An Approach of Augmented Reality in Field of Furniture Shopping

Anand Joshi, Sachin Jain
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Abstract

The world as we know it today is driven by technology. If servers of tech behemoths like Google, Facebook, and others stop working for a short period of time, the world suffers significant losses, usually measured in the millions. To operate, every business relies on a number of technologies in addition to its hardware and software. Although we live in a technologically advanced world, commercial applications for augmented reality are still relatively rare. Just two examples of businesses that have employed augmented reality to make money from the entertainment sector are Snapchat and Pokémon Go. However, augmented reality hasn't been widely applied in e-commerce or other economic areas. The premise of the provided application is that augmented reality technology is vastly underutilized in the e-commerce industry. As a result, we conduct a thorough literature review of the academic corpus that is centered on AR retail in this study. We discuss the use of augmented reality (AR) in retail, its technological characteristics that are frequently examined, as well as the potential psychological and behavioural effects that augmented reality may have. This essay will discuss how to develop applications, conduct research, and conduct tests.
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家具购物领域的增强现实方法
我们所熟知的当今世界是由技术驱动的。如果谷歌、Facebook 等科技巨头的服务器在短时间内停止工作,世界将遭受重大损失,损失通常以百万计。除了硬件和软件之外,每家企业的运营还依赖于多项技术。虽然我们生活在一个技术先进的世界,但增强现实技术的商业应用仍然相对罕见。Snapchat和Pokémon Go就是利用增强现实技术从娱乐领域赚钱的两个例子。不过,增强现实技术还没有广泛应用于电子商务或其他经济领域。所提供应用的前提是,增强现实技术在电子商务行业的利用率远远不够。因此,我们在本研究中对以增强现实零售技术为中心的学术语料库进行了全面的文献综述。我们将讨论增强现实技术(AR)在零售业中的应用、其经常被研究的技术特点,以及增强现实技术可能产生的潜在心理和行为影响。本文将讨论如何开发应用、开展研究和进行测试。
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