{"title":"An Approach of Augmented Reality in Field of Furniture Shopping","authors":"Anand Joshi, Sachin Jain","doi":"10.1109/ICERECT56837.2022.10060853","DOIUrl":null,"url":null,"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.","PeriodicalId":205485,"journal":{"name":"2022 Fourth International Conference on Emerging Research in Electronics, Computer Science and Technology (ICERECT)","volume":"49 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 Fourth International Conference on Emerging Research in Electronics, Computer Science and Technology (ICERECT)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICERECT56837.2022.10060853","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
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.