• Title/Summary/Keyword: Augmented reality store

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Effect of Perceived Technological Innovativeness on Revisit and Word-of-Mouth Intention in Augmented Reality Store -Focusing on Curiosity and Fun- (증강현실 매장의 인지된 기술혁신성이 재방문 및 구전의도에 미치는 영향 -호기심과 재미를 중심으로-)

  • Kim, Terry Haekyung;Lee, Hee Yun;Namkoong, Hyun;Choi, Seo Yeun;Yang, Heesoon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.4
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    • pp.676-690
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    • 2020
  • This study proposes a research model that examines the impact of perceived technological innovativeness on curiosity and fun, which influence revisit and word-of-mouth intentions for an augmented reality store. Data was collected from 189 female consumers in their 20s and 30s living in the Seoul metropolitan area using a convenient sampling method. The results of the study were summarized as follows. First, perceived technological innovativeness was found to have positive effects on curiosity and fun. Second, curiosity had a positive relationship with fun. Third, curiosity had positive effects on revisit and word-of-mouth intention toward the augmented reality store, while fun had no effect on revisit and word-of-mouth intention. Fourth, curiosity mediated the relationship between perceived technological innovativeness and revisit intention, and between perceived technological innovativeness and word-of-mouth intention. The introduction of innovative technology in the offline store leads to a positive response through curiosity rather than fun; therefore, it is suggested that fashion companies develop and utilize augmented reality content that stimulates more curiosity.

Study on the Content Development of Mobile AR_HMD through a Real Time 360 Image Processing. (360° 실시간 영상처리를 통한 모바일 AR_HMD 콘텐츠 개발을 위한 연구)

  • Lee, Changhyun;Kim, Youngseop;Kim, Yeonmin;Park, Inho;Choi, JaeHak;Lee, Yonghwan;Han, Woori
    • Journal of the Semiconductor & Display Technology
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    • v.15 no.2
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    • pp.66-69
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    • 2016
  • Recently, augmented reality and virtual reality in the ICT sector have been highlighted. So also interested in related HMD areas to facilitate contact with the VR content is being attend. This paper proposes a method for implementing to the virtual reality through the mobile HMD device with the real time 360 image. This system is required the real time 360 image streaming server configuration and image processing for augmented reality and virtual reality. The configuration of the streaming server is configured the DB server to store images and the relay server that can relay images to other devices. Augmented image processing module is composed based on markerless tracking, and there are four modules that are recognition, tracking, detecting and learning module. Also, the purpose of this paper is shown the augmented 360 image processing through the Mobile HMD.

Development of the 3D Virtual Fitting Room Simulator using Augmented Reality (증강현실을 이용한 3D 가상 피팅룸 시뮬레이터의 개발)

  • Kim, Sung-Ho
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.449-454
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    • 2013
  • Recent, the number of consumers using home shopping are in increase. So, there have been a lot of effort to provide services that meet the consumer's eye level in each store. In particular, apparel stores have been conducted the research for virtual fitting room based on augmented reality technology that consumers can simulate in real time costumes that meet the tastes of consumers in online and offline market. In addition, some services has already progress. The general virtual fitting room simulator built the user interface based on OpenCV, augmented reality API, Kinect, and so on. But, it has the disadvantage that the equipment is expensive. In this paper, we have developed a 3D virtual fitting room simulator based on augmented reality technology using OpenCV and libsigc$^{++}$. This simulator can simulate easily in general home without any special equipment. This simulator is expected to be available very efficient in online and offline market as well as home shopping.

An Analysis on the Omni-Channel Strategy of Distribution Enterprise in Domestic and International (국내·외 유통업체의 옴니채널 전략 활용현황 분석)

  • Oh, Jung-Ah
    • Korean Institute of Interior Design Journal
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    • v.25 no.5
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    • pp.111-120
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    • 2016
  • Unlike the past, brick-and-mortar is no longer on the priority list for the shopping activity. Instead, it is replaced by various non-store shopping alternatives, such as Internet, TV, catalog, mobile, etc. As consumers engage digitally, they made fewer trips to stores. Especially, as mobile shopping made the price comparison possible while shopping in the store, new shopping trend of 'showrooming' came to the fore as the serious issue. In order to cope with the this crisis, many brick-and-mortar retailers utilize omni-channel strategy for their countermeasure. This research paper is to suggest the omni-channel strategy that is applicable for the brick-and-mortar retailers. The results are as follows. First, in order to set up the connected-channel shopping environment, consumers have to be exposed to the environment that can deliver the continuous brand experience under the same price policy, brand and store management, etc, as integrating the various purchasing channels into one. Especially, in-store environment needs to change for the place where consumer experience is stressed for the most as using virtual reality devices with augmented reality technology. Also, the online digital kiosk, and tablet that consumer can order the products through the online channel while shopping in-store Second, the barrier-free in-store environment should be offered in order to increase the consumer convenience. This change will allow consumer communicate with the store environment more effectively. Lastly, brick-and-mortar should extend the physical territory as utilizing the offline's advantage and disadvantage through setting up the digital interactive wall or pop-up store for increasing the opportunity of customer interaction with the store. Moreover, visiting service for the elderly, housewife with the baby, or disabled person will be one of the effective substitute.

A study on the sustainable growth of off-line stores using AR technology (AR 기술을 이용한 오프라인 상점의 지속적인 성장에 관한 연구)

  • Jin, Chang-Beom;Lee, Jae Yeul;Youn, Myoung-Kil;Kang, Min Soo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.5
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    • pp.103-109
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    • 2017
  • In this paper, the advancement in IT technology is not only inducing the multi-functionality of simple products but also changing even the lifestyle, that is, the pattern of consumers' daily life. The actual paradigm for the conversion from off-line to on-line is at the level of threatening the ecology of off-line. In this study, the diversified advancement method of off-line is in functional relationship with the increase in sales revenue and profits not only through the visit of consumers to the sales outlets for the simple purpose of making purchase but also through the application of augmented realities such as 3-dimensional sense in space and sense in reality, which are entertainment experience factors. Therefore, the improvement in the enhancement of sales revenues by applying augmented reality to off-line department store was researched in this study.

Augmented Reality Game of Experiential Metaverse based on Landmark (랜드마크 기반 체험형 메타버스 증강현실 게임)

  • Min-gyu Yeom;Su-min Lee;Young-hoon Park;Kyung-sook Han
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.109-117
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    • 2023
  • Recently, interest in metaverse, which creates new value in the real world, has increased. In order to make it easy to experience such a metaverse, we have developed an experiential metaverse AR game in which users take the lead in exploring the environment and enjoying content based on landmarks. Important features of the metaverse include connectivity with the real world, interactivity, and digital currency. The game seeks to extend daily life through AR and satisfies interaction through real-time chat and team competition. Finally, digital currency is built through a store system. It is implemented as a mobile game and can be accessed at any time if there is a smartphone, increasing accessibility.

Meta's Metaverse Platform Design in the Pre-launch and Ignition Life Stage

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.121-131
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    • 2022
  • We look at the initial stage of Meta (previous Facebook)'s new metaverse platform and investigate its platform design in pre-launch and ignition life stage. From the Rocket Model (RM)'s theoretical logic, the results reveal that Meta firstly focuses on investing in key content developers by acquiring virtual reality (VR), video, music content firms and offering production support platform of the augmented reality (AR) content, 'Spark AR' last three years (2019~2021) for attracting high-potential developers and users. In terms of three matching criteria, Meta develops an Artificial Intelligence (AI) powered translation software, partners with Microsoft (MS) for cloud computing and AI, and develops an AI platform for realistic avatar, MyoSuite. In 'connect' function, Meta curates the game concept submitted by game developers, welcomes other game and SNS based metaverse apps, and expands Horizon Worlds (HW) on VR devices to PCs and mobile devices. In 'transact' function, Meta offers 'HW Creator Funding' program for metaverse, launches the first commercialized Meta Avatar Store on Meta's conventional SNS and Messaging apps by inviting all fashion creators to design and sell clothing in this store. Mata also launches an initial test of non-fungible token (NFT) display on Instagram and expands it to Facebook in the US. Lastly, regarding optimization, especially in the face of recent data privacy issues that have adversely affected corporate key performance indicators (KPIs), Meta assures not to collect any new data and to make its privacy policy easier to understand and update its terms of service more user friendly.

A Study on the mobile application of Fashion Brands

  • Kim, Sung-Hee
    • Journal of Fashion Business
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    • v.14 no.6
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    • pp.134-145
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    • 2010
  • The purpose of this study is 1) to investigate the contents of fashion brand applications and what differences and 2) to scrutinize the reviews of the applications uploaded on the app store in order to suggest strategies on how to apply them to fashion. For the study, twenty-nine free applications from different categories of the fashion brands and three hundred sixty-two reviews of these applications were investigated. The analysis of the study was conducted from June 20th to November 10th of 2010. The results showed that there are four important components for fashion brand applications: conventional information (product information and store information), the purchasing function, the fun element (social networking, blogging, music etc), and the augmented reality technique. These components are formulated based on the brand's marketing strategies. In order to know whether or not these components were successfully composed, user reviews were studied, which revealed that many users were satisfied, but the applications were insufficient to meet all of their needs.

A Design and Implementation of Store Management Application using Beacon (비콘을 이용한 매장관리 모바일 어플리케이션 설계 및 구현)

  • Moon, Gabin;Jeon, Seonghee;Kim, Sungrim
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.2
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    • pp.1-9
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    • 2018
  • Currently, the record of part-timer is mainly written in handwriting or using excel work schedule, paper work recorder, and time attendance program using POS program. And, work table, commute records, paycheck are managed separately. Time-attendance information is not linked and is managed separately, and payment of wages is often not done accurately. And, it is difficult to pay the wages because it is not able to accurately grasp the state of attendance of part-timer. Therefore, it is necessary to have a transparent wage and work management system based on the trust between the owner and the part-timer. In this paper, we design a system that can perform real-time commute check using beacon, transparent wage management, wage calculation by automatic calculation, and smooth communication between owner and the part-timer. We have also implemented a store management mobile application using Android Studio 2.3, Eclipse, Android 5.1 and Beacon devices in a MySQL environment.

The Analysis of the Characteristic Types of Fashion Brand Application - Concentrating on Korean Application cases - (패션 브랜드 어플리케이션의 특징적 유형 분석 - 한국 계정 어플리케이션 사례를 중심으로 -)

  • Park, Min-A;Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.64 no.1
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    • pp.136-151
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    • 2014
  • This study systematically analyzed types of fashion brand application focusing on accounts created in Korea. While referring to 'Chanel' which has developed a fashion brand app for the first time in August of 2008, not only for App store by Apple Inc. of the greatest market share but also for Android market, the one and only competitor of App store, the study examined cases of fashion brand app in Korea and foreign countries which have been in service till August of 2013 since the year of 2008. To achieve the research goal, the study conducted a literature research and a case review, categorizing the app by their distinctive functions which were Basic Information, SNS, AR, LBS, Entertainment, Mobile Shopping and Live Streaming. As for the first function, Basic Information, it was considered to provide information on a brand such as prices, sizes and colors of products which should be the most fundamental function of a fashion brand. The function would include look book, catalogues, photographs and others of products, helping users of the app with their understanding on images and concepts of the brand. Second, SNS function was considered useful for its mobility and communication and with the help of theirs, the users share fashion information with each other. Third, AR function as in a filed of virtual reality would edit virtual objects to look real in an actual environment. This would eventually offer the users a chance to try for clothes virtually. The fourth function, LBS, would work with GPS to find a store closest from a present location. This would be a help when the users try to find stores holding promotion events or trails while hiking in mountains. The fifth Entertainment function would include all sorts of games and chances for the users to listen to music and keep fashion diaries. The sixth function, Mobile Shopping, would help the users purchase items online via the app as they would not visit a store in person. The seventh function, Live Streaming, would give the users chances to actually see fashion collections in real time, held all over the world in every season. Because of this function, not only fashion experts but also regular people have become able to enjoy the fashion shows. The distinctive characteristics of the fashion brand application discussed in the study will be a useful reference when any relevant fields try to design other new fashion brand application.