Identification of Augmented Reality in E-commerce Shopping (Furniture)

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Added on  2022/08/23

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This research proposal investigates the application of augmented reality (AR) in the e-commerce sector, specifically within the context of furniture shopping. The study aims to identify how AR enhances customer engagement and the overall online shopping experience. The proposal outlines the background of AR technology, its implementation in business, and its potential impact on e-commerce, particularly for furniture retailers. The research will employ a mixed-methods approach, combining qualitative and quantitative data collection through secondary literature review and primary data collection through surveys and interviews with e-commerce users. The central research question focuses on the impact of AR on customer shopping styles for furniture. The research design includes analytical methods, and the proposed time schedule details the activities from proposal development to report submission. The study seeks to contribute to the e-commerce industry by exploring the benefits of AR in the furniture sector, where there is a gap in existing research. The research is conducted by a student and published on Desklib, a platform providing AI-based study tools.
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MITS Advanced Research Techniques
Research Proposal
Candidate:
Student Name
Higher Education Department
Victorian Institute of Technology
Proposed Title:
Identification of Augmented reality in E-commerce shopping (furniture) and situational purpose
Abstract
The technology of augmented reality in business has been recently limitation but in reality the
technology has been introduced to the world over a decade back. The E-Commerce websites and
applications have always focus more on the enhancement of User experience and sense Augmented
reality is a technology by which real and virtual world is augmented in a single website or application,
there is a need of this technology for or customer engagement in in the E-Commerce industry. The
research is to identify the augmented reality in e-commerce shopping especially for furniture and its
situational purpose [1]. This would enunciate how The E-Commerce shopping website applications are
also implementing furniture factors to elaborate the experience of user while they are about to buy a
new furniture. The utilization, impact and future aspects of this technology implementation would be
targeted for researching upon in this paper.
Outline of the Proposed Research
The proposed research is about the identification of the Augmented Reality technology in the e-
commerce shopping for furniture and their situational purposes. The understanding of the situation
would provide a research with a conclusion about how the implementation of augmented reality would
impact the e-commerce sectors for furniture buying [2]. The research would begin with a description of
the background for the research, the purpose of the research, the rationale of the research, the
description about the research topic and the central research question, the methodological approach, the
research design, the contribution of the research to fill the previous research gaps and the proposed
time schedule for the research.
Background
Augmented reality is the latest technological advancement that provides a real-world experience of the
interactive virtual and computer-generated technology. It creates an augmented environment that has
the combination of the technology to provide real-world services with added layers of digital
information. People have already experienced the basic level augmented reality at the times of
watching live coverage of sports on the television sets [3]. However, there are several other possible
applications of augmented reality that is under research and their scope is much broader than that of
watching a live coverage of a sport on the television. Not just as a new technologically advanced
features, but also as a business prospective, augmented reality has a potential of bringing in huge
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revenues because of the experiences that it possibly provides a user. The probable expectation is that it
would provide a rapid growth to the industry with over 120 USD worth of revenue if implemented in
the world of furniture e-commerce experience [1].
For example, let it be assumed that there is a device or an application that readily provides information
about a product that the user is pointed at. Naturally, the human mind would be much more interested
in the product, the device or the application. Therefore, implementing the same services to e-commerce
for furniture buying would have the customers invested in the system and the organization more.
Purpose
The primary purpose of this research is to identify the utilization of the augmented reality in e-
commerce furniture shopping and its situational purpose.
The goals of the research would be as follows:
To clearly identify the concept of augmented reality.
To find out about the implementation of augmented reality in business, especially in e-
commerce.
To establish a clear concept about the implications of using augmented reality in e-commerce.
To identify the use of augmented reality in e-commerce for shopping for furniture and its
situational purpose.
Rationale
The utilization of the concept of augmented reality in the real world has been over 10 years since the
time of its inception. It has only been dormant in its utilization for business and very recent for e-
commerce organization to take up as a revolution to the business. It has now become the forerunner in
the world of e-commerce and a basic technological requirement for the e-commerce businesses where
there is only room for improvement [4]. This is why, it is required that a research is conducted to
identify the utility of augmented reality and the way it is implemented in the world of e-commerce
shopping. The primary idea is to have tremendous rate of customer engagement with the help of
augmented reality implementation that would enhance the world of shopping furniture from the e-
commerce websites. The business world would be heavily benefitted from this research so that they
would be able to enhance the customer experiences with the customers.
Research Topic and central research question
As it has been stated before, the primary aim of this research paper is to find out about the augmented
reality Technology implementation in The E-Commerce businesses, the focus is to be provided mostly
to the furniture shopping sector. How augmented reality is making more customer engagement through
the E-Commerce websites is forming the primary rationale of the research. This is why the Research
question is revolving around this research topic. The central Research question can be prepared as the
following:
“How the identification of augmented reality has in the impact of the technology on the shopping styles
of customers for furniture through E-commerce websites?”
Methodological Approach
For every research it is important that a central mode of methods are followed so that conducting the
research and analyzing the data becomes easier through a methodological approach. For this a
theoretical approach is chosen on which the practical approaches are implemented. For this research
method the collection and analysis of data would be done with a mixed approach of quantitative and
qualitative Data Collection methods.
Research Design
The research design would be based on analytical methods which would begin with collection of
relevant data. The data collection methods would be also following primary and secondary procedures
where qualitative secondary data collection and quantitative primary data collection would be involved.
The methodological approach would begin with the collection of secondary data from the literary
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resources presented by different authors which would form the base of the questionnaires for primary
data collection. The users of the E-commerce website for shopping furniture would be taken as samples
of respondents for the research from whom the primary data collection about their experiences on using
the augmented reality technology on the E-commerce website would be recorded. The analysis of data
would then be conducted through regression method from the primary data collected to find out how
the identification of augmented reality on the E-Commerce websites for shopping furniture have made
the customers more interested in in shopping for furniture online.
Contribution
The more time is passing, the business world is implementing technological advancements for making
the organizations be much more attractive to customers. Since the customers are the primary target of
any organization that is product or service based, like the E-Commerce industry, the experience of a
user over the website or the application with the implementation of better and advanced technology is
one of the most important factors in a business [5]. There have been several researches about how
augmented reality is implemented in the E-Commerce websites for other retail products or services,
they have seldom been a description about the furniture buying experience. This is why just for
shopping furniture items over E-Commerce websites and its importance of implementing Augmented
reality for enhancing customer experience, this research would contribute a lot to the E-Commerce
industry.
Proposed Time Schedule
Activities Week
1-2
Week
3-4
Week
5-6
Week
7-8
Week
9-10
Week
11-12
Week
13-14
Week
15-16
Proposal
Literature Review (Data
Collection and Analysis)
Primary Data Collection
(Survey)
Primary Data Collection
(Interview)
Data Analysis
Report presentation and
submission
Table 1: Proposed Time Schedule
(Source: Created by the Author)
Literature References
[1] S., Chandra and K.N. Kumar, EXPLORING FACTORS INFLUENCING ORGANIZATIONAL
ADOPTION OF AUGMENTED REALITY IN E-COMMERCE: EMPIRICAL ANALYSIS
USING TECHNOLOGY-ORGANIZATION-ENVIRONMENT MODEL. Journal of Electronic
Commerce Research, 19(3), 2018.
[2] M.D., Hasan, Augmented Reality in E-commerce sites of Bangladesh (Doctoral dissertation,
American International University-Bangladesh), 2018.
[3] J., Martínez-Navarro, E., Bigné, J., Guixeres, M. Alcañiz and C., Torrecilla, The influence of virtual
reality in e-commerce. Journal of Business Research, 100, 2019, pp.475-482.
[4] A., Welivita, N., Nimalsiri, R., Wickramasinghe and U., Pathirana, Unifying E-Commerce and
Markerless Mobile Augmented Reality Using Real-time Face Tracking and Head Pose Estimation,
2017.
[5] M.A. Kodandarama, and S., Chandrashekar, Augmented Reality Solution for Retail Using Visual
Commerce Engine. In 2016 IEEE International Conference on Cloud Computing in Emerging
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Markets (CCEM), 2016, October, (pp. 173-175). IEEE.
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