Emerging
Trends in E-
Business
Virtual Reality and Augmented
Reality
Presented By: Anu Mary Sunny (6030063)
Virtual Reality (VR)
• Computer Simulation of real world
environment
• The user feels as if they are in the
scene
• Requires special glasses
• It makes use of audio tools
Augmented Reality
(AR)
• It provides a layer above virtual
reality
• The objects in the real world are
enhanced by computer perception
• It requires no glasses
• It allows user interaction
Evolution and
Current
Trends of VR
and AR
1968
Introduced in the year 1968 in
the form of Sketchpad
1990s
The AR entered business in the
1990s , Where a company
Sportvision used to create a
virtual fist in the live NFL game
2009
In 2009 AR was opened for
customers and focused on
wearable devices such as Google
glasses and Microsoft Hololens
Evolution
and Current Trends
of VR and
AR(Contd..)
In 2017 Pokemon Go became
the first AR centric app
In 2017 Snapchat added lens
for real world graphic
environments
Impact of VR and AR
on E-Business
• The users can feel a sense of ownership
with the product in an environment in
which they are comfortable
• The users can find themselves a part of the
product and hence build a personal
relationship
• The novelty of the technology itself is an
attractive proposal for the users
Impact of VR and
AR on E-
Business(Contd..)
• The main advantage with the
traditional e-business is that customers
can try out the products in real time
• The customers can try out more
options without wasting much time
• It can also help in the purchase of
heavy and bulky products like furniture
Examples of AR
in E-Business
• Sephora: An application for cosmetics
sale, where the users can try out
various shades of makeup in real time
• Dominos Pizza Chef: The users can
make customized pizzas
• Online trial rooms: Burberry and Vouge
uses Apple ARkit for the customers to
tryout more outfits
Business
Opportunities
and Risks
• Opportunities
1. The products can be showcased in a
positive manner
2. Less misinterpretations and
complaints from customers
3. More customer satisfaction
• Risks
1. User Distraction
2. Threats from hackers
3. Information Overload
Conclusion
• VR and AR are effective tools for e-business
where customers can tryout the product in
which they are interested
• AR and VR in e-business can reduce customer
dissatisfaction and complaints
• The customers can engage in the purchase of
goods as they can do in a tangible
environment
• https://www.youtube.com/watch?v=toJFwFC5
AeY
References
• Augment 2015, Virtual Reality vs. Augmented Reality,
viewed April 8, 2019,
<https://www.augment.com/blog/virtual-reality-vs-
augmented-reality/>.
• Mourya, SK & Gupta, S 2014, E-Commerce, Alpha
Science International, New Delhi, INDIA.
• Mustafa Atalar & Ozcan, M 2017, ‘New Augmented
Reality Application in E-Commerce and M-Commerce’,
paper presented to International Conference on
Computer Science and Engineering (UBMK), Antalya,
Turkey.
• Yim, MY-C, Chu, S-C & Sauer, PL 2017, ‘Is Augmented
Reality Technology an Effective Tool for E-commerce? An
Interactivity and Vividness Perspective’, Journal of
Interactive Marketing, vol. 39, pp. 89-103.

Ar and vr

  • 1.
    Emerging Trends in E- Business VirtualReality and Augmented Reality Presented By: Anu Mary Sunny (6030063)
  • 2.
    Virtual Reality (VR) •Computer Simulation of real world environment • The user feels as if they are in the scene • Requires special glasses • It makes use of audio tools
  • 3.
    Augmented Reality (AR) • Itprovides a layer above virtual reality • The objects in the real world are enhanced by computer perception • It requires no glasses • It allows user interaction
  • 4.
    Evolution and Current Trends ofVR and AR 1968 Introduced in the year 1968 in the form of Sketchpad 1990s The AR entered business in the 1990s , Where a company Sportvision used to create a virtual fist in the live NFL game 2009 In 2009 AR was opened for customers and focused on wearable devices such as Google glasses and Microsoft Hololens
  • 5.
    Evolution and Current Trends ofVR and AR(Contd..) In 2017 Pokemon Go became the first AR centric app In 2017 Snapchat added lens for real world graphic environments
  • 6.
    Impact of VRand AR on E-Business • The users can feel a sense of ownership with the product in an environment in which they are comfortable • The users can find themselves a part of the product and hence build a personal relationship • The novelty of the technology itself is an attractive proposal for the users
  • 7.
    Impact of VRand AR on E- Business(Contd..) • The main advantage with the traditional e-business is that customers can try out the products in real time • The customers can try out more options without wasting much time • It can also help in the purchase of heavy and bulky products like furniture
  • 8.
    Examples of AR inE-Business • Sephora: An application for cosmetics sale, where the users can try out various shades of makeup in real time • Dominos Pizza Chef: The users can make customized pizzas • Online trial rooms: Burberry and Vouge uses Apple ARkit for the customers to tryout more outfits
  • 9.
    Business Opportunities and Risks • Opportunities 1.The products can be showcased in a positive manner 2. Less misinterpretations and complaints from customers 3. More customer satisfaction • Risks 1. User Distraction 2. Threats from hackers 3. Information Overload
  • 10.
    Conclusion • VR andAR are effective tools for e-business where customers can tryout the product in which they are interested • AR and VR in e-business can reduce customer dissatisfaction and complaints • The customers can engage in the purchase of goods as they can do in a tangible environment • https://www.youtube.com/watch?v=toJFwFC5 AeY
  • 11.
    References • Augment 2015,Virtual Reality vs. Augmented Reality, viewed April 8, 2019, <https://www.augment.com/blog/virtual-reality-vs- augmented-reality/>. • Mourya, SK & Gupta, S 2014, E-Commerce, Alpha Science International, New Delhi, INDIA. • Mustafa Atalar & Ozcan, M 2017, ‘New Augmented Reality Application in E-Commerce and M-Commerce’, paper presented to International Conference on Computer Science and Engineering (UBMK), Antalya, Turkey. • Yim, MY-C, Chu, S-C & Sauer, PL 2017, ‘Is Augmented Reality Technology an Effective Tool for E-commerce? An Interactivity and Vividness Perspective’, Journal of Interactive Marketing, vol. 39, pp. 89-103.