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VIVA-Tech International Journal for Research and Innovation Volume 1, Issue 4 (2021)
ISSN(Online): 2581-7280 Article No. X
PP XX-XX
VIVA Institute of Technology
9th
National Conference on Role of Engineers in Nation Building – 2021 (NCRENB-2021)
1
Virtual Reality inOnline-Shopping
Mr.GuptaSaurabGhanshyam1
, Prof.Shreya Bhamare2
1
(Department of MCA, Viva School Of MCA/ University of Mumbai, India)
2
(Department of MCA, Viva School Of MCA/ University of Mumbai, India)
Abstract :Virtual reality is a machinery by-way-of which consumer can interact inside three-3 atmosphere by mean
of electronic appliance. Virtual reality (cyberspace) will provide interactive practice through the assistance of
virtual reality gadgets like VR thick pair of goggles sensor gloves. with the help of this technology user are absorbed
and connect to three-dimensional worlds without viewing physical in front of shop with this customer can feel and
sense the product through virtual environment this will increase the buyer better understanding and provide better
view about product as compared to Electronic-Commerce experience. This will benefitcustomer as well as seller of
the product, consumer can view and sense it through the help Virtual reality gadgets at any place at any time. This
research study fundamentally based how to improve E-shopping with the use cyberspace technology simulation.
The idea involves making the e-shopping experience more intuitive, closer to the experience of visiting a real shop,
and providing on-line three-dimensional interfaces for the entire process from shop design and product placement
to customer experience analysis.
Keywords-Cyberspace, Electronic-Commerce, Three-Dimensional, Sensor, Virtual reality.
I. INTRODUCTION
Virtual reality (VR) may be a simulated experience that may be the same as or completely different from the
real world. The aim of VR is to make a sensory experience for the user sometimes including sight, touch, hearing,
smell, or perhaps taste. The VR industry as a full is growing at a quick pace, with the market size of consumer
virtual reality hardware and software projected to extend from 6.2 billion U.S. dollars in 2019 to over 16 billion
U.S.dollarsby2022.VR gaming and VR video frame the largest consumer use cases for VR technology, with 20.8
billion U.S. dollars expected to be spent in 2023 on these areas alone. However, experts have suggested that the
advantages of VR will have a control upon industry too, with improvements to efficiency a true possibility. As a
result, by 2023 it's expected that industrial usage are 3 times larger than that of consumers.
Current online shops could also be functional and efficient, but don't offer enough of an immersive shopping
experience.The current wave of digitization of the retail brought economic benefits but they also caused a change in
strategy, with retailers increasingly placing greater emphasis on customer satisfaction and therefore the shopping
experience. It's even as important for the performance of such user interfaces because it is for the customer’s
satisfaction and shopping experience to produce the user with interactivity and data in an appropriate and supportive
manner. Current online shops usually only offer ordinary 2D content (e.g. product photos or advertising videos) and
use simple 2D interfaces, which are mainly utilized in a classic way with mouse and keyboard on the house PC.
Here, the merchandise sales are within the spotlight, and products must be found as quickly as possible for the sake
of convenience and conversion rates. This focus comes at a value because it results in limited search functionality,
confusion and products visualization. While the common list-based approach using scrolling or page-based
navigation can have good usability ratings, especially within the explore for products, it abstracts from the particular
“three-dimensional world” of a store and neglects the important aspect of user experience and immersion, especially
with increasing number of products and categories.
VIVA-Tech International Journal for Research and Innovation Volume 1, Issue 4 (2021)
ISSN(Online): 2581-7280 Article No. X
PP XX-XX
VIVA Institute of Technology
9th
National Conference on Role of Engineers in Nation Building – 2021 (NCRENB-2021)
2
Online shopping with video game technology would generates three-dimensional model of the merchandise
which is able to help the purchasers. It is claimed that shopping in VR offers an improved shopping experience
than two-dimensional electronic-commerce systems which three-dimensional applications are feasible for
electronic-commerce (Fig.1). Clearer content presentation and more adaptive user interfaces, which are designed
for the tasks at hand, may lead to more positive consumer feedback and shopping experience. the employment of
VR systems within the retail sector has recently gained importance within the variety of commercial applications
and is becoming a replacement trend (e.g. eBay1, Macy’s2 , Saturn3). However, there's a scarcity of user-friendly
and intuitive user interfaces and interaction techniques, additionally as a connection to previous findings from basic
research on VR, 3DUI and HCI. This work therefore focuses on the event and evaluation of novel and immersive
VR shopping experiences, aim to incorporate the most advantages of offline and online shopping.
Important aim is that the toindicate that generate three-dimensional model with the assistance computer
game gadgets and equipment will increase the market of online shopping and it'll increase user experience of
customer due to they feel and sense the merchandise due to three-dimensional model generates which is generate
with the assistance of video game . The influence of marketable consumer input and output devices are going to be
examined in additional detail with relation to task performance and user preferences so as to support future
designers and developers of VR shops (Fig.2) with guidelines and lessons learned.
II. METHODOLOGY
2.1 3 Ways Virtual Reality Will Transform Electronic-Commerce
77.24% of shoppers abandon their carts before completing an acquisition. this means that retailers must do
lots more to convince customers to follow through with their choice and buy items online. virtual reality is an
emerging technology that would provide the solution. together with its sister technology - augmented reality - it's
the potential to reshape the planet of retail, and nearly a 3rd of customer believes more should be invested in these
technologies to make sure they play a bigger role in their shopping experience. after you consider how that may
actually manifest, the mobility element of this technology is crucial. Right now, the world’s biggest companies,
from Sony to Samsung, are locked in an arms race; each of them hoping to develop the foremost powerful,
technologically advanced mobile VR producteg.VR Walmart patent (Fig. 3).
2.1.1 Users can explore virtual showrooms
To add a replacement level of intrigue to the net shopping experience, retailers can look to create virtual
showrooms or virtual stores. These platforms offer customers a virtual experience which is simply about as near
heading dead set a physical store as you'll get from the comfort of your house. One of the main players during this
emerging technology is Lowe’s Holoroom, a tool which is leading the way in terms of virtual showrooms. To be
specific, Lowe’s Innovation Labs convey that visualizing a home improvement project is difficult but by employing
a virtual showroom customer are able to better visualize their ideal result. In short, it gives the user a mocked-up
version of how their home could look when kitted out with various items or products. the whole scene that users
see may be a virtually generated version of a home, and therefore the immersive experience allows them to become
spatially attentive to how various products would work united.
2.1.2 Customers can virtually visualize products
Giving consumers the possibility to visualise how a product would look before they really purchase it's the
very “try before you buy” novelty which many companies try to tap into. instead of focussing on VR (i.e. a totally
computer-generated world), technology companies also are delved into the realms of AR. Augmented reality is
different to VR, as a part of what users see may be a video of reality and only some virtual elements overlaid. for
instance, a consumer could place on a headset and instantly see the area they were previously standing in. AR then
allows products and items to be overlaid on top of their view. they might suddenly see a dress in their room that
VIVA-Tech International Journal for Research and Innovation Volume 1, Issue 4 (2021)
ISSN(Online): 2581-7280 Article No. X
PP XX-XX
VIVA Institute of Technology
9th
National Conference on Role of Engineers in Nation Building – 2021 (NCRENB-2021)
3
they were considering buying or a replacement lamp on their desk. By allowing consumers to determine how
certain items would fit into their way of life, AR is ready to supply better visualization than physical items in
physical stores.
2.1.3 It gives consumers a new reason to visit your store
It gives consumers a replacement reason to go to your store It’s important to notice that several consumers
still prefer shopping in a very physical store. consistent with the Walker Sands way forward for Retail 2016 - a
survey of 1400 US shoppers - many consumers stated that they preferred in-store experiences compared to
purchasing their products online on eBay or Amazon. While the electronic-commerce market is showing no signs of
slowing down, the trend has rather more to try and do with convenience than it does with how customers ideally
want their shopping experience to be. This presents electronic-commerce leaders with something of an issue. What
they have to try to to is make the act of online shopping more like physically being inside a store.
2.2 Survey about virtual reality
As per survey 14 out of 15 age between 18 to 35 do online shopping using electronic-commerce sites, 50%
people know about virtual reality,75% abandon their cart because of lack detail about it ,only 75% people are
satisfy with online shopping, the person who know about virtual reality 50% are okay with idea or concept of
virtual reality shopping and 25 people are excited for this technology.
So from this small survey we can say or conclude that using virtual reality technology in shopping will
provide detail information and three-dimensional model about product which will decrease % abandon cart and
provide better user experience.
Fig 1: Important aspects and dimensions of shopping in VR
Fig 2: VR Shop concepts
VIVA-Tech International Journal for Research and Innovation Volume 1, Issue 4 (2021)
ISSN(Online): 2581-7280 Article No. X
PP XX-XX
VIVA Institute of Technology
9th
National Conference on Role of Engineers in Nation Building – 2021 (NCRENB-2021)
4
Fig 3: VR Walmart patent
III. Conclusion
In this paper, we studied that three-dimensional model and virtual environment reality from virtual reality
simulations will help the customer to feel like there are at physical store they can see detail about product features
and better view of thing which will increase customer satisfaction and that result improve product purchase from
online shop .this combination will be able to decrease % abandon cart because of better understanding about cart
items. From this study, it is clear that the Virtual Reality in Online shopping will supply better experience and also
help supplier to provide physical shop type features to the customers 24X7.
Acknowledgement
I am thankful to my college for giving me this opportunity to make this project a success. I give my special thanks and sincere
gratitude towards Prof. SheryaBhamare for encouraging metocompletethisresearchpaper,guidingmeandhelpingme through all the obstacles in
theresearch.
Withoutherassistance,myresearchpaperwouldhavebeen impossible. Also, I present my obligation towards all our past years teachers
who have bestowed deep understanding and knowledge in us, over the past years. We are obliged to our parents and family members who always
supported me greatly and encouraged me in each and every step.
REFERENCES
[1] Barnes, R. M., Botella, C., Alcaniz, M., Liano, V., Guerrero, B., & Rey, B. (2004).Immersion and emotion: Their impact on the senseof
presence. CyberPsychologyBehavior, 7(6), 734–741.
[2] Bonetti, F., Warnaby, G., & Quinn, L. (2018). Augmented Reality and Virtual Reality in Physical and Online Retailing: A Review,
Synthesis and Research Agenda. In Augmented Reality and Virtual Reality (pp. 119-132). Springer, Cham.
[3] Bigné, E., Llinares, C., &Torrecilla, C. (2016). Elapsed time on first buying triggers brand choices within a category: A virtual reality-based
study, Journal of Business Research, 69, 1423–1427.
[4] Melis, K., Campo, K., Breugelmans, E., &Lamey, L. (2015). The impact of the multi-channel retail mix on online store choice: does online
experience matter? Journal of Retailing, 91(2), 272-288.
[5] Huang, Y.C., Kenneth F.B., Sheila J.B., andChang, L.L. (2016). Exploring the implications of virtual reality technology in tourism
marketing: An integrated research framework. International Journal of Tourism Research, 18, (2) (2016): 116-128.
[6] Pantano, E., &Servidio, R. (2012). Modeling innovative points of sales through virtual and immersive technologies. Journal of Retailing
and Consumer Services, 19(3), 279–286.
VIVA-Tech International Journal for Research and Innovation Volume 1, Issue 4 (2021)
ISSN(Online): 2581-7280 Article No. X
PP XX-XX
VIVA Institute of Technology
9th
National Conference on Role of Engineers in Nation Building – 2021 (NCRENB-2021)
5
[7] Pantano, E., &Viassone, M. (2015). Engaging consumers on new integrated multichannel retail settings: Challenges for retailers. Journal of
Retailing and Consumer Services, 25, 106–114.
[8] Marco Speicher (2018), “Shopping in Virtual Reality”, IEEE Conference on Virtual Reality and 3D User interfaces (VR).
[9] DanieleScarpi&VirginiaVannucci (2019), “Virtual reality, real reactions?: Comparing consumersperceptions andshopping orientation
across physical and virtual-reality retail stores”, Article in Computer in Human Behavior.
[10] Ariely, D. (2000). Controlling the information flow: Effects on consumers' decision making and preferences. Journal of Consumer
Research, 27(2), 233-248.
[11] Aydinli, A., Gu, Y., & T Pham, M. (2012). My Heart Longs for More: the Role of Emotions in Assortment Size Preferences. ACR North
American Advances.
[12] Tanriverdi, V., & Jacob, R. J. (2000, April). Interacting with eye movements in virtual environments. In Proceedings of the SIGCHI
conference on Human Factors in Computing Systems (265-272). ACM.
[13] Shin, D. (2018). Empathy and embodied experience in virtual environment: To what extent can virtual reality stimulate empathy and
embodied experience? Computers in Human Behavior, 78, 64-73.

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Virtual Reality in Online-Shopping

  • 1. VIVA-Tech International Journal for Research and Innovation Volume 1, Issue 4 (2021) ISSN(Online): 2581-7280 Article No. X PP XX-XX VIVA Institute of Technology 9th National Conference on Role of Engineers in Nation Building – 2021 (NCRENB-2021) 1 Virtual Reality inOnline-Shopping Mr.GuptaSaurabGhanshyam1 , Prof.Shreya Bhamare2 1 (Department of MCA, Viva School Of MCA/ University of Mumbai, India) 2 (Department of MCA, Viva School Of MCA/ University of Mumbai, India) Abstract :Virtual reality is a machinery by-way-of which consumer can interact inside three-3 atmosphere by mean of electronic appliance. Virtual reality (cyberspace) will provide interactive practice through the assistance of virtual reality gadgets like VR thick pair of goggles sensor gloves. with the help of this technology user are absorbed and connect to three-dimensional worlds without viewing physical in front of shop with this customer can feel and sense the product through virtual environment this will increase the buyer better understanding and provide better view about product as compared to Electronic-Commerce experience. This will benefitcustomer as well as seller of the product, consumer can view and sense it through the help Virtual reality gadgets at any place at any time. This research study fundamentally based how to improve E-shopping with the use cyberspace technology simulation. The idea involves making the e-shopping experience more intuitive, closer to the experience of visiting a real shop, and providing on-line three-dimensional interfaces for the entire process from shop design and product placement to customer experience analysis. Keywords-Cyberspace, Electronic-Commerce, Three-Dimensional, Sensor, Virtual reality. I. INTRODUCTION Virtual reality (VR) may be a simulated experience that may be the same as or completely different from the real world. The aim of VR is to make a sensory experience for the user sometimes including sight, touch, hearing, smell, or perhaps taste. The VR industry as a full is growing at a quick pace, with the market size of consumer virtual reality hardware and software projected to extend from 6.2 billion U.S. dollars in 2019 to over 16 billion U.S.dollarsby2022.VR gaming and VR video frame the largest consumer use cases for VR technology, with 20.8 billion U.S. dollars expected to be spent in 2023 on these areas alone. However, experts have suggested that the advantages of VR will have a control upon industry too, with improvements to efficiency a true possibility. As a result, by 2023 it's expected that industrial usage are 3 times larger than that of consumers. Current online shops could also be functional and efficient, but don't offer enough of an immersive shopping experience.The current wave of digitization of the retail brought economic benefits but they also caused a change in strategy, with retailers increasingly placing greater emphasis on customer satisfaction and therefore the shopping experience. It's even as important for the performance of such user interfaces because it is for the customer’s satisfaction and shopping experience to produce the user with interactivity and data in an appropriate and supportive manner. Current online shops usually only offer ordinary 2D content (e.g. product photos or advertising videos) and use simple 2D interfaces, which are mainly utilized in a classic way with mouse and keyboard on the house PC. Here, the merchandise sales are within the spotlight, and products must be found as quickly as possible for the sake of convenience and conversion rates. This focus comes at a value because it results in limited search functionality, confusion and products visualization. While the common list-based approach using scrolling or page-based navigation can have good usability ratings, especially within the explore for products, it abstracts from the particular “three-dimensional world” of a store and neglects the important aspect of user experience and immersion, especially with increasing number of products and categories.
  • 2. VIVA-Tech International Journal for Research and Innovation Volume 1, Issue 4 (2021) ISSN(Online): 2581-7280 Article No. X PP XX-XX VIVA Institute of Technology 9th National Conference on Role of Engineers in Nation Building – 2021 (NCRENB-2021) 2 Online shopping with video game technology would generates three-dimensional model of the merchandise which is able to help the purchasers. It is claimed that shopping in VR offers an improved shopping experience than two-dimensional electronic-commerce systems which three-dimensional applications are feasible for electronic-commerce (Fig.1). Clearer content presentation and more adaptive user interfaces, which are designed for the tasks at hand, may lead to more positive consumer feedback and shopping experience. the employment of VR systems within the retail sector has recently gained importance within the variety of commercial applications and is becoming a replacement trend (e.g. eBay1, Macy’s2 , Saturn3). However, there's a scarcity of user-friendly and intuitive user interfaces and interaction techniques, additionally as a connection to previous findings from basic research on VR, 3DUI and HCI. This work therefore focuses on the event and evaluation of novel and immersive VR shopping experiences, aim to incorporate the most advantages of offline and online shopping. Important aim is that the toindicate that generate three-dimensional model with the assistance computer game gadgets and equipment will increase the market of online shopping and it'll increase user experience of customer due to they feel and sense the merchandise due to three-dimensional model generates which is generate with the assistance of video game . The influence of marketable consumer input and output devices are going to be examined in additional detail with relation to task performance and user preferences so as to support future designers and developers of VR shops (Fig.2) with guidelines and lessons learned. II. METHODOLOGY 2.1 3 Ways Virtual Reality Will Transform Electronic-Commerce 77.24% of shoppers abandon their carts before completing an acquisition. this means that retailers must do lots more to convince customers to follow through with their choice and buy items online. virtual reality is an emerging technology that would provide the solution. together with its sister technology - augmented reality - it's the potential to reshape the planet of retail, and nearly a 3rd of customer believes more should be invested in these technologies to make sure they play a bigger role in their shopping experience. after you consider how that may actually manifest, the mobility element of this technology is crucial. Right now, the world’s biggest companies, from Sony to Samsung, are locked in an arms race; each of them hoping to develop the foremost powerful, technologically advanced mobile VR producteg.VR Walmart patent (Fig. 3). 2.1.1 Users can explore virtual showrooms To add a replacement level of intrigue to the net shopping experience, retailers can look to create virtual showrooms or virtual stores. These platforms offer customers a virtual experience which is simply about as near heading dead set a physical store as you'll get from the comfort of your house. One of the main players during this emerging technology is Lowe’s Holoroom, a tool which is leading the way in terms of virtual showrooms. To be specific, Lowe’s Innovation Labs convey that visualizing a home improvement project is difficult but by employing a virtual showroom customer are able to better visualize their ideal result. In short, it gives the user a mocked-up version of how their home could look when kitted out with various items or products. the whole scene that users see may be a virtually generated version of a home, and therefore the immersive experience allows them to become spatially attentive to how various products would work united. 2.1.2 Customers can virtually visualize products Giving consumers the possibility to visualise how a product would look before they really purchase it's the very “try before you buy” novelty which many companies try to tap into. instead of focussing on VR (i.e. a totally computer-generated world), technology companies also are delved into the realms of AR. Augmented reality is different to VR, as a part of what users see may be a video of reality and only some virtual elements overlaid. for instance, a consumer could place on a headset and instantly see the area they were previously standing in. AR then allows products and items to be overlaid on top of their view. they might suddenly see a dress in their room that
  • 3. VIVA-Tech International Journal for Research and Innovation Volume 1, Issue 4 (2021) ISSN(Online): 2581-7280 Article No. X PP XX-XX VIVA Institute of Technology 9th National Conference on Role of Engineers in Nation Building – 2021 (NCRENB-2021) 3 they were considering buying or a replacement lamp on their desk. By allowing consumers to determine how certain items would fit into their way of life, AR is ready to supply better visualization than physical items in physical stores. 2.1.3 It gives consumers a new reason to visit your store It gives consumers a replacement reason to go to your store It’s important to notice that several consumers still prefer shopping in a very physical store. consistent with the Walker Sands way forward for Retail 2016 - a survey of 1400 US shoppers - many consumers stated that they preferred in-store experiences compared to purchasing their products online on eBay or Amazon. While the electronic-commerce market is showing no signs of slowing down, the trend has rather more to try and do with convenience than it does with how customers ideally want their shopping experience to be. This presents electronic-commerce leaders with something of an issue. What they have to try to to is make the act of online shopping more like physically being inside a store. 2.2 Survey about virtual reality As per survey 14 out of 15 age between 18 to 35 do online shopping using electronic-commerce sites, 50% people know about virtual reality,75% abandon their cart because of lack detail about it ,only 75% people are satisfy with online shopping, the person who know about virtual reality 50% are okay with idea or concept of virtual reality shopping and 25 people are excited for this technology. So from this small survey we can say or conclude that using virtual reality technology in shopping will provide detail information and three-dimensional model about product which will decrease % abandon cart and provide better user experience. Fig 1: Important aspects and dimensions of shopping in VR Fig 2: VR Shop concepts
  • 4. VIVA-Tech International Journal for Research and Innovation Volume 1, Issue 4 (2021) ISSN(Online): 2581-7280 Article No. X PP XX-XX VIVA Institute of Technology 9th National Conference on Role of Engineers in Nation Building – 2021 (NCRENB-2021) 4 Fig 3: VR Walmart patent III. Conclusion In this paper, we studied that three-dimensional model and virtual environment reality from virtual reality simulations will help the customer to feel like there are at physical store they can see detail about product features and better view of thing which will increase customer satisfaction and that result improve product purchase from online shop .this combination will be able to decrease % abandon cart because of better understanding about cart items. From this study, it is clear that the Virtual Reality in Online shopping will supply better experience and also help supplier to provide physical shop type features to the customers 24X7. Acknowledgement I am thankful to my college for giving me this opportunity to make this project a success. I give my special thanks and sincere gratitude towards Prof. SheryaBhamare for encouraging metocompletethisresearchpaper,guidingmeandhelpingme through all the obstacles in theresearch. Withoutherassistance,myresearchpaperwouldhavebeen impossible. Also, I present my obligation towards all our past years teachers who have bestowed deep understanding and knowledge in us, over the past years. We are obliged to our parents and family members who always supported me greatly and encouraged me in each and every step. REFERENCES [1] Barnes, R. M., Botella, C., Alcaniz, M., Liano, V., Guerrero, B., & Rey, B. (2004).Immersion and emotion: Their impact on the senseof presence. CyberPsychologyBehavior, 7(6), 734–741. [2] Bonetti, F., Warnaby, G., & Quinn, L. (2018). Augmented Reality and Virtual Reality in Physical and Online Retailing: A Review, Synthesis and Research Agenda. In Augmented Reality and Virtual Reality (pp. 119-132). Springer, Cham. [3] Bigné, E., Llinares, C., &Torrecilla, C. (2016). Elapsed time on first buying triggers brand choices within a category: A virtual reality-based study, Journal of Business Research, 69, 1423–1427. [4] Melis, K., Campo, K., Breugelmans, E., &Lamey, L. (2015). The impact of the multi-channel retail mix on online store choice: does online experience matter? Journal of Retailing, 91(2), 272-288. [5] Huang, Y.C., Kenneth F.B., Sheila J.B., andChang, L.L. (2016). Exploring the implications of virtual reality technology in tourism marketing: An integrated research framework. International Journal of Tourism Research, 18, (2) (2016): 116-128. [6] Pantano, E., &Servidio, R. (2012). Modeling innovative points of sales through virtual and immersive technologies. Journal of Retailing and Consumer Services, 19(3), 279–286.
  • 5. VIVA-Tech International Journal for Research and Innovation Volume 1, Issue 4 (2021) ISSN(Online): 2581-7280 Article No. X PP XX-XX VIVA Institute of Technology 9th National Conference on Role of Engineers in Nation Building – 2021 (NCRENB-2021) 5 [7] Pantano, E., &Viassone, M. (2015). Engaging consumers on new integrated multichannel retail settings: Challenges for retailers. Journal of Retailing and Consumer Services, 25, 106–114. [8] Marco Speicher (2018), “Shopping in Virtual Reality”, IEEE Conference on Virtual Reality and 3D User interfaces (VR). [9] DanieleScarpi&VirginiaVannucci (2019), “Virtual reality, real reactions?: Comparing consumersperceptions andshopping orientation across physical and virtual-reality retail stores”, Article in Computer in Human Behavior. [10] Ariely, D. (2000). Controlling the information flow: Effects on consumers' decision making and preferences. Journal of Consumer Research, 27(2), 233-248. [11] Aydinli, A., Gu, Y., & T Pham, M. (2012). My Heart Longs for More: the Role of Emotions in Assortment Size Preferences. ACR North American Advances. [12] Tanriverdi, V., & Jacob, R. J. (2000, April). Interacting with eye movements in virtual environments. In Proceedings of the SIGCHI conference on Human Factors in Computing Systems (265-272). ACM. [13] Shin, D. (2018). Empathy and embodied experience in virtual environment: To what extent can virtual reality stimulate empathy and embodied experience? Computers in Human Behavior, 78, 64-73.