Exploration of Virtual Reality-Based Online Shopping Platform

  • Yu-Chun HuangEmail author
  • Shan-Ya Hu
  • Ssu-Ting Wang
  • Scottie Chih-Chieh Huang
Conference paper
Part of the Communications in Computer and Information Science book series (CCIS, volume 1034)


The first online shopping transformed traditional shopping experience with the development of computer and network in 1984. In traditional shopping, people are able to physically interact with the products by multitude of senses: sight, hearing, taste, smell, and touch before making a purchase. In contrast, online shopping is totally different: people are restricted by the size of 2D screen and can only use the “browser to search keywords” or the “classification” to find the products of interest. Both shopping behaviors have their advantages to satisfy human beings. Therefore, the challenge of this research lies in how to create a more natural online shopping platform by incorporating online shopping and physical shopping? This research aims to use Virtual Reality (VR) device as an alternative bridge to break the boundaries between physical and virtual shopping stores. Our long term project is to create a “VR online shopping platform system”. While this research focuses on the preliminary stage to explore the simulation of VR online shopping platform, the future study will implement the system and apply it to Amazon and evaluate the possibility and feasibility.


Online shopping Virtual Reality 


  1. Burdea, G., Coiffet, P.: Virtual Reality Technology. Wiley, New York (1994)Google Scholar
  2. Coates, G.: Program from Invisible Site—a virtual sho, a multimedia performance work presented by George Coates Performance Works, San Francisco, CA (1992)Google Scholar
  3. Dawood, N., Benghi, C., Lorenzen, T., Pencreach, Y.: Integration of urban development and 5D planning. In: Proceedings of the 9th International Conference on Construction Applications of Virtual Reality, Sydney, Australia, pp. 217–228 (2009)Google Scholar
  4. Fitzpatrick, G.: Evolving HCI from Where to Where? OZCHI 2005, Canberra, Australia, 23–25 November 2005Google Scholar
  5. Huang, C.P.: A Body-surrounding study in physical, virtual and mental space, Doctoral dissertation (2002)Google Scholar
  6. Huang, Y.-C., Han, S.R.: An immersive virtual reality museum via second life. In: Stephanidis, C. (ed.) HCI 2014. CCIS, vol. 434, pp. 579–584. Springer, Cham (2014). Scholar
  7. Hoffman, D.L., Novak, T.P., Peralta, M.: Building consumer trust online. Commun. ACM 42(4), 80–85 (1999)CrossRefGoogle Scholar
  8. Jarvenpaa, S.L., Todd, P.A.: Consumer reactions to electronic shopping on the world wide web. Int. J. Electron. Commer. 1(2), 59–88 (1997)CrossRefGoogle Scholar
  9. Kalay, Y.E.: The impact of information technology on design methods, products and practices. Des. Stud. 27(3), 357–380 (2006)CrossRefGoogle Scholar
  10. Kasana, M.J., Chaudhary, M.N.: A comparative study of eBay and Amazon in online shopping. Int. Res. J. Commer. Arts Sci. 5(2), 263–275 (2014)Google Scholar
  11. Kimberly, P.: News & World Report (2007)Google Scholar
  12. Liu, Y.-T.: Spatial representation of design thinking in virtual space. In: Gero, J.S., Tversky, B. (eds.) Visual and Spatial Reasoning in Design II, Key Centre of Design Computing and Cognition, University of Sydney, Australia, pp. 25–40 (2001)Google Scholar
  13. Mazuryk, T., Gervautz, M.: Virtual reality-history, applications, technology and future (1996)Google Scholar
  14. Mitchell, W.J.: City of Bits: Space, Place, and the Infobahn. The MIT Press (1996)Google Scholar
  15. Miyazaki, A.D., Fernandez, A.: Consumer perceptions of privacy and security risks for online shopping. J. Consum. Aff. 35(1), 27–44 (2001)CrossRefGoogle Scholar
  16. Myers, B.A.: A brief history of human computer interaction technology. ACM Interact. 5(2), 44–54 (1998)CrossRefGoogle Scholar
  17. Overby, J.W., Lee, E.J.: The effects of utilitarian and hedonic online shopping value on consumer preference and intentions. J. Bus. Res. 59(10–11), 1160–1166 (2006)CrossRefGoogle Scholar
  18. Suelin, C.: Understanding consumer purchase behavior in the Japanese personal grooming sector. J. Yaşar University 5(17), 2910–2921 (2010)Google Scholar
  19. Sutherland, I.E.: A head-mounted three dimensional display. In: Proceedings of the Fall Joint Computer Conference, Part I, 9–11 December 1968, pp. 757–764 (1968)Google Scholar
  20. Weiser, M., Brown, J.S.: The Coming Age of Calm Technology (1996).
  21. Wu, S.I.: The relationship between consumer characteristics and attitude toward online shopping. Market. Intell. Plann. 21(1), 37–44 (2003)CrossRefGoogle Scholar
  22. Vorländer, M.: Auralization: Fundamentals of Acoustics, Modelling, Simulation, Algorithms and Acoustic Virtual Reality. Springer Science & Business Media, Heidelberg (2007). Scholar

Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  • Yu-Chun Huang
    • 1
    Email author
  • Shan-Ya Hu
    • 1
    • 2
  • Ssu-Ting Wang
    • 1
    • 2
  • Scottie Chih-Chieh Huang
    • 2
  1. 1.Tatung UniversityTaipeiTaiwan
  2. 2.National Tsing Hua UniversityHsinchuTaiwan

Personalised recommendations