A comparison study of AR applications versus pseudo-holographic systems as virtual exhibitors for luxury watch retail stores

The market of luxury watches has been continuously growing across the world, regardless of economic crisis. However, consumers can purchase online, on the web pages of the luxury watchmakers, the same product they can acquire in physical retail stores, producing a significant reduction in the overall sales of the latter ones. To reduce this trend, retail stores should increase their added-value services, one of which could be the use of virtual exhibitors in the shop. In this paper, we have developed two multimedia solutions (an Augmented Reality application and a pseudo-holographic system) for the creation of virtual exhibitors, and we have carried out a comparative study (based on real users) to measure which system would produce the best impact on users when used in traditional luxury watch retail stores. Our primary hypothesis was that there would be significant differences between the use of the mobile AR application and the use of the pseudo-holographic system. Our secondary hypothesis was that user preference for the mobile AR application would be higher than for the pseudo-holographic system.

[1]  Chei Sian Lee,et al.  Comparative Evaluation of Interfaces for Presenting Location-Based Information on Mobile Devices , 2011, ICADL.

[2]  U. Okonkwo Sustaining the luxury brand on the Internet , 2009 .

[3]  Dieter Schmalstieg,et al.  Anywhere Interfaces Using Handheld Augmented Reality , 2012, Computer.

[4]  Georges A. Kern Engineering the Intangible: Strategic Success Factors in the Luxury Watch Industry , 2017 .

[5]  Peter Kazanzides,et al.  Prioritization and static error compensation for multi-camera collaborative tracking in augmented reality , 2017, 2017 IEEE Virtual Reality (VR).

[6]  Kasper Hornbæk,et al.  Some Whys and Hows of Experiments in Human-Computer Interaction , 2013, Found. Trends Hum. Comput. Interact..

[7]  Cynthia R. Jasper,et al.  Understanding the Shopping Experience and Its Implications for Malls as Marketing Media , 2018, Journal of Advertising Research.

[8]  Dieter Schmalstieg,et al.  Real-Time Detection and Tracking for Augmented Reality on Mobile Phones , 2010, IEEE Transactions on Visualization and Computer Graphics.

[9]  Digital and Social Strategies for Luxury Brands , 2017 .

[10]  Kaisa Väänänen,et al.  Expected user experience of mobile augmented reality services: a user study in the context of shopping centres , 2011, Personal and Ubiquitous Computing.

[11]  Wei Zhu,et al.  Personalized In-store E-Commerce with the PromoPad: an Augmented Reality Shopping Assistant , 2004 .

[12]  Paco Underhill,et al.  Why We Buy: The Science of Shopping--Updated and Revised for the Internet, the Global Consumer, and Beyond , 2008 .

[13]  Douglas Lanman,et al.  Focal surface displays , 2017, ACM Trans. Graph..

[14]  Ahmed Elmorshidy,et al.  Holographic Projection Technology: The World is Changing , 2010, ArXiv.

[15]  F. Massey The Kolmogorov-Smirnov Test for Goodness of Fit , 1951 .

[16]  Gary Warnaby,et al.  Augmented Reality and Virtual Reality in Physical and Online Retailing: A Review, Synthesis and Research Agenda , 2018 .

[17]  S. Shapiro,et al.  An Analysis of Variance Test for Normality (Complete Samples) , 1965 .

[18]  Simon Jackson Unity 3D UI Essentials , 2015 .

[19]  Yikai Su,et al.  51‐3: A Multi‐plane Optical See‐through Head Mounted Display with Reverse Mode PSLC , 2017 .

[20]  Hirokazu Kato,et al.  Toward Standard Usability Questionnaires for Handheld Augmented Reality , 2015, IEEE Computer Graphics and Applications.

[21]  Arturo Z. Vasquez-Parraga,et al.  Discernible impact of augmented reality on retail customer's experience, satisfaction and willingness to buy , 2017 .

[22]  Hrvoje Benko,et al.  Dyadic projected spatial augmented reality , 2014, UIST.

[23]  Marta Blázquez,et al.  Fashion Shopping in Multichannel Retail: The Role of Technology in Enhancing the Customer Experience , 2014, Int. J. Electron. Commer..

[24]  David Johnson,et al.  Augmented Reality Marketing: Consumer Preferences and Attitudes Toward Hypermedia Print Ads , 2016 .

[25]  Ioannis Pachoulakis,et al.  AUGMENTED REALITY PLATFORMS FOR VIRTUAL FITTING ROOMS , 2012 .

[26]  Oliver Bimber,et al.  The virtual showcase as a new platform for augmented reality digital storytelling , 2003, IPT/EGVE.

[27]  Yongtian Wang,et al.  Novel interactive virtual showcase based on 3D multitouch technology , 2009, International Conference on Optical Instruments and Technology.

[28]  Oliver Bimber,et al.  The virtual showcase , 2005, SIGGRAPH Courses.

[29]  Levent Onural,et al.  Design of a 360-degree holographic 3D video display using commonly available display panels and a paraboloid mirror , 2017, OPTO.

[30]  Hsien-Tsung Chang,et al.  Design of a Mobile Augmented Reality Application: An Example of Demonstrated Usability , 2016, HCI.

[31]  Rafael Pous,et al.  Using Augmented Reality and Internet of Things to improve accessibility of people with motor disabilities in the context of Smart Cities , 2017, Future Gener. Comput. Syst..

[32]  Soh-Khim Ong,et al.  Novel AR-based interface for human-robot interaction and visualization , 2014 .

[33]  Mark Billinghurst,et al.  A Survey of Augmented Reality , 2015, Found. Trends Hum. Comput. Interact..

[34]  Robert W. Lindeman,et al.  A Systematic Review of Usability Studies in Augmented Reality between 2005 and 2014 , 2016, 2016 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct).

[35]  Kunio Sakamoto,et al.  4-views tabletop flat display system for collaborative work on round table , 2010, International Symposium on Advanced Optical Manufacturing and Testing Technologies (AOMATT).