Adoption of Virtual Try-on technology for online apparel shopping
By Jiyeon Kim, S. Forsythe. 2008
598 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/e34f4a4b4139023e573c57704843b725b22f637f
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- Nannan Xi
- Tseng-Lung Huang
- Juho Hamari
- Eleonora Pantano
- Juan Chen
- Mary Lynn Damhorst
- Filipe Gama
- A. Rese
Citations in the corpus
- Discernible impact of augmented reality on retail customer's experience, satisfaction and willingness to buy (2017, background): “AR enhances UX by revealing more product information than products without AR, which results in higher UX at the time of purchase, reduces users’ anxiety (Huang and Hsu-Liu, 2014), and facilitates decision-making (Kim and Forsythe, 2008a, 2008b).”
- ‘It’s an illusion, but it looks real!’ Consumer affective, cognitive and behavioural responses to augmented reality applications (2016, background): “D simulations that appear on an avatar (Kim & Forsythe, 2008a) or a user ’ s photo (Cho & Schwarz, 2012) but do not interact with the physical context.”
- The Relationship of Body-Related Self-Discrepancy to Body Dissatisfaction, Apparel Involvement, Concerns With Fit and Size of Garments, and Purchase Intentions in Online Apparel Shopping (2010, background): “Researchers have examined the virtual model device in relation to consumers’ technology acceptance and attitude toward the technology (Kim & Forsythe, 2008).”
- A model of acceptance of augmented-reality interactive technology: the moderating role of cognitive innovativeness (2014, background): “…by using ARIT not only increase consumers’ perceptions of the value of prior purchases but create value in the form of visual satisfaction, enjoyment, playfulness, and efficiency and all of such increase consumers’ willingness to make online purchases in a simulated shopping experience [37,38].”
- User Acceptance of Virtual Reality: An Extended Technology Acceptance Model (2020, background): “Only few of these studies have included user characteristics into user acceptance models (e.g., personal innovativeness in the study by Kim & Forsythe, 2008), even though several studies on non-immersive technologies show its effects, for example, on perceived ease of use of e-mail notifications…”
- The challenges of entering the metaverse: An experiment on the effect of extended reality on workload (2022, background): “In addition, in business, applications such as virtual try-on technologies (Kim & Forsythe, 2008), AR product catalog presentation (Poushneh & Vasquez-Parraga, 2017; Rese et al., 2014) and virtual reality shops (Peukert et al., 2019) provide opportunities for high-efficiency consumption and hedonic…”
- Is Augmented Reality Technology an Effective Tool for E-commerce? An Interactivity and Vividness Perspective (2017, background): “Technological limitations exist, however, in that the virtual avatar generated by IIT cannot precisely replicate the actual physical details of IIT online shoppers (e.g., appearance) as Kim and Forsythe (2008) identified in their focus group interview Fig.”
- Enhancing the online decision-making process by using augmented reality: A two country comparison of youth markets (2017, methodology): “The composition of the samples was not manipulated, e.g. with regard to gender, since Kim and Forsythe (2008b) found no significant gender differences in the adoption process of a virtual-try on.”
- Influence of social norms, perceived playfulness and online shopping anxiety on customers' adoption of online retail shopping (2011, background): “A number of studies, however, suggest that usage of the internet as a shopping medium creates additional uncertainty and risk perceptions due to its intangible nature, which further heightens online shopping anxiety (ANX) ( Kim and Forsythe, 2008”