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International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 06 Issue: 04 | Apr 2019 www.irjet.net p-ISSN: 2395-0072
© 2019, IRJET | Impact Factor value: 7.211 | ISO 9001:2008 Certified Journal | Page 2730
3D VIRTUAL REALITY FOR SHOPPING MALL
Kashyapee B. Mokal1, Alisha Patel2, Mayank Rathi3, Shubham Rashinkar4,
Dnyaneshwar Bavkar5
1,2,3,4B.E, Computer Engineering, Mumbai University, Terna Engineering College, Nerul, Navi Mumbai
5Professor, Computer Engineering, Mumbai University, Terna Engineering College, Nerul, Navi Mumbai
---------------------------------------------------------------------***---------------------------------------------------------------------
Abstract - From past few years there is lot of change done
in online shopping. From few years online shopping has got
more popular, but all of them have their own pros and cons,
therefore this paper presents a new type of e-commerce
system, this brings virtual environment with active 3D model
that access products into real physical environment for user
interaction. In real word we need to physically visit the mall
and shop our requirements, but unliketheothershoppingsites
our project all about visiting the mall without having
physically has to visit it. We get the experience of an actual
shopping mall. We can shop with our own comfort and make
the needed payments at our convenience. Thevirtualmall with
an active 3D model is implemented by using 3D Language
(VRML) and asp.net as the script languageforshoppingonline
pages.
Key Words: 3D MODEL, ONLINE SHOPPING, VIRTUAL
ENVIRONMENT, REAL ENVIRONMENT, CONVINENCE.
1. INTRODUCTION
The wide-ranging applications of the Internet, computer
graphics, man-machine interface and the expressiveness of
multimedia offer more and more developing opportunities
for electronic commerce (Ecommerce).Atthesametime, the
development of Ecommerce promotes the popularity of
shopping online. It has become realitytoshop24hoursa day
by accessing a large quantity of information and the
opportunity to partly experience the products on the line.
However, by now the acceptance ofsuchpresentationsis not
very high. The existing Ecommerce systems provide
customers relatively simple, browse-based interfaces,
unsatisfied shopping experience to access the available
products. Also, most of big shopping web sites couldn’t take
fully advantage of the rich web resources, offer customers
congenial and personalized service and project their own
marketing strategy based on analyzing all information and
shopping behavior acquired from customers. Current 3D
visualization systems are short of many features what an
actual E-commerce platform should have although VR
technology has been employed, such as giving better service
to consumers intelligently and social interaction during
products purchase. Little of them have been used in real
applications. Therefore, becoming more near to real life is
one of main objectives of online shopping mall .forattracting
a broader active user base. According to the four factors
influencing consuming behaviors of customer, buyer,
product, seller and circumstances, we construct an
intelligent virtual shopping mall for providing buyersa real-
life shopping environment, interactive communication as
well as satisfied guiding service. The core part is to
generalize regularities existing in the real shopping process
and can be applied to guiding consumers step by step to get
their favorites or newest information. At the same time the
browsing and searching process are presented by actions of
the intelligent agent under Easy Mall.
1.1 Methodology
1 Our Easy Mall was built on several servers and applied to
achievingthecommunicationbetweencustomersandvirtual
environment through blaxxun. The whole system includes
the web server for saving customer information,
customizable avatars, and agent data sever. This system
adopts C/S mode. The server is an application written
entirely in Java, and the client is a Java applet which is
embedded in an HTML page. The VRML viewer is a plug-in
and part of the same HTML page as the applet. Applet and
VRML viewer communicate via the External Authoring
Interface (EAI). In addition, this system employed VNET+
(Vrml+Java) for ensuring the platform compatibility. Applet
controlled customers’ login and avatar’s selection and
communication between avatars which delegate different
customers.
Figure 1 (A):-BASIC MODE flow chart.
BASIC MODE is a fundamental mode of VST. In this mode,
users can move in virtual shopping mall by touching the
upper and lower arrow button. Users also can transfer to
LIST/BAG MODE and SHOP MODE from this mode.
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 06 Issue: 04 | Apr 2019 www.irjet.net p-ISSN: 2395-0072
© 2019, IRJET | Impact Factor value: 7.211 | ISO 9001:2008 Certified Journal | Page 2731
Figure 1(B):LIST/BAG MODE
LIST/BAG MODE flow chart. If users forget the items in the
shopping list or something they have bought already during
VST performance, they can touch the list or bag button to
transfer to LIST/BAG MODE.
Based on the frameworks and the characteristics of Easy
Mall prototyping system described above, we present an
Basic flow chart, showninFigure1(A)andFigure1(B),which
also can be viewed as the flow of detailed decision-making
process. All these decision makingaidsandrecommendation
agents are providedwiththe aimofsupportingpurchaseand
repeat purchase in the above flow chart we show how over
system work and how it will start and update the data.
Product profile: Individual product has its own attributes,
and all products can be clustered different groups according
their attributes. For example, electric utilities can be
clustered into different groups according to their grades. All
the same, apparel can be also classified according to the
same standard. The two items can’t be merged into one
group. It is because a customer who purchases a high-grade
electric utility doesn’t necessarily purchase a suit of high-
grade apparel.
User profile: Personal data is being derived from the user
profile of the customers. In Figure 2, Individual-based user
profile refers to a processed user profile concluded from a
bunch of shopping histories of a customer. Group-based
user profile is represented as an aggregate of those users
who have certain similar consuming characters in the
shopping histories. We consider the 7 aspects for the
consumer’s data from the table 1: The input of personal
datum in Easy Mall should be voluntary. By summing up the
characteristics of customers’ behaviors, we apply the
following parameters to measure the deduced attributes of
consumers’; we associate a weight with each value of
parameter (usually in [0,1]), including Grade-based weight
(weight _Grade), Price Sensitivity-based weight (weight
_Price), Novelty-based weight (weight _Novelty), Brand-
based weight (weight _Band) and Service-based weight
(weight _Service).
Constructing the marketing decision model: The process of
marketing decision is essentially a process of dynamic
information matching. According to the matching
relationship respectively between the individual-based and
group-based user/product profile to predict the customer’s
future shopping behaviors which will probably lead to
higher sales volume in cases of the vendors’ promotion
activities. Once specific marketing strategiesintheEasy Mall
have been schemed, they will be carried out by the so-called
Activity Planner. Activity Planner is a tool of merchandise
planning; it administers the matching status of user and
product profile and the Associated Rules of Easy Mall.
Activity Planning includes three parts: Decide the
recommendation set of products.. Decide the assembler set
of affiliated-sales or complimented-sales. Present some
personalized service.
1.2 EXPERT SYSTEM
A. EXISTING SYSTEM
The current system only gives the normal view of the
product. User can't get actual 360 Degree view of the
product and product details. This existing system is too
lengthy, Difficult to use. It can't provide mall experience at
home and at comfort level.
B. Virtual Reality: Past, Present, and future:
It provides a feel of walking through an actual mall-3D
scenario. Items square measure primarily categorised by
outlets and not by kind. User can get experience of a mall
from home & compare prices from various competitive
shops. User can see the objects in 3D environment with
360°.This applicationprovidesa new wayofOnlineshopping
by surfing in a virtual mall. By this application user can
watch and buy the products in only one mall. User would be
able to shop online with a new touch experience.
2. Working principle
Logging in is usually used to enter a specific page, which
intruders cannot see. Once the user is logged in,
the login token may be used to track what actions the user
has taken while connected to the application. In this
application user needs to login to enter the Virtual World.
User can use Email ID and password for logging in. If he/she
doesn’t have any account then he/she has to create one.
Now, the next step is to fit your phone into the slot of
the VR kit. You can easily turn your smart phone in your
hand into a VR headset by just following very easy steps. In
this way, you will be able to enjoy this concept by using your
smart phone and a very inexpensive virtual reality box that
is available in the markets in many different versions. For
most of the headsets, there is a simple way of placing
your Smartphone in the given place,afterplacingyoursmart
phone into the slot, make sure the safety of your phone
before putting the kit on. By usingthisapplicationcustomers
can walk though virtual shops, examine virtual versions of
real-life products and make purchases like theywouldin the
real world. User can view the products of their own choices
and can buy them by clicking on it. User can get a 360° view
of product.
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 06 Issue: 04 | Apr 2019 www.irjet.net p-ISSN: 2395-0072
© 2019, IRJET | Impact Factor value: 7.211 | ISO 9001:2008 Certified Journal | Page 2732
Fig:4.1 Inside view of Virtual Shopping mall
Fig.4.2 VR Camera View
In our shopping mall we are providing differentsectionslike
Grocery section, etc. so that customer can easilygetrequired
items. Customer just need to selectthesectionoftheirchoice
and he will get teleported to that section, User can buy it or
can navigate further and do the shopping. Afterchoosingthe
section of their choice’s customer can roam inside Virtual
mall. Customer can select the required product. After
selecting it he will get all the information related to the
product. For example, if customer chooses a Fanta bottle, he
will get its information like, product name, ratings, price etc.
then he will get the option for adding the product in the cart.
By clicking Add to Cart option user can add the product in
the cart , otherwise he can just click on the close button. All
these actions can be performed by using the pointer
provided in the VR view of mall. For such actions some
equipment’s likeRemoteControllers,GlovesandAdvanceVR
Headsets like Oculus Rift, HTC Vive, Sony PlayStationVRcan
be used. After adding the products into the cart user will get
the list of added items. User will get the list of all the added
items along with its prices and total amount.Usercanbuyall
the selected items. If he wants to removetheitems,hecan do
it by clicking cross button. After all these steps user can
proceed to checkout.
3. CONCLUSION
This application provides a new way of surfing in the new
world of online shopping. Where user can visualize any
product add it and buy the products in real time. This
technology offers the ability to simulate in the real-world
environments and gives the customer a flexibility to engage
with the activities that are closer to experiencing the
products and services. It’s also getting cheaper and more
accessible. There are still things we need to see and touch
that we have to go to the store for, like beverages.Wewill try
to get close to what it’s like being there, and all the little
details on how you move, we will focus on that. In future,
consumer can also use high-tech VR headsets like HTC Vive
Pro, Lenovo Mirage Solo, Pemex 8K VR, Oculus Santa Cruz,
etc. to get better experience of virtual world.
REFERENCES
[1] 2013 BBC News Magazine: ‘British inventor of online
shopping on his inspiration'. BBC videoclip of Michael
Aldrich. 16 September 2013
[2] S. Han, M. Lim, D. Lee, etc. “Scalable Network Support for
3D Virtual Shopping Mall”. VSMM2002, Korea, Sept., 2002.
http://vega.icu.ac.kr/~cats/publications.html.
[3] Tian Chen. Research on Interactive Virtual Presentation
and its Key Techniques. Postdoc report in Zhejiang Univ.,
2003.
[4] S. J. Westermann , G. C. Tuck , S. A. Booth and K. Khaksar,
“Consumer Decision Support Systems: Internet Versus In-
Store Application”, Computers in Human Behaviour , v.23
n.6, November, 2007, pp. 2928-2944,
[5] Zhi-geng Pan, Tian Chen, Ming-min Zhang and Bin Xu
(2003), “Virtual Presentation andCustomizationofProducts
Based on Internet. International Journal of CAD/CAM.
http://www.ijcc.org/on-line2(pdf)/pdf /ijcc4-1.pdf
[6] Celentano, A. and Pittarello, F., “Observing and Adapting
User Behaviour in Navigational 3D Interfaces”, Proceedings
of the Working Conference on Advanced Visual Interfaces,
Gallipoli, Italy, 2004.

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IRJET- 3D Virtual Reality for Shopping Mall

  • 1. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 06 Issue: 04 | Apr 2019 www.irjet.net p-ISSN: 2395-0072 © 2019, IRJET | Impact Factor value: 7.211 | ISO 9001:2008 Certified Journal | Page 2730 3D VIRTUAL REALITY FOR SHOPPING MALL Kashyapee B. Mokal1, Alisha Patel2, Mayank Rathi3, Shubham Rashinkar4, Dnyaneshwar Bavkar5 1,2,3,4B.E, Computer Engineering, Mumbai University, Terna Engineering College, Nerul, Navi Mumbai 5Professor, Computer Engineering, Mumbai University, Terna Engineering College, Nerul, Navi Mumbai ---------------------------------------------------------------------***--------------------------------------------------------------------- Abstract - From past few years there is lot of change done in online shopping. From few years online shopping has got more popular, but all of them have their own pros and cons, therefore this paper presents a new type of e-commerce system, this brings virtual environment with active 3D model that access products into real physical environment for user interaction. In real word we need to physically visit the mall and shop our requirements, but unliketheothershoppingsites our project all about visiting the mall without having physically has to visit it. We get the experience of an actual shopping mall. We can shop with our own comfort and make the needed payments at our convenience. Thevirtualmall with an active 3D model is implemented by using 3D Language (VRML) and asp.net as the script languageforshoppingonline pages. Key Words: 3D MODEL, ONLINE SHOPPING, VIRTUAL ENVIRONMENT, REAL ENVIRONMENT, CONVINENCE. 1. INTRODUCTION The wide-ranging applications of the Internet, computer graphics, man-machine interface and the expressiveness of multimedia offer more and more developing opportunities for electronic commerce (Ecommerce).Atthesametime, the development of Ecommerce promotes the popularity of shopping online. It has become realitytoshop24hoursa day by accessing a large quantity of information and the opportunity to partly experience the products on the line. However, by now the acceptance ofsuchpresentationsis not very high. The existing Ecommerce systems provide customers relatively simple, browse-based interfaces, unsatisfied shopping experience to access the available products. Also, most of big shopping web sites couldn’t take fully advantage of the rich web resources, offer customers congenial and personalized service and project their own marketing strategy based on analyzing all information and shopping behavior acquired from customers. Current 3D visualization systems are short of many features what an actual E-commerce platform should have although VR technology has been employed, such as giving better service to consumers intelligently and social interaction during products purchase. Little of them have been used in real applications. Therefore, becoming more near to real life is one of main objectives of online shopping mall .forattracting a broader active user base. According to the four factors influencing consuming behaviors of customer, buyer, product, seller and circumstances, we construct an intelligent virtual shopping mall for providing buyersa real- life shopping environment, interactive communication as well as satisfied guiding service. The core part is to generalize regularities existing in the real shopping process and can be applied to guiding consumers step by step to get their favorites or newest information. At the same time the browsing and searching process are presented by actions of the intelligent agent under Easy Mall. 1.1 Methodology 1 Our Easy Mall was built on several servers and applied to achievingthecommunicationbetweencustomersandvirtual environment through blaxxun. The whole system includes the web server for saving customer information, customizable avatars, and agent data sever. This system adopts C/S mode. The server is an application written entirely in Java, and the client is a Java applet which is embedded in an HTML page. The VRML viewer is a plug-in and part of the same HTML page as the applet. Applet and VRML viewer communicate via the External Authoring Interface (EAI). In addition, this system employed VNET+ (Vrml+Java) for ensuring the platform compatibility. Applet controlled customers’ login and avatar’s selection and communication between avatars which delegate different customers. Figure 1 (A):-BASIC MODE flow chart. BASIC MODE is a fundamental mode of VST. In this mode, users can move in virtual shopping mall by touching the upper and lower arrow button. Users also can transfer to LIST/BAG MODE and SHOP MODE from this mode.
  • 2. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 06 Issue: 04 | Apr 2019 www.irjet.net p-ISSN: 2395-0072 © 2019, IRJET | Impact Factor value: 7.211 | ISO 9001:2008 Certified Journal | Page 2731 Figure 1(B):LIST/BAG MODE LIST/BAG MODE flow chart. If users forget the items in the shopping list or something they have bought already during VST performance, they can touch the list or bag button to transfer to LIST/BAG MODE. Based on the frameworks and the characteristics of Easy Mall prototyping system described above, we present an Basic flow chart, showninFigure1(A)andFigure1(B),which also can be viewed as the flow of detailed decision-making process. All these decision makingaidsandrecommendation agents are providedwiththe aimofsupportingpurchaseand repeat purchase in the above flow chart we show how over system work and how it will start and update the data. Product profile: Individual product has its own attributes, and all products can be clustered different groups according their attributes. For example, electric utilities can be clustered into different groups according to their grades. All the same, apparel can be also classified according to the same standard. The two items can’t be merged into one group. It is because a customer who purchases a high-grade electric utility doesn’t necessarily purchase a suit of high- grade apparel. User profile: Personal data is being derived from the user profile of the customers. In Figure 2, Individual-based user profile refers to a processed user profile concluded from a bunch of shopping histories of a customer. Group-based user profile is represented as an aggregate of those users who have certain similar consuming characters in the shopping histories. We consider the 7 aspects for the consumer’s data from the table 1: The input of personal datum in Easy Mall should be voluntary. By summing up the characteristics of customers’ behaviors, we apply the following parameters to measure the deduced attributes of consumers’; we associate a weight with each value of parameter (usually in [0,1]), including Grade-based weight (weight _Grade), Price Sensitivity-based weight (weight _Price), Novelty-based weight (weight _Novelty), Brand- based weight (weight _Band) and Service-based weight (weight _Service). Constructing the marketing decision model: The process of marketing decision is essentially a process of dynamic information matching. According to the matching relationship respectively between the individual-based and group-based user/product profile to predict the customer’s future shopping behaviors which will probably lead to higher sales volume in cases of the vendors’ promotion activities. Once specific marketing strategiesintheEasy Mall have been schemed, they will be carried out by the so-called Activity Planner. Activity Planner is a tool of merchandise planning; it administers the matching status of user and product profile and the Associated Rules of Easy Mall. Activity Planning includes three parts: Decide the recommendation set of products.. Decide the assembler set of affiliated-sales or complimented-sales. Present some personalized service. 1.2 EXPERT SYSTEM A. EXISTING SYSTEM The current system only gives the normal view of the product. User can't get actual 360 Degree view of the product and product details. This existing system is too lengthy, Difficult to use. It can't provide mall experience at home and at comfort level. B. Virtual Reality: Past, Present, and future: It provides a feel of walking through an actual mall-3D scenario. Items square measure primarily categorised by outlets and not by kind. User can get experience of a mall from home & compare prices from various competitive shops. User can see the objects in 3D environment with 360°.This applicationprovidesa new wayofOnlineshopping by surfing in a virtual mall. By this application user can watch and buy the products in only one mall. User would be able to shop online with a new touch experience. 2. Working principle Logging in is usually used to enter a specific page, which intruders cannot see. Once the user is logged in, the login token may be used to track what actions the user has taken while connected to the application. In this application user needs to login to enter the Virtual World. User can use Email ID and password for logging in. If he/she doesn’t have any account then he/she has to create one. Now, the next step is to fit your phone into the slot of the VR kit. You can easily turn your smart phone in your hand into a VR headset by just following very easy steps. In this way, you will be able to enjoy this concept by using your smart phone and a very inexpensive virtual reality box that is available in the markets in many different versions. For most of the headsets, there is a simple way of placing your Smartphone in the given place,afterplacingyoursmart phone into the slot, make sure the safety of your phone before putting the kit on. By usingthisapplicationcustomers can walk though virtual shops, examine virtual versions of real-life products and make purchases like theywouldin the real world. User can view the products of their own choices and can buy them by clicking on it. User can get a 360° view of product.
  • 3. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 06 Issue: 04 | Apr 2019 www.irjet.net p-ISSN: 2395-0072 © 2019, IRJET | Impact Factor value: 7.211 | ISO 9001:2008 Certified Journal | Page 2732 Fig:4.1 Inside view of Virtual Shopping mall Fig.4.2 VR Camera View In our shopping mall we are providing differentsectionslike Grocery section, etc. so that customer can easilygetrequired items. Customer just need to selectthesectionoftheirchoice and he will get teleported to that section, User can buy it or can navigate further and do the shopping. Afterchoosingthe section of their choice’s customer can roam inside Virtual mall. Customer can select the required product. After selecting it he will get all the information related to the product. For example, if customer chooses a Fanta bottle, he will get its information like, product name, ratings, price etc. then he will get the option for adding the product in the cart. By clicking Add to Cart option user can add the product in the cart , otherwise he can just click on the close button. All these actions can be performed by using the pointer provided in the VR view of mall. For such actions some equipment’s likeRemoteControllers,GlovesandAdvanceVR Headsets like Oculus Rift, HTC Vive, Sony PlayStationVRcan be used. After adding the products into the cart user will get the list of added items. User will get the list of all the added items along with its prices and total amount.Usercanbuyall the selected items. If he wants to removetheitems,hecan do it by clicking cross button. After all these steps user can proceed to checkout. 3. CONCLUSION This application provides a new way of surfing in the new world of online shopping. Where user can visualize any product add it and buy the products in real time. This technology offers the ability to simulate in the real-world environments and gives the customer a flexibility to engage with the activities that are closer to experiencing the products and services. It’s also getting cheaper and more accessible. There are still things we need to see and touch that we have to go to the store for, like beverages.Wewill try to get close to what it’s like being there, and all the little details on how you move, we will focus on that. In future, consumer can also use high-tech VR headsets like HTC Vive Pro, Lenovo Mirage Solo, Pemex 8K VR, Oculus Santa Cruz, etc. to get better experience of virtual world. REFERENCES [1] 2013 BBC News Magazine: ‘British inventor of online shopping on his inspiration'. BBC videoclip of Michael Aldrich. 16 September 2013 [2] S. Han, M. Lim, D. Lee, etc. “Scalable Network Support for 3D Virtual Shopping Mall”. VSMM2002, Korea, Sept., 2002. http://vega.icu.ac.kr/~cats/publications.html. [3] Tian Chen. Research on Interactive Virtual Presentation and its Key Techniques. Postdoc report in Zhejiang Univ., 2003. [4] S. J. Westermann , G. C. Tuck , S. A. Booth and K. Khaksar, “Consumer Decision Support Systems: Internet Versus In- Store Application”, Computers in Human Behaviour , v.23 n.6, November, 2007, pp. 2928-2944, [5] Zhi-geng Pan, Tian Chen, Ming-min Zhang and Bin Xu (2003), “Virtual Presentation andCustomizationofProducts Based on Internet. International Journal of CAD/CAM. http://www.ijcc.org/on-line2(pdf)/pdf /ijcc4-1.pdf [6] Celentano, A. and Pittarello, F., “Observing and Adapting User Behaviour in Navigational 3D Interfaces”, Proceedings of the Working Conference on Advanced Visual Interfaces, Gallipoli, Italy, 2004.