Virtual reality (VR) typically refers to computer technologies that use software to generate the realistic images, sounds and other sensations that replicate a real environment (or create an imaginary setting), and simulate a user's physical presence in this environment.
2. VIRTUAL REALITY
• Virtual reality (VR) typically refers
to computer technologies that
use software to generate the realistic
images, sounds and other sensations
that replicate a real environment (or
create an imaginary setting), and
simulate a user's physical presence in
this environment.
9. SHELFZONE
• inVRsion, the Italian start-up which develops
virtual reality solutions for business, officially
presents ShelfZone. This new solution,
created using HTC Vive technology, is an
innovative virtual reality simulator of stores
for large-scale retail trade and consumer
goods companies
• ShelfZone is able to recreate shops,
supermarkets and even shopping malls with
impressive realism.
11. eBay Australia is currently selling special VR
headsets called "shopticals" to browse over 12,000
items from Myer department stores on their smart
phones. Shoppers can even add items to their
shopping carts for purchasing via the shopticals.
3D store experience
• Everyone who downloads the eBay Virtual Reality
Department Store app can use a simple cardboard
headset to enter Australia's largest department
store Myer's virtual store, a complete 3D store
experience.
Buy with your eyes
• A simple head movement will bring up product
information, stock and shipping options, while
looking at the "add to basket" icon will actually
finalize the process, leading you to the eBay app
12. BUY+ BY ALIBABA
• In a video released by Alibaba, a Chinese shopper put on
a VR headset, and the next thing he knew he was
in Times Square in New York City. He then took a yellow
cab to Macy's department store, and was greeted by sales
personnel on the floor. From there, he strolled around the
store and bought a handbag for his girlfriend.
• Buy+ is integrated with Alipay. With a nod, he made a
payment without the need to remove the headset
to check out.
13.
14. CAPPASITY INC. PARTNERS WITH
PRESTASHOP TO PROVIDE 3D
OPPORTUNITIES FOR E-COMMERCE
RETAILERS
• Cappasity Inc. and PrestaShop announced a
strategic partnership to open up cutting-edge
3D technologies for e-commerce. Together,
the companies are going to provide online
retailers access to interactive product imaging
in 3D and virtual reality (VR).
• Cappasity Inc. offers a cloud-based platform
and 3D scanning solutions for online retailers
to deliver 3D and VR shopping experiences to
their customers. Cappasity e-commerce
solutions help increase sales as a result of the
3D models of products embedded to websites,
mobile apps and VR.
18. • Using the walls of the Seoul subway station in downtown Seoul, Tesco
has displayed more than 500 of its most popular products with
barcodes which customers can scan using the Homeplus app on their
smartphones, then get it delivered to their homes.
• Interested customers download the Homeplus app into their
smartphones.
• They then use their smartphones to scan the QR codes of the products
they want to purchase. The posters in the virtual stores are designed to
resemble the actual aisles and shelves of a regular Tesco store, making
the experience very user-friendly.
• The scanned products are stored in the customers' online shopping
basket, who pay online once their order is completed. Homeplus
reported that the majority of the orders are placed at 10 am and 4 pm,
when people are commuting to and from work.
19. • Customers schedule a time for home delivery. Same-day delivery is
the norm, so that customers can get their products by the time they
get back home from work.
• The virtual store has been a huge success with commuters and
drove over 900,000 app downloads in less than one year, making
the Homeplus app the most popular shopping app in South Korea.
Online sales increased 130 per cent since the introduction of the
virtual stores and registered app users increased by 76 per cent.
20. IKEA LAUNCHES PILOT VIRTUAL REALITY (VR)
KITCHEN EXPERIENCE FOR HTC VIVE
• The IKEA VR Experience brings the user a virtual IKEA kitchen in real
world size.
• Using an HTC Vive headset, consumers can use the app to explore one
of three differently-styled kitchen room settings.
• The user can change the color of cabinets and drawers with a click.
• Another feature is the ability to view the kitchen from different
perspectives by either shrinking or stretching yourself to move around
the kitchen at the size of a 3.3 foot-tall child or a 6.4 foot-tall adult.
21. HOMESHOP18 VIRTUAL WALL IN INDIA
• HomeShop18 in association with Delhi International Airport (P)
Ltd. (DIAL) has introduced a cutting edge Virtual Shopping
Wall. The virtual wall named 'Scan N Shop' offers premium
merchandise to consumers .
• At HomeShop18's virtual shopping wall, Scan N Shop flyers will
be able to order by simply scanning the QR code displayed
against each item or over the phone at the call centre.
HomeShop18 has also enabled the convenient cash on delivery
payment method to drive trials and will follow it up with mobile
payments subsequently.
24. VIRTUAL MIRROR/ VIRTUAL FITTING
ROOM
• A virtual mirror or smart mirror is a device that displays a user's
own image on a screen as if that screen were a mirror. Some
versions feature augmented reality additions to the video display,
or use an entirely virtual graphical avatar of the user.
Benefits
• Increase sales and break down current retail boundaries
• Allow shoppers to take their in-store experience with them
• Convert otherwise anonymous, in‐store visitors into “connected
customers”
25. NEIMAN MARCUS LAUNCHES MEMOMI’S
MEMORY MIRROR IN STORES
• The mirror was created by MemoMi in partnership with Neiman Marcus at a
top-secret innovation lab in Dallas, where Neiman is experimenting with
the future of retail.
• It's actually a giant video screen and camera, that enables shoppers to see
outfits from 360 degrees, and compare clothing options side-by-side. It
also remembers what customers have already tried on.
• The company, whose customers are 80 percent women, is embracing the
future by testing these very modern mirrors in San Francisco stores.
• The mirror records an eight-second video. It's password protected and can
be e-mailed, allowing shoppers to instantly share and solve any shopping
situation with the help of friends and family.
26. FXMIRROR IN LA BELLE COUTURE
WEDDINGS, SINGAPORE
• The FXMirror is an virtual fitting room software from South
Korea that allows a shopper to "try on" dresses to see how she
looks, without putting them on.
• Using Microsoft Kinect cameras and a 3-D virtual fitting
software to analyse the shopper's height and body shape, the
FXMirror conforms the virtual garment fairly accurately to the
shopper's body.
• According to Ms Teo Pei Ru, managing director and owner of La
Belle Couture Weddings in Tanjong Pagar, brides-to-be typically
spend about four hours trying up to 20 dresses at a time.
• With the FXMirror, she estimates that it takes 25 minutes on
average for brides to "try" at least 15 dresses.
27. FX MIRROR IN LA BELLE COUTURE
WEDDINGS, SINGAPORE
28. KINECT FOR TOPSHOP
• Kinect can display everything from makeup to
clothing on the customer, who interacts with
Kinect’s camera. And it makes finding information
as simple as speaking a command or navigating the
system’s interface.
• Fashion retailer Topshop installed a Kinect-powered
virtual fittingG room at its Moscow store.
• The customer can spin around to see all angles of
the dress, and can control the program with
gestures. Moving your hand to a virtual button will
change the dress selection. The nice thing about the
Kinect is it’s so easy to use. The built-in camera
tracks the user’s body and superimposes it to the
3D model of the dress.
30. SHOPPERS STOP
• In India, Shoppers Stop has taken the plunge and
installed Magic Mirrors at their Malad store in Mumbai in
November 2015.
• Shoppers Stop has launched an innovative virtual reality-
based dressing room. The Magic Mirror is an intelligent
photo booth that gives customers the option to select
and view apparel and accessories on themselves without
having to physically 'try on' the desired products.
• Shoppers Stop said that it will offer ‘Click and Collect,’
and ‘Click and Deliver’ by June 2017, which is aimed at
helping consumers get products not available at one
store but can be sourced from another in the same city.
32. VAN HEUSEN IN BANGALORE
• Van Heusen, the premium lifestyle brand for professionals from Madura
Fashion & Lifestyle portfolio, unveiled its first digitally immersive
flagship store – Van Heusen Style Studio – in Bengaluru’s Indiranagar.
• The first of its kind in India, the 5,500 sq ft store is an attempt to
address every apparel shopper’s pain points of finding the appropriate
fit, size and style best suited to their personality.
• On entry, the shopper sees a 42 inch, digital display called ‘Today’s
Briefing’ that offers ‘look of the day,’ informs what’s new in-store, doles
out styling tips and updates on new fashion trends.
• Next to the display is the ‘Fit Scanner’ enclosure, where the shopper is
scanned by an infrared device, after which, measurements are generated
from the collar circumference, shoulder width, to the chest, bust, hip,
waist, height; which are used to identify the right fit for shirts, trousers,
dresses, etc.
• Next, is the ‘Style Bar’ digital display that helps a shopper identify their
style personality by answering a few questions and throwing up 20
different looks that match the shopper’s style.
33.
34.
35. JEALOUS 21
• Jealous 21, a brand that’s part of Future Group’s Indus
League Clothing Ltd, has a virtual mirror at its
Indiranagar store in Bangalore.
• The mirror has an inbuilt motion-capture camera which
produced a realistic 3D image of shopper in front of the
7 feet screen. The customer will try on clothes at the
flick of their wrist. But it takes a bit of time to get used
to it as the sensor was sensitive. The best part, was that
shoppers could try on more than 20 fashion items in
less than a minute without any hassle. If for any reason
one does have some issues in using the sensor, then the
shopper don’t have to worry, as a keyboard option is
also available.
• After the shopper choose outfit is complete, one can
either share the look on social media or even e-mail it.
36.
37.
38. OBJECTIVES OF STUDY
• To learn about recent technologies which are used in the retail
industry.
• To find out the virtual reality technology in retailing.
• To know the impact of virtual mirror on customers.
RESEARCH METHODOLOGY:
• In order to evaluate the impact of virtual mirror on customers'
quantitative techniques were adopted. The data required for the
study were collected from both primary and secondary sources.
Primary data have been collected through an online survey. A total
of 50 respondents participated in this survey. The analysis and
interpretation of data are made with the help of statistical tools and
techniques. The sampling method used here is convenience
sampling. PSPP Software was used to analyse the primary data and
the quantitative frequencies. Secondary data are collected from
magazine, journals, websites etc.
39. ANALYSIS AND FINDINGS
• Frequency table is used in this survey to analyze the
survey results. The analysis is made with the PSPP
Software. The frequency of an observation in statistics
tells the number of times the observation occurs in the
data
41. Value Label Value Frequency Percent Valid
Percent
Cum Percent
under 18 1 8 16.00 16.00 16.00
18-24 2 15 30.00 30.00 46.00
25-34 3 17 34.00 34.00 80.00
35-44 4 7 14.00 14.00 94.00
45-54 5 3 6.00 6.00 100.00
Total 50 100.0 100.0
2.AGE
Interpretation :
Respondents between age 25-34 is more as compared to the rest of the age
group.
42. Value
Label
Value Frequency Percent Valid
Percent
Cum
Percent
yes 1 27 54.00 54.00 54.00
maybe 2 21 42.00 42.00 96.00
no 3 2 4.00 4.00 100.00
Total 50 100.0 100.0
3. I WOULD USE THE VIRTUAL MIRROR WHILST SHOPPING
Interpretation :
Many of the respondents would use VR while shopping while 21 chose that they may
use VR.
3. I WOULD USE THE VIRTUAL MIRROR WHILST
SHOPPING
43. Value Label Value Frequency Percent Valid Percent Cum Percent
Choosing the
product that
fits better
1 1 2.00 2.00 2.00
Choosing the
product
which flatters
better
2 13 26.00 26.00 28.00
Reduces time
spent in
dressing
rooms
3 20 40.00 40.00 68.00
Reduces time
spent
shopping in
total
4 16 32.00 32.00 100.00
4. HOW WILL THE VIRTUAL MIRROR BENEFIT YOUR SHOPPING EXPERIENCE?
Interpretation :
20 respondents said VR reduces their time spent in dressing room and 16 of them said that it
reduces their overall shopping time.
4. HOW WILL THE VIRTUAL MIRROR BENEFIT YOUR SHOPPING EXPERIENCE?
44. Value
Label
Value Frequency Percent Valid
Percent
Cum
Percent
yes 1 23 46.00 46.00 46.00
maybe 2 26 52.00 52.00 98.00
no 3 1 2.00 2.00 100.00
Total 50 100.0 100.0
5. WOULD YOU TRUST THE VIRTUAL MIRROR WHEN SHOPPING?
Interpretation :
26 respondents said that they may trust the VR while shopping, while others trust the
VR but only one respondent said that they will not trust the VR.
5. WOULD YOU TRUST THE VIRTUAL MIRROR WHEN
SHOPPING
45. Value Label Value Frequency Percent Valid Percent Cum Percent
Yes, as I am
now more
informed of the
product
1 14 28.00 28.00 28.00
Yes, as it
sounds like a
fun way to try
on clothes
2 16 32.00 32.00 60.00
Yes, I will try it
at least once
and see if I like
it.
3 13 26.00 26.00 86.00
Maybe,
depending on
the store
4 5 10.00 10.00 96.00
No, I have no
interest in using
this product
7 1 2.00 2.00 98.00
No, I do not
want to
experience this
product in store
currently
8 1 2.00 2.00 100.00
Total 50 100.0 100.0
6. IF THE MIRROR WAS AVAILABLE IN YOUR USUAL RETAIL STORE WOULD YOU NOW
DECIDE TO TRY IT?
Interpretation :
Majority of the respondents responded positively that they will try the VR mirror if it was made
available in their usual retail store.
46. Value Label Value Frequency Percent Valid Percent Cum Percent
Yes, as I would
be able to view
a lot more
clothes on
myself
1 15 30.00 30.00 30.00
Yes, as it is
time saving so
I can be more
efficient
2 12 24.00 24.00 54.00
Yes, as I can
quickly see
which styles
will suit me
before trying
them on in a
dressing room
3 18 36.00 36.00 90.00
Maybe, I would
know better
once having
used the
product
4 5 10.00 10.00 100.00
Total 50 100.0 100.0
7. DO YOU THINK USING THE VIRTUAL MIRROR WILL ENHANCE YOUR SHOPPING
SUCCESS?
.
Interpretation :
Majority of the respondents said that they can quickly see different styles before trying
them in trial room and 12 respondents find that it is time saving and more efficient to
enhance their shopping
47. Value
Label
Value Frequency Percent Valid
Percent
Cum
Percent
Yes, I am
comfortabl
e using
new
technology
1 37 74.00 74.00 74.00
Maybe 2 13 26.00 26.00 100.00
Total 50 100.0 100.0
8. WOULD YOU FIND THE VIRTUAL MIRROR EASY TO USE?
Interpretation :
In this survey, a large number of respondents find it is comfortable to use new
technology.
48. Value Label Value Frequency Percent Valid
Percent
Cum Percent
yes 1 19 38.00 38.00 38.00
maybe 2 25 50.00 50.00 88.00
no 3 1 2.00 2.00 90.00
occasionaly 4 5 10.00 10.00 100.00
Total 50 100.0 100.0
9. WOULD YOU USE THE VIRTUAL MIRROR REGUARLY WHEN
SHOPPING?
Interpretation :
In this survey, 25 respondents maybe use VR mirror while shopping while 19 of
them said they will use.
49. Value
Label
Value Frequenc
y
Percent Valid
Percent
Cum
Percent
yes 1 37 74.00 74.00 74.00
maybe 2 13 26.00 26.00 100.00
Total 50 100.0 100.0
10. DO YOU ENVISAGE THE VIRTUAL MIRROR BEING ABLE TO SAVE YOU
TIME WHILST SHOPPING?
Interpretation :
In this survey, 25 respondents maybe use VR mirror while shopping while 19 of them
said they will use.
50. Value
Label
Value Frequenc
y
Percent Valid
Percent
Cum
Percent
yes 1 33 66.00 66.00 66.00
maybe 2 16 32.00 32.00 98.00
no 3 1 2.00 2.00 100.00
Total 50 100.0 100.0
11. WILL USING THE VIRTUAL MIRROR INCREASE YOUR SHOPPING
PRODUCTIVITY?
Interpretation :
33 of them said that VR increases their shopping productivity, 16 of them said it may
increase but only 1 respondent responded that VR mirror does not increase the
shopping productivity.
51. Value Label Value Frequency Percent Valid Percent Cum Percent
Yes, as it will
improve my
shopping
experience
1 22 44.00 44.90 44.90
Yes, it will
encourage me
to shop on the
high street
more
frequently
2 9 18.00 18.37 63.27
Yes, it sounds
like fun
3 10 20.00 20.41 83.67
Maybe, if my
first
experience of
it is good
5 6 12.00 12.24 95.92
No, I like
shopping
online
6 2 4.00 4.08 100.00
. 1 2.00 Missing
Total 50 100.0 100.0
12. USING A VIRTUAL MIRROR IN A RETAIL STORE IS A GOOD IDEA?
Interpretation :
Out of 50 respondents 22 said that VR mirror improves their shopping experience while 10 said
that it will be fun to have VR in retail store.
52. FINDINGS
• In this study total female population are 31 followed by male with
19. So, the majority of the respondents are female.
• Respondents between age 25-34 is more as compared to the rest of
the age group.
• 54% of the respondent said they would use VR mirror while shopping
• 20 respondents said VR reduces their time spent in dressing room
and 16 of them said that it reduces their overall shopping time.
• 26 respondents said that they may trust the VR while shopping, while
others trust the VR but only one respondent said that they will not
trust the VR.
• Majority of the respondents responded positively that they will try
the VR mirror if it was made available in their usual retail store.
• In this study, 40% of them said VR mirror reduces the time spent by
the respondent in dressing room.
53. • Majority of the respondents said that they can
quickly see different styles before trying them in trial
room and 12 respondents find that it is time saving
and more efficient to enhance their shopping.
• In this study, a large number of respondents find it is
comfortable to use new technology.
• In this study, 25 respondents maybe use VR mirror
while shopping while 19 of them said they will use.
• In this survey, 45% of them said VR mirror is very
useful while shopping.
54. • A large part of respondents said that VR mirror will save their shopping
time.
• 33 of them said that VR increases their shopping productivity, 16 of them
said it may increase but only 1 respondent responded that VR mirror does
not increase the shopping productivity.
• 36% of them said they can quickly see which styles suit them most before
trying them on in a dressing room
• Out of 50 respondents 22 said that VR mirror improves their shopping
experience while 10 said that it will be fun to have VR mirror in retail
store.
• 74% of the respondent said that VR mirror saves their shopping time
• 82% of the respondents said installing a VR mirror in a retail store is a
good idea.
55. SUGGESTION:
• The Virtual reality technology is emerging in the retail industry
but it still needs to be developed and should be made aware to
all the retailers.
• Price plays a vital role in every aspect, the pricing of the virtual
technology should be developed in such a manner that it suits
according to the levels of retailers.
• The health effects of using a VR headset and virtual dressing
room is still unknown, although some of the VR headset
manufactures like Oculus Rift has pointed out that continuous
usage of VR headset leads to fatigue, eye strain, lack of
awareness, excessive sweating and nausea. A complete
research should be made to identify the health effects of using
virtual headsets and virtual mirror.
• Like said, VR is an emerging technology in retailing it needs
proper marketing to capture the attention of retailers.
56. CONCLUSION:
• Based on the above analysis and finding, we conclude that
virtual dressing room is a new technology in India, although it
has been in history for a long time it still needs to be improved.
The technology is changing at a very rapid speed, the retailers
should adapt according to the technology in order to survive in
the global market. In India we find that some of the retailers are
taking bold decisions to accustom to the latest technology to
attract and sustain the customers. The customers feel
captivated with the virtual dressing room as they can try
different outfit with the snap of their finger and it also shuts off
the payment queue. The future of retail is changing with the
development of virtual headset and virtual mirror, the retailer in
the global market has been adapted to the changes in the
technology similarly in India more of this technology should be
implemented to have a change in the retailing process.