earticle

논문검색

Study on Virtual Reality and E-commerce

원문정보

초록

영어

Electronic commerce (E-commerce) using virtual reality (VR) has the advantage of being able to purchase products without restrictions of time and location by overcoming the limitations of existing offline transactions. It is still a rudimentary but fast growing technology, and the use of E-commerce in VR is expanding. The barriers that consumers might face in utilizing E-commerce in VR is the relevance to Information and Communications Technologies (ICT) technology. Fundamentally, it requires Internet access and use through PCs or mobile devices such as smart phones. Because unlike off-line markets, it is difficult to determine the purchase patterns of customers, customer purchasing behavior analysis must be done using computer access records. In order to expand and develop E-commerce in VR in the future, learning ability should be improved through combining with artificial neural network by deep learning that is recently in the spotlight, and the ability to overcome errors need to be improved to enable use in various fields.

목차

Abstract
 1. Introduction
 2. Theoretical Background
  2.1 Concept of VR
  2.2 E-commerce Frame of VR
 3. VR and E-commerce
  3.1 Application of VR in E-commerce
  3.2 Use of VR in E-commerce
 4. Measures on VR and E-commerce and Effects
  4.1 Measures on Technology Provision and Acceptance
  4.2 Measures on Technical Environment
  4.3 Effects of VR and E-commerce
  4.4 Side Effects of VR and E-commerce
 5. Conclusion
 Acknowledgement
 References

키워드

저자정보

  • Soowook Lee Kwangwoon Academy, Kwangwoon University
  • Younghwan Oh Mayfield Hotel school 96, Banghwa-daero, Gangseo-gu, Seoul, 07506, Korea

참고문헌

자료제공 : 네이버학술정보

    함께 이용한 논문

      ※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

      0개의 논문이 장바구니에 담겼습니다.