Is Augmented Reality Technology an Effective Tool for E-commerce? An Interactivity and Vividness Perspective
By Mark Yi-Cheon Yim, Shu-Chuan Chu, Paul L. Sauer. 2017
930 citations recorded by the source corpus.
Subfields: Information Systems and Management, Sociology and Political Science, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/123ea7025784664ee3b6bc6da06e8ea990257b6a
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Information Systems and Management
- Nannan Xi
- Christian Hinsch
- Reto Felix
- Sergio Ibáñez-Sánchez
- Juho Hamari
- Pankaj Setia
- Bernd H. Schmitt
- Philipp A. Rauschnabel
In Sociology and Political Science
- Nannan Xi
- Sergio Ibáñez-Sánchez
- Christian Hinsch
- Reto Felix
- Charles Spence
- Carlos Velasco
- Juho Hamari
- Olivia Petit
In Human-Computer Interaction
- Sergio Ibáñez-Sánchez
- Charles Spence
- Filipe Gama
- Juho Hamari
- Juan Chen
- Nannan Xi
- Marc Riar
- Bernd H. Schmitt
Citations in the corpus
- What is XR? Towards a Framework for Augmented and Virtual Reality (2022, background): “Previous research suggests that interactivity is important for an effective AR experience (Park & Yoo, 2020; Yim et al., 2017).”
- Digital Sensory Marketing: Integrating New Technologies into Multisensory Online Experience (2019, background): “2000; Van Noort, Voorveld, and Van Reijmersdal 2012), interactivity (Huang 2012; Yim et al. 2017); selfcongruity (Merle et al.”
- The Influence of Mixed Reality on Satisfaction and Brand Loyalty in Cultural Heritage Attractions: A Brand Equity Perspective (2020, neutral): “The stimulus-organism-response (S-O-R) model [44], which asserts that a stimulus (S) may influence an organism (O) that in turn influences behavior (R), was one of the first models developed to investigate the influence of atmosphere on customer behaviors; this approach continues to be used widely t”
- How Technology is Changing Retail (2021, background): “AR creates an add-on and interactive experience of a real-world environment through computer-generated displays, creating interactive, vivid and rich experiences (Yim, Chu, and Sauer 2017).”
- The challenges of entering the metaverse: An experiment on the effect of extended reality on workload (2022, background): “Regarding AR, the “augmenting” information and content can bring users interactivity, vividness and novelty (McLean & Wilson, 2019; Yim et al., 2017).”
- The impact of virtual, augmented and mixed reality technologies on the customer experience (2019, background): “On the one hand, AR modifies the user's actual physical surroundings by overlaying virtual elements (images, videos, virtual items; Azuma, 1997; Javornik, 2016; van Krevelen & Poelman, 2010; Yim, Chu, & Sauer, 2017).”
- The influence of flow experience in the augmented reality context on psychological ownership (2021, background): “In addition, novel stimuli can cultivate users’ total concentration as well as feelings such as discovery, adventure and excitement, which are essential for generating flow experience (Huang 2003; Yim, Chu, and Sauer 2017).”