Immersive virtual reality technology in a three-dimensional virtual simulated store: Investigating telepresence and usability

Food Research International - Tập 117 - Trang 40-49 - 2019
Alexander Schnack1, Malcolm Wright2,1, Judith Holdershaw1
1Massey Business School, Massey University, Palmerston North, New Zealand
2Ehrenberg-Bass Institute for Marketing Science, University of South Australia, Adelaide, Australia

Tóm tắt

Từ khóa


Tài liệu tham khảo

Anderson, 1998

Baker, 1992, An experimental approach to making retail store environmental decisions, Journal of Retailing, 68, 445

Baños, 2000, Presence and reality judgment in virtual environments: A unitary construct?, Cyberpsychology & Behavior, 3, 327, 10.1089/10949310050078760

Berneburg, 2008, Presence in a three-dimensional test environment: Benefit or threat to market research?, Journal of Virtual Reality and Broadcasting, 5, 1

Braun, 2006, Using thematic analysis in psychology, Qualitative Research in Psychology, 3, 77, 10.1191/1478088706qp063oa

Breen, 2009, Shaping retail: The use of virtual store simulations, 1

Burke, 1996, Virtual shopping: Breakthrough in marketing research, The Journal of Product Innovation Management, 6, 558

Burke, 1992, Comparing dynamic consumer choice in real and computer-simulated environments, Journal of Consumer Research, 19, 71, 10.1086/209287

Campo, 1999, Computer simulated shopping experiments for analyzing dynamic purchasing patterns: Validation and guidelines, Journal of Empirical Generalizations in Marketing Science, 4, 22

Carrington, 2010, Why ethical consumers don't walk their talk: Towards a framework for understanding the gap between the ethical purchase intentions and actual buying behaviour of ethically minded consumers, Journal of Business Ethics, 97, 139, 10.1007/s10551-010-0501-6

Cohen, 1988

Cohen, 1996, Virtual reality shopping simulation for the modern marketer, Marketing and Research Today, 24, 18

Cummings, 2016, How immersive is enough? A meta-analysis of the effect of immersive technology on user presence, Media Psychology, 19, 272, 10.1080/15213269.2015.1015740

Desmet, 2013, Differences in purchasing behaviour between physical and virtual laboratory stores, Recherche et Applications en Marketing (English Edition), 28, 70, 10.1177/2051570713487473

Freeman, 2000, Using behavioral realism to estimate presence: A study of the utility of postural responses to motion stimuli, Presence Teleoperators and Virtual Environments, 9, 149, 10.1162/105474600566691

Gozli, 2014, The effect of action video game playing on sensorimotor learning: Evidence from a movement tracking task, Human Movement Science, 38, 152, 10.1016/j.humov.2014.09.004

Granato, 2014, Observations on the use of statistical methods in food science and technology, Food Research International, 55, 137, 10.1016/j.foodres.2013.10.024

Grimshaw, 2008, Sound and immersion in the first-person shooter, International Journal of Intelligent Games and Simulation, 5, 119

Hendrix, 1996, Presence within virtual environments as a function of visual display parameters, Presence Teleoperators and Virtual Environments, 5, 274, 10.1162/pres.1996.5.3.274

Ijsselsteijn, 2001, Effects of stereoscopic presentation, image motion, and screen size on subjective and objective corroborative measures of presence, Presence Teleoperators and Virtual Environments, 10, 298, 10.1162/105474601300343621

Ijsselsteijn, 2007, Digital game design for elderly users

Keshavarz, 2011, Validating an efficient method to quantify motion sickness, Human Factors: The Journal of the Human Factors and Ergonomics Society, 53, 415, 10.1177/0018720811403736

Lee, 2008, Effects of haptic feedback, stereoscopy, and image resolution on performance and presence in remote navigation, International Journal of Human-Computer Studies, 66, 701, 10.1016/j.ijhcs.2008.05.001

Levene, 1960, Robust tests for equality of variances, vol. 1, 278

Lo, 2003, Stereo vision for computer graphics: The effect that stereo vision has on human judgments of visual realism

McGloin, 2011, The impact of controller naturalness on spatial presence, gamer enjoyment, and perceived realism in a tennis simulation video game, Presence Teleoperators and Virtual Environments, 20, 309, 10.1162/PRES_a_00053

Meehan, 2005, Review of four studies on the use of physiological reaction as a measure of presence in stressfulvirtual environments, Applied Psychophysiology and Biofeedback, 30, 239, 10.1007/s10484-005-6381-3

Nichols, 2000, Measurement of presence and its consequences in virtual environments, International Journal of Human-Computer Studies, 52, 471, 10.1006/ijhc.1999.0343

Nichols, 2002, Health and safety implications of virtual reality: A review of empirical evidence, Applied Ergonomics, 33, 251, 10.1016/S0003-6870(02)00020-0

Nowak, 2003, The effect of the agency and anthropomorphism on users' sense of telepresence, copresence, and social presence in virtual environments, Presence Teleoperators and Virtual Environments, 12, 481, 10.1162/105474603322761289

Park, 1981, Familiarity and its impact on consumer decision biases and heuristics, Journal of Consumer Research, 8, 223, 10.1086/208859

Pausch, 1993, A user study comparing head-mounted and stationary displays

Razali, 2011, Power comparisons of Shapiro-Wilk, Kolmogorov-Smirnov, Lilliefors and Anderson-Darling tests, Journal of Statistical Modeling and Analytics, 2, 21

Reason, 1975

Rebollar, 2017, How material, visual and verbal cues on packaging influence consumer expectations and willingness to buy: The case of crisps (potato chips) in Spain, Food Research International, 99, 239, 10.1016/j.foodres.2017.05.024

Rooney, 2013, Actually in the cinema: A field study comparing real 3d and 2d movie patrons' attention, emotion, and film satisfaction, Media Psychology, 16, 441, 10.1080/15213269.2013.838905

Schubert, 2009, A new conception of spatial presence: Once again, with feeling, Communication Theory, 19, 161, 10.1111/j.1468-2885.2009.01340.x

Seibert, 2017, Control mapping in virtual reality: Effects on spatial presence and controller naturalness, Virtual Reality, 1

Sheeran, 2002, Intention–behavior relations: A conceptual and empirical review, European Review of Social Psychology, 12, 1, 10.1080/14792772143000003

Sheridan, 1996, Further musings on the psychophysics of presence, Presence Teleoperators and Virtual Environments, 5, 241, 10.1162/pres.1996.5.2.241

Silk, 1978, Pre-test-market evaluation of new packaged goods: A model and measurement methodology, Journal of Marketing Research, 15, 171, 10.1177/002224377801500201

Slater, 2009, Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments, Philosophical Transactions of the Royal Society, B: Biological Sciences, 364, 3549, 10.1098/rstb.2009.0138

Slater, 2007, The use of questionnaire data in presence studies: Do not seriously likert, Presence Teleoperators and Virtual Environments, 16, 447, 10.1162/pres.16.4.447

Slater, 1994, Depth of presence in virtual environments, Presence Teleoperators and Virtual Environments, 3, 130, 10.1162/pres.1994.3.2.130

Templeman, 1999, Virtual locomotion: Walking in place through virtual environments, Presence Teleoperators and Virtual Environments, 8, 598, 10.1162/105474699566512

Usoh, 1999, Walking > walking-in-place > flying, in virtual environments

Usoh, 2000, Using presence questionnaires in reality, Presence Teleoperators and Virtual Environments, 9, 497, 10.1162/105474600566989

Van Herpen, 2005, How product scarcity impacts on choice: Snob and bandwagon effects, Advances in Consumer Research, 32, 623

Van Herpen, 2016, Can a virtual supermarket bring realism into the lab? Comparing shopping behavior using virtual and pictorial store representations to behavior in a physical store, Appetite, 107, 196, 10.1016/j.appet.2016.07.033

Verhulst, 2017, A study on the use of an immersive virtual reality store to investigate consumer perceptions and purchase behavior toward non-standard fruits and vegetables

Vukmirovic, 2015, The effects of food advertising on food-related behaviours and perceptions in adults: A review, Food Research International, 75, 13, 10.1016/j.foodres.2015.05.011

Waterlander, 2015, Using a 3D virtual supermarket to measure food purchase behavior: A validation study, Journal of Medical Internet Research, 17, 10.2196/jmir.3774

Waterlander, 2014, Effects of a price increase on purchases of sugar sweetened beverages. Results from a randomized controlled trial, Appetite, 78, 32, 10.1016/j.appet.2014.03.012

Waterlander, 2011, The virtual supermarket: An innovative research tool to study consumer food purchasing behaviour, BMC Public Health, 11, 589, 10.1186/1471-2458-11-589

Waterlander, 2012, The effects of a 25% discount on fruits and vegetables: Results of a randomized trial in a three-dimensional web-based supermarket, International Journal of Behavioral Nutrition and Physical Activity, 9, 11, 10.1186/1479-5868-9-11

Waterlander, 2012, Introducing taxes, subsidies or both: The effects of various food pricing strategies in a web-based supermarket randomized trial, Preventive Medicine, 54, 323, 10.1016/j.ypmed.2012.02.009

Waterlander, 2013, Effects of different discount levels on healthy products coupled with a healthy choice label, special offer label or both: Results from a web-based supermarket experiment, International Journal of Behavioral Nutrition and Physical Activity, 10, 59, 10.1186/1479-5868-10-59

Witmer, 1998, Measuring presence in virtual environments: A presence questionnaire, Presence Teleoperators and Virtual Environments, 7, 225, 10.1162/105474698565686