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dc.contributor.authorBoonrat, W.
dc.contributor.authorVaidya, V.
dc.contributor.authorBaghaei, N.
dc.contributor.authorSharifzadeh, Hamid
dc.contributor.authorAhmed, A.
dc.contributor.authorCasey, John
dc.contributor.editorHyo-Jeong So, Ma. Mercedes Rodrigo
dc.contributor.editorJon Mason, Antonija Mitrovic
dc.description.abstractAugmented reality has seen massive success in recent years as it provides an opportunity for a seamless and rich user interaction with the real world. Recent studies have shown augmented and virtual reality can play a significant role in the future of retail. Innovations can help customers make good choices and can improve their confidence and satisfaction in their purchasing decisions. It also reduces the physical interaction between customers and store especially during lockdowns (i.e. during pandemics such as COVID-19). This paper presents ARiel, an augmented reality application for mobile commerce (m-commerce), enabling customers to turn catalogued items into 3D animated models. It was developed using Google’s ARCore platform. Customers can try on products such as jewellery or watches using their mobile phones without being physically present in the retail shop. Data about their purchasing decisions are logged in a database. We describe the process of designing and implementing ARiel and the outcome of an evaluation using Nielsen’s ten usability heuristics. We also outline our plan for future work.en_NZ
dc.publisherAsia-Pacific Society for Computers in Education (APSCE)en_NZ
dc.rightsAll rights reserved. No part of this book may be reproduced, stored in a retrieval system, transmitted, in any forms or any means, without the prior permission of the Asia-Pacific Society for Computers in Education. Individual papers may be uploaded on to institutional repositories or other academic sites for self-archival purposesen_NZ
dc.subjectARiel (Augmented reality application)en_NZ
dc.subjectmobile commerceen_NZ
dc.subjectaugmented realityen_NZ
dc.subjectusability heuristicsen_NZ
dc.subjectuser experiencesen_NZ
dc.subjectsuccess factorsen_NZ
dc.subjectAR shoppingen_NZ
dc.titleEnhancing customers’ knowledge and decision making using augmented realityen_NZ
dc.typeConference Contribution - Paper in Published Proceedingsen_NZ
dc.rights.holderCopyright 2020 Asia-Pacific Society for Computers in Education.en_NZ
dc.subject.marsden150501 Consumer-Oriented Product or Service Developmenten_NZ
dc.subject.marsden080505 Web Technologies (excl. Web Search)en_NZ
dc.identifier.bibliographicCitationBoonrat, W., Vaidya, V., Baghaei, N., Sharifzadeh, H., Ahmed, A., & Casey, J. . (2020). Enhancing Customers’ Knowledge and Decision Making using Augmented Reality. In Hyo-jeong So, Ma. Mercedes Rodrigo, Jon Mason, Antonija Mitrovic (Ed.) (Ed.), 28th International Conference on Computers in Education , Vol. 1 (pp. 376-381). Retrieved from
unitec.publication.title28th International Conference on Computers in Educationen_NZ
unitec.conference.title28th International Conference on Computers in Educationen_NZ
unitec.conference.orgInternational Conference on Computers in Education (ICCE)en_NZ
dc.contributor.affiliationOtago Polytechnicen_NZ
dc.contributor.affiliationMassey Universityen_NZ
dc.contributor.affiliationUnitec Institute of Technologyen_NZ
dc.contributor.affiliationVictoria University of Wellingtonen_NZ
unitec.publication.placeTaoyuan County, Taiwanen_NZ

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