.8.982
DOI
|
8 |
Fiore, A.M., Jin, H.-J. and Kim, J. (2005), For fun and profit - Hedonic value from image interactivity and responses towards an online store. Psychology & Marketing, 22(8), 669-94. doi:10.1002/mar.20079
DOI
|
9 |
Kwak, B. S., & Lee, J. S. (2017). The effects of application characteristics of foodservice on the application trust and usage intention used TAM. Journal of Tourism and Leisure Research, 29(10), 311-330.
|
10 |
Kwon, S. H., Kim, T. U., & Lee, Y. K. (2003). The roles of customer's perceived value, satisfaction, trust and their relationship with loyalty in internet shopping environment. Korean Management Science Review, 20(1), 149-163.
|
11 |
Kwon, W. S., & Lennon, S. J. (2009). What induces online loyalty? Online versus offline brand images. Journal of Business Research, 62(5), 557-564. doi:10.1016/j.jbusres.2008.06.015
DOI
|
12 |
Lee, H., Chung, N., & Jung, T. (2015). Examining the cultural differences in acceptance of mobile augmented reality - Comparison of South Korea and Ireland. In Information and Communication Technologies in Tourism 2015, 477-491. doi:10.1007/978-3-319-14343-9_35
DOI
|
13 |
Lu, S. Y., Shpitalni, M., & Gadh, R. (1999). Virtual and augmented reality technologies for product realization. CIRP Annals, 48(2), 471-495. doi:10.1016/S0007-8506(07)63229-6
DOI
|
14 |
Moon, J., & Kim, Y. (2001). Extending the TAM for a world-wide-Web context. Information & Management, 38(4), 217-230. doi:10.1016/s0378-7206(00)00061-6
DOI
|
15 |
Martinez-Navarro, J., Bigne, E., Guixeres, J., Alcaniz, M., & Torrecilla, C. (2019). The influence of virtual reality in e-commerce. Journal of Business Research, 100, 475-482. doi:10.1016/j.jbusres.2018.10.054
DOI
|
16 |
Mcdowell, M. (2020, March 24). Fashion and beauty brands are taking AR more seriously. VOGUE BUSINESS. Retrieved March 20, 2021, from https://www.voguebusiness.com/technology/fashion-beauty-brands-taking-ar-seriously
|
17 |
Merle, A., Senecal, S., & St-Onge, A. (2012). Whether and how virtual try-on influences consumer responses to an apparel web site. International Journal of Electronic Commerce, 16(3), 41-64. doi:10.2753/JEC1086-4415160302
DOI
|
18 |
Verhagen, T., Feldberg, F., van den Hooff, B., Meents, S., & Merikivi, J. (2012). Understanding users' motivations to engage in virtual worlds - A multipurpose model and empirical testing. Computers in Human Behavior, 28(2), 484-495. doi:10.1016/j.chb.2011.10.020
DOI
|
19 |
Wei, W., Qi, R., & Zhang, L. (2019). Effects of virtual reality on theme park visitors experience and behaviors - A presence perspective. Tourism Management, 71, 282-293. doi:10.1016/j.tourman.2018.10.024
DOI
|
20 |
Youm, D. S., & Yu, S. Y. (2013). The effects of UI(user interface) experience on product attitude and purchase intention for smartphones. Journal of Digital Convergence, 11(4), 129-137. doi:10.14400/JDPM.2013.11.4.129
DOI
|
21 |
Zhao, J., Fang, S., & Jin, P. (2018). Modeling and quantifying user acceptance of personalized business modes based on TAM, trust and attitude. Sustainability, 10(2), 356. doi:10.3390/su10020356
DOI
|
22 |
Kang, H. (2020). Impact of VR on impulsive desire for a destination. Journal of Hospitality and Tourism Management, 42, 244-255. doi:10.1016/j.jhtm.2020.02.003
DOI
|
23 |
Gefen, D., & Straub, D. W. (2004). Consumer trust in B2C e-Commerce and the importance of social presence - Experiments in e-Products and e-Services. Omega, 32(6), 407-424. doi:10.1016/j.omega.2004.01.006
DOI
|
24 |
Goyette, Ricard, L., Bergeron, J., & Marticotte, F. (2010). e-WOM Scale - Word-of-mouth measurement scale for e-services context. Canadian Journal of Administrative Sciences/Revue Canadienne des Sciences de l'Administration, 27(1), 5-23. doi:10.1002/cjas.129
DOI
|
25 |
Hancock, G. R. (1997). Structural equation modeling methods of hypothesis testing of latent variable means. Measurement and Evaluation in Counseling and Development, 30(2), 91-105. doi:10.1080/07481756.1997.12068926
DOI
|
26 |
Holbrook, M. B., & Batra, R. (1987). Assessing the role of emotions as mediators of consumer responses to advertising. Journal of Consumer Research, 14(3), 404-420. doi:10.1086/209123
DOI
|
27 |
Huang, Y., Backman, S. J., Backman, K. F., & Moore, D. (2013). Exploring user acceptance of 3D virtual worlds in travel and tourism marketing. Tourism Management, 36, 490-501. doi:10.1016/j.tourman.2012.09.009
DOI
|
28 |
Keeling, K., McGoldrick, P., & Beatty, S. (2010). Avatars as salespeople - Communication style, trust, and intentions. Journal of Business Research, 63(8), 793-800. doi:10.1016/j.jbusres.2008.12.015
DOI
|
29 |
Niu, M. (2020). Application of intelligent virtual reality technology in clothing virtual wear and color saturation after COVID-19 epidemic situation. Journal of Intelligent & Fuzzy Systems, 39(6), 8943-8951.doi:10.3233/JIFS-189292
DOI
|
30 |
Noh, M. J., & Park, H. H. (2011). An effect of the beliefs, perceived enjoyment, and trust on the acceptance about the smart clothing - Moderating effect of price consciousness of the smart clothing. Journal of Industrial Economics and Business, 20(4), 2473-2497.
|
31 |
O'Brien, H. L. (2010). The influence of hedonic and utilitarian motivations on user engagement - The case of online shopping experiences. Interacting with Computers, 22(5), 344-352. doi:10.1016/j.intcom.2010.04.001
DOI
|
32 |
Padilla-Melendez, A., del Aguila-Obra, A. R., & Garrido-Moreno, A. (2013). Perceived playfulness, gender differences and technology acceptance model in a blended learning scenario. Computers & Education, 63, 306-317. doi:10.1016/j.compedu.2012.12.014
DOI
|
33 |
Pizzi, G., Scarpi, D., Pichierri, M., & Vannucci, V. (2019). Virtual reality, real reactions? - Comparing consumers' perceptions and shopping orientation across physical and virtual-reality retail stores. Computers in Human Behavior, 96, 1-12. doi:10.1016/j.chb.2019.02.008
DOI
|
34 |
Kiper, P., Szczudlik, A., Agostini, M., Opara, J., Nowobilski, R., Ventura, L., ... & Turolla, A. (2018). Virtual reality for upper limb rehabilitation in subacute and chronic stroke - A randomized controlled trial. Archives of Physical Medicine and Rehabilitation, 99(5), 834-842. doi:10.1016/j.apmr.2018.01.023
DOI
|
35 |
Peng, Y., & Ke, D. (2015). Consumer trust in 3D virtual worlds and its impact on real world purchase intention. Nankai Business Review International, 6(4), 381-400. doi:10.1108/NBRI-03-2015-0009
DOI
|
36 |
Kim, H. A. (2019, June 24). [Which 5G content companies were selected by NIPA to enter overseas markets?..30 companies supported.] EDAILY. Retrieved March 20, 2021, from https://www.edaily.co.kr/news/read?newsId=02548566622525000&mediaCodeNo=257
|
37 |
Kim, J., & Forsythe, S. (2008). Adoption of Virtual Try-on technology for online apparel shopping. Journal of Interactive Marketing, 22(2), 45-59. doi:10.1002/dir.20113
DOI
|
38 |
Kiper, P., Baba, A., Alhelou, M., Pregnolato, G., Maistrello, L., Agostini, M., & Turolla, A. (2020). Assessment of the cervical spine mobility by immersive and non-immersive virtual reality. Journal of Electromyography and Kinesiology, 51. doi:10.1016/j.jelekin.2020.102397
DOI
|
39 |
Park, K. C. (2018, Dec 05) [VR.AR.MR Technology Trend] IITP. Retrieved May 3, 2020, from https://www.iitp.kr/kr/1/knowledge/periodicalViewA.it
|
40 |
Park, M., & Yoo, J. (2018). Benefits of mass customized products - Moderating role of product involvement and fashion innovativeness. Heliyon, 4(2), e00537. doi:10.1016/j.heliyon.2018.e00537
DOI
|
41 |
Plotkina, D., & Saurel, H. (2019). Me or just like me? The role of virtual try-on and physical appearance in apparel M-retailing. Journal of Retailing and Consumer Services, 51, 362-377. doi:10.1016/j.jretconser.2019.07.002
DOI
|
42 |
Ajzen, I. (1991). The theory of planned behavior. Organizational behavior and Human Decision Processes, 50(2), 179-211. doi:10.1016/0749-5978(91)90020-T
DOI
|
43 |
Etemad-Sajadi, R., & Ghachem, L. (2015). The impact of hedonic and utilitarian value of online avatars on e-service quality. Computers in Human Behavior, 52, 81-86. doi:10.1016/j.chb.2015.05.048
DOI
|
44 |
Statista. (2021, September 10). Augmented(AR), virtual reality(VR), and mixed reality (MR) market size 2021-2024. Statista. Retrieved September 17, 2021, from https://www.statista.com/statistics/591181/global-augmented-virtual-reality-market-size/
|
45 |
Rese, A., Baier, D., Geyer-Schulz, A., & Schreiber, S. (2017). How augmented reality apps are accepted by consumers - A comparative analysis using scales and opinions. Technological Forecasting and Social Change, 124, 306-319. doi:10.1016/j.techfore.2016.10.010
DOI
|
46 |
Josiam, B. M., & Henry, W. (2014). Eatertainment - Utilitarian and hedonic motivations for patronizing fun experience restaurants. Procedia-Social and Behavioral Sciences, 144, 187-202. doi:10.1016/j.sbspro.2014.07.287
DOI
|
47 |
Kang, J. W., & Nam, K. Y. (2017). The effect of perceived risk, perceived usefulness, and perceived ease of use for coffee brand mobile apps on trust and continuance intention - Applying privacy-calculus theory and a technology acceptance model. Journal of Tourism Sciences, 41(4), 79-94. doi:10.17086/JTS.2017.41.4.79.94
DOI
|
48 |
Lowry, P., Gaskin, J., Twyman, N., Hammer, B., & Roberts, T. (2013). Taking "fun and games" seriously - Proposing the Hedonic-Motivation System Adoption Model (HMSAM). Journal of the Association for Information Systems, 14(11), 617-671. doi:10.17705/1jais.00347
DOI
|
49 |
Na, Y. (2010). A study of the purchase behavior of fashion merchandise for the internet shopping-mall using Extended Technology Acceptance Model(ETAM). The Journal of Internet Electronic Commerce Resarch, 10(3), 27-49.
|
50 |
Song, K., Fiore, A. M., & Park, J. (2007). Telepresence and fantasy in online apparel shopping experience. Journal of Fashion Marketing and Management: An International Journal, 11(4), 553-570. doi:10.1108/13612020710824607
DOI
|
51 |
Corritore, C. L., Kracher, B., & Wiedenbeck, S. (2003). On-line trust - Concepts, evolving themes, a model. International Journal of Human-computer Studies, 58(6), 737-758. doi:10.1016/S1071-5819(03)00041-7
DOI
|
52 |
Kim, H. Y., Lee, J. Y., Mun, J. M., & Johnson, K. K. (2017). Consumer adoption of smart in-store technology - Assessing the predictive value of attitude versus beliefs in the technology acceptance model. International Journal of Fashion Design, Technology and Education, 10(1), 26-36. doi:10.1080/17543266.2016.1177737
DOI
|
53 |
Choi, H., & Choi, Y. J. (2011). The impact of smartphone application quality factors on trust and the users' continuance intention according to gender. Journal of the Korea Industrial Information Systems Research, 16(4), 151-162. doi:10.9723/jksiis.2011.16.4.151
DOI
|
54 |
Arnold, M. J., & Reynolds, K. E. (2003). Hedonic shopping motivations. Journal of Retailing, 79(2), 77-95. doi:10.1016/S0022-4359(03)00007-1
DOI
|
55 |
Amin, M., Rezaei, S., & Abolghasemi, M. (2014). User satisfaction with mobile websites: the impact of perceived usefulness(PU), perceived ease of use (PEOU) and trust. Nankai Business Review International, 5(3), 258-274. doi:10.1108/NBRI-01-2014-0005
DOI
|
56 |
Bae, S., & Kwon, O. (2018). Impact of presence, spatial ability, and esthetics on the continuance intention of use of Augmented Reality and Virtual Reality. Korea Business Review, 33(4), 355-386. doi:10.23839/kabe.2018.33.4.355
DOI
|
57 |
Chae, J. M. (2016). The effect of mobile fashion shopping characteristics on consumer's purchase intention - Applying the technology acceptance model. Fashion & Textile Research Journal, 18(1), 38-47. doi:10.5805/SFTI.2016.18.1.38
DOI
|
58 |
Chi, T. (2018). Understanding Chinese consumer adoption of apparel mobilecommerce - An extended TAM approach. Journal of Retailing and Consumer Services, 44, 274-284. doi:10.1016/j.jretconser.2018.07.019
DOI
|
59 |
Hwang, Y., & Kim, D. J. (2007). Customer self-service systems - The effects of perceived Web quality with service contents on enjoyment, anxiety, and e-trust. Decision support systems, 43(3), 746-760. doi:10.1016/j.dss.2006.12.008
DOI
|
60 |
Debbabi, S., Daassi, M., & Baile, S. (2010). Effect of online 3D advertising on consumer responses - The mediating role of telepresence. Journal of Marketing Management, 26(9-10), 967-992. doi:10.1080/02672570903498819
DOI
|
61 |
Jones, A. (2017, May 25). 4 reasons why fashion brands are adopting virtual reality. HUFFPOST. Retrieved March 20, 2021, from https://www.huffingtonpost.ca/awane-jones/virtual-reality-fashion_b_10069340.html
|
62 |
Fishbein, M., & Ajzen, I. (1975). Belief, Attitude, Intention, and Behavior - An Introduction to Theory and Research. Reading, MA: Addison-Wesley.
|
63 |
Ha, S., & Stoel, L. (2009). Consumer e-shopping acceptance - Antecedents in a technology acceptance model. Journal of business research, 62(5), 565-571. doi:10.1016/j.jbusres.2008.06.016
DOI
|
64 |
Hong, S. J., & Han, S. (2020). A study of the effect of shopping experience in Virtual Reality and augmented reality on consumer decision making - Analysis of mediating effect of perceived value. Korea Business Review, 24, 173-187. doi:10.17287/kbr.2020.24.0.173
DOI
|
65 |
Kim, H. W., Chan, H. C., & Gupta, S. (2007). Value-based adoption of mobile internet - An empirical investigation. Decision Support Systems, 43(1), 111-126. doi:10.1016/j.dss.2005.05.009
DOI
|
66 |
Ajzen, I., & Fishbein, M. (1980). Understanding attitudes and predicting social behavior. Englewood Cliffs, NJ: Prentice-Hall.
|
67 |
Allam, H., Bliemel, M., Spiteri, L., Blustein, J., & Ali-Hassan, H. (2019). Applying a multi-dimensional hedonic concept of intrinsic motivation on social tagging tools - A theoretical model and empirical validation. International Journal of Information Management, 45, 211-222. doi:10.1016/j.ijinfomgt.2018.11.005
DOI
|
68 |
Babin, B. J., Darden, W. R., & Griffin, M. (1994). Work and/or fun - Measuring hedonic and utilitarian shopping value. Journal of Consumer Research, 20(4), 644-656. doi:10.1086/209376
DOI
|
69 |
Badrinarayanan, V., Becerra, E. P., & Madhavaram, S. (2014). Influence of congruity in storeattribute dimensions and self-image on purchase intentions in online stores of multichannel retailers. Journal of Retailing and Consumer Services, 21(6), 1013-1020. doi:10.1016/j.jretconser.2014.01.002
DOI
|
70 |
Kim, C., Hwang, J. S., & Cho, J. (2015). Relationships among mobile fashion shopping characteristics, perceived usefulness, perceived enjoyment, and purchase intention - Mediating effect of ease of use. Journal of the Korean Society of Clothing and Textiles, 39(2), 161-174. doi:10.5850/JKSCT.2015.39.2.161
DOI
|
71 |
Kim, M. J., & Hall, C. M. (2019). A hedonic motivation model in virtual reality tourism: Comparing visitors and non-visitors. International Journal of Information Management, 46, 236-249. doi:10.1016/j.ijinfomgt.2018.11.016
DOI
|
72 |
Kini, A., & Choobineh, J. (1998). Trust in electronic commerce - Definition and theoretical considerations. In Proceedings of the thirty-first Hawaii International conference on System sciences, 4, 51-61. doi:10.1109/HICSS.1998.655251
DOI
|
73 |
Koo, W., Cho, E., & Kim, Y. K. (2014). Actual and ideal self-congruity affecting consumers' emotional and behavioral responses toward an online store. Computers in Human Behavior, 36, 147-153. doi:10.1016/j. chb.2014.03.058
DOI
|
74 |
Klein, L. R. (2003). Creating virtual product experiences - The role of telepresence. Journal of Interactive Marketing, 17(1), 41-55. doi:10.1002/dir.10046
DOI
|
75 |
Klopping, I. M., & McKinney, E. (2004). Extending the technology acceptance model and the task-technology fit model to consumer e-commerce. Information Technology, Learning & Performance Journal, 22(1), 35-48.
|
76 |
Kohler, C. F., Rohm, A. J., de Ruyter, K., & Wetzels, M. (2011). Return on interactivity - The impact of online agents on newcomer adjustment. Journal of Marketing, 75(2), 93-108. doi:10.1509/jm.75.2.93
DOI
|
77 |
Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations - Classic definitions and new directions. Contemporary Educational Psychology, 25(1), 54-67. doi:10.1006/ceps.1999.1020
DOI
|
78 |
Shih, C. F. (1998). Conceptualizing consumer experiences in cyberspace. European Journal of Marketing, 32(7/8), 655-663. doi:10.1108/03090569810224056
DOI
|
79 |
Shin, S. Y., & Kim, C. J. (2019). The effect of service convenience of mobile app users on consumer confidence and purchase intention - Focusing on the role of mediation and trust in perception value. Journal of Distribution and Management Research, 22(1), 23-33. doi:10.17961/jdmr.22.1.201902.23
DOI
|
80 |
Sirgy, M. J. (1982). Self-concept in consumer behavior - A critical review. Journal of Consumer Research, 9(3), 287-300. doi:10.1086/208924
DOI
|
81 |
Son, M., Han, K., An, Y., & Kim, S. (2019). A study on the major factors affecting the intention to use the AR virtual fitting system. Journal of Digital Contents Society, 20(5), 991-1000. doi:10.9728/dcs.2019.20.5.991
DOI
|
82 |
Van Kerrebroeck, H., Brengman, M., & Willems, K. (2017). Escaping the crowd - An experimental study on the impact of a Virtual Reality experience in a shopping mall. Computers in Human Behavior, 77, 437-450. doi:10.1016/j.chb.2017.07.019
DOI
|
83 |
Song, S. H. (2018, June 28). [New battlefield for e-commerce logistics "Now it's 'return!' "] CLO. Retrieved May 3, 2020, from http://clomag.co.kr/article/2987
|
84 |
Steuer, J. (1992). Defining Virtual Reality - Dimensions of determining telepresence. Journal of Communication, 42(4), 73-93. doi:10.1111/j.1460-2466.1992.tb00812.x
DOI
|
85 |
Suh, K. S., Kim, H., & Suh, E. K. (2011). What if your avatar looks like you? Dual-congruity perspectives for avatar use. MIS Quarterly, 35(3), 711-729. doi:10.2307/23042805
DOI
|