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Volume 10, Issue 3, 2018

Consumer Experiences, the Key to Surviving in an Omni-channel Environment: Use of


Virtual Technology

Hanna Lee and Karen K. Leonas, Ph.D.


NC State University,
College of Textiles,
Raleigh, NC

ABSTRACT

With increasing demand of consumers for better shopping experiences and an increased
number of online retailers, it is important for Omni-channel retailers to adopt and utilize several
virtual technologies, which can support and complement their retailing practices. To strategically
manage these technologies, it is imperative to analyze several specific cases, which utilize virtual
technologies to align and implement multiple technologies in effective and efficient ways, and to
make synergy among those technologies. The purpose of this paper is two-fold. First, to examine
how Omni-channel retailers utilize and manage several virtual technologies, which are
virtual/augmented reality, virtual fitting rooms and fashion shows, and virtual salespeople, to
provide satisfactory online shopping experience by overcoming problems online environments
fundamentally have. Second, to provide practical implications to brick-and-mortar retailers, who
have recently ventured into online retailing, in their management of various types of channels
simultaneously using technologies like the Internet of Things and Kiosks. Through the review and
analysis of several cases, this paper provides managerial implications for practitioners to utilize
virtual technologies in ways that can actually add value to consumer experiences and urge them to
take a mixed approach toward virtual technology.

Keywords: Omni channel, Virtual technology, consumer experience, consumer engagement

1. Introduction the realms of both sales and marketing in an


Online retail channels continue to effort to increase engagement with customers
increase and gain power within the retail (Hansen & Sia, 2015).
industry (McCoy & Deena, 2011). Retailers In the online retail environment,
that operate solely online have tried to exploit consumers can enjoy broader and deeper
profits by being the first to move into this product assortments, lower prices,
new environment, and brick-and-mortar convenient shopping experiences, and
retailers have also started to utilize online available detailed product information
channels. Today, retailers are utilizing both compared with the traditional brick-and-
online and offline channels adopting an mortar retail environment. Simultaneously,
integrated multi-channel approach, referred the emergence of online commerce, also
to as an Omni-channel. This is taking place in known as E-commerce, with digital

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Volume 10, Issue 3, 2018
innovation can provide several benefits to satisfy continuously changing consumers'
firms. Because firms gained the ability to expectations was specifically emphasized. In
have better and broader accessibility to this dynamic environment, firms must
consumers through E-commerce, they could continually update and incorporate new
enjoy market expansion with increased sales. technology, to gain the competitive
In addition, firms can develop a deeper advantage and attract consumers, proposing
comprehension about consumer demand more competitive advantages to consumers.
through E-communication, which can, in Omni-channel consumers have started
turn, enhance consumer experience (Choi & to show differential shopping behaviors when
Shen, 2017; Lu, 2017; Noble et al., 2005). compared to the traditional shopping style.
Hence, the importance of utilizing an According to Lu (2017), Omni-channel
Omni-channel marketing strategy is widely consumers typically utilize multiple channels
acknowledged and accepted as it has (both online and offline), for a single
tremendous potential for developing purchase, and purchase products after
competitive advantages. For these reasons, carefully evaluating several retailers. These
brick-and-mortar retailers are working to consumers are eager to spend time
expand their influence into online retailing evaluating, experiencing, and purchasing
markets to compete with an increased products by looking for information in
number of purely online retailers and aid in several channels simultaneously; they switch
their survival (Lu, 2017). The competition channels and touch points interchangeably
has become fierce and the importance of (Lu, 2017; Verhoef et al., 2017). As a result,
adoption and managing several virtual today’s consumers have variation in their
technologies to meet the needs of a more shopping behavior and in Omni-channel
diversified consumer base in the dynamic environments, they use various resources to
retail industry. Virtual technologies are those increase their shopping value and satisfy
technologies that enable the function of an evolving needs (Dahlhoff, 2017).
object or resources simulated or emulated in In this context, retailers should find
software identical to that of the ways to provide a superior consumer
corresponding physically realized object. experience as it has the ability to create a
These technologies have tremendous point of differentiation in the competitive
potential to increase competitive advantages retailing industry (Dhruv et al., 2009). The
for these retailers because of their capability consumer experience is a central issue in the
to improve overall retail performance retail industry as the importance of pleasure
(Mathias, 2017). and emotion is realized (Holbrook &
Digital technological development has Hirschman, 1982). Schmitt (1999, 2003)
brought about significant changes in the retail defined consumer experience as “a process,
environment resulting in changing strategies which starts from interaction between
and management practices of fashion firms consumer and firms triggering other
that were traditionally only part of the brick interactions and personal reactions.” Because
and mortar marketing channel. Traditional the consumer experience involves rational,
retail strategies have been to incorporate the emotional, sensorial, physical, and spiritual
new online channels after the e-commerce responses (Schmitt, 2003; Schmitt, 1999;
explosion in response to fierce competition Verhoef et al., 2009), the interaction between
between online and offline retailers and even consumers and firms should be effectively
between online and offline units in the same managed. According to Hoffman and Novak
company (Delhi, 2017). Rust and Lemon (1996), consumers pursue hedonic value
(2001) described these changes as increased compared to utilitarian value in the online
interactivity between consumers and firms, retail environment. Contextual factors are the
opportunities for personalization and most important factors that enhance
customized service, and the importance of consumer experience (Dahlhoff, 2017).
implementing appropriate retail strategies to Therefore, retailers should focus on

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Volume 10, Issue 3, 2018
improving controllable factors such as the retailers' needs and expectations (Pantano &
service interface, atmosphere, price, Viassones, 2014; Renko & Druzijannic,
assortment, and multiple channels to provide 2014).
a more hedonic and pleasant experience to With consumers demanding better
consumers (Verhoef et al., 2009). Because shopping experiences and an increasing
virtual technologies simulate physical goods number of online retailers, it is important for
and services in a three-dimensional, Omni-channel retailers to adopt and utilize
interactive, and realistic way, by several virtual technologies to support and
incorporating them into the shopping complement their retailing practices. To
experience, there is tremendous potential to strategically manage these technologies, it is
increase benefits for both consumers and imperative to review and analyze several
retailers (Jin, 2009; Moon et al., 2013). Some specific cases, which utilize virtual
studies found a positive effect of virtual technologies to align and implement multiple
technologies on consumer experience and technologies in effective and efficient ways
engagement. Roggeveen et al. (2016 & 2015) and to achieve synergy. The purpose of this
found visual cues utilizing digital and virtual paper is to identify methods to successfully
technologies or dynamic messages are crucial manage several virtual technologies in the
to increase the level of customer engagement Omni-channel environment that will enhance
in both online and offline retail competitiveness in the market and provide
environments. Therefore, firms that utilize at practical implication to practitioners by
least one online channel have to realize the presenting which management approach will
significance of improving consumers' result in the desired outcome. To implement
shopping experience by aligning and this, the paper first reviews the way Omni-
balancing virtual technologies between each channel retailers utilize and manage several
channel to prevent internal cannibalization virtual technologies including
and by adding complementary technological virtual/augmented reality, virtual fitting
features to the retail outlet (Bassett, 2017). rooms and fashion shows, and virtual
Also, it is important to provide targeted salespeople to provide satisfactory online
information that is of unique value to shopping experiences. Second, this paper
consumers to increase customer engagement identifies ways to manage different types of
by connecting with the consumers. To channels simultaneously using technologies
achieve this management objective, like IoT (Internet of Things) and Kiosks,
technology could be utilized for which are frequently utilized by brick-and-
implementation because innovation from mortar retailers.
new technology can positively influence the
consumer shopping experience (Dhruv et al., 2. Literature review
2017; Verhoef et al., 2009). As consumers Retailers are making significant
purchase more when they enjoy their investments in technology and emphasizing
shopping experience, new technology can e-commerce to meet the expectations of
benefit both retailers and consumers, digital consumers. They are also hoping this
increasing overall profitability of the will give them a strong competitive
business (Inman & Nikolova, 2017; Kim & advantage in today's volatile retail
Kim, 2008). environment. According to O'Shea (2017),
However, new technology should be "Walmart, one of the retail giants, spent more
carefully evaluated and examined because than $10.5 billion on digital information
there are both positive (Pantano & Naccarato, technology in 2015, being one of the world's
2010) and negative aspects (Verhoef et al., biggest technology spenders." Considering
2009) that new technologies can bring to the increasing importance of adopting and
retailers and consumers. A key consideration utilizing technology for retailers to be
to evaluate is the technological capability to successful in the market, new technologies
respond to both consumers' preferences and should be fully understood. Deloitte (2016)

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noted virtual/augmented reality, artificial Generation Z, currently aged between 13 and
intelligence, internet of things, and 17 years old, have access to $44 billion in
robot/drones/driverless vehicles as newly buying power and have indicated that they
emerging technologies in the retail industry. are ready to adopt VR because they are
In this paper, cases and issues that come from experience-driven consumers (Yong, 2017;
the alignment of those technologies between Tirico, 2017). Specifically, 80% of
each channel will be explained in an attempt generation Z consumers answered that they
to provide a satisfactory shopping experience are more likely to visit stores that offer
to consumers and to create a synergy between entertainment, and among that 80%, 80%
multiple channels. said they are eager to visit stores offering VR
In addition, because consumers show technology (J. Walter Thompson
differential consumption behavior in Omni- Intelligence, 2016). Many retail firms started
channel environments, the AISAS to incorporate this technology into their retail
(Attention, Interest, Search, Action, Share) practices to meet the increasing consumer
model developed by Dentsu will be used to demand, increased favorable attitude toward
explain how these new technologies can align VR implementation, and it's potential to
and play complementary roles with new enhance the consumer experience. Some VR
consumption behavior of Omni-channel tools and devices currently used in the market
consumers. In the AISAS model, consumers include Oculus™, Rift™, HTC Vive™,
do not necessarily move through each of five Playstation VR, Samsung Gear VR, and
traditional stages, which are attention, Google Daydream View™. In addition, a
interest, search, action, and share, and simpler version of VR, practical for small-to-
consumers may skip or repeat a stage. medium sized firms, can be achieved by
(Sugiyama & Andree, 2011). Thus, it can using a low-cost software solution like
explain diversified behavior patterns between Google Cardboard™ and View Master ™
Omni-channel consumers and traditional VR (Bardi, 2016).
consumers, who only use one specific type of The major differential benefit VR
retail format either online or offline. In this provides compared to a traditional interface
model, the importance of providing a is its ability to place consumers inside an
seamless customer experience and providing experience through immersion into three-
a consistent brand experience to consumers is dimensional virtual environments. This
emphasized (Sugiyama & Andree, 2011). enables interaction and the stimulation of
Therefore, the new technologies will be more sensory functions (Jackson, 2015). By
explained focusing on how they can enhance placing consumers into the virtual world,
the overall customer experience in an Omni- consumers can enjoy a variety of experiences
channel environment (Raindance Consulting, including a product trial and entertainment.
2016). Thus, VR can enhance shopping experiences,
which will contribute to better customer
2.1. Virtual reality (VR) and augmented engagement. In the case of online retailers,
reality (AR) VR provides an opportunity to overcome
inherent problems including its inability to
2.1.1. Virtual reality (VR)
provide actual touch points and product trials
Virtual reality (VR) is formed using
to consumers. Brick-and-mortar retailers can
computer technology by creating a simulated
also enhance the customer experience by
environment (Bardi, 2016). According to
making shopping fun and providing better
Statista (2017), the number of VR users is
tools to experience brands. Even more, VR
expected to reach 171 million by 2018.
can provide unlimited digital inventories
Because of its ability to include consumers
compared to expensive and limited
inside a fully immersive computer virtual
traditional retail spaces, which help offline
environment (Jackson, 2015), there are
retailers, overcome problems of inventory
increasing needs for implementing VR.
management (Sandlund, 2016). Arthur

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(2016) noted that an appealing physical store companies have introduced VR to their
creates more experiential spaces, like a consumers. Representatively, Alibaba, one of
theater, by which they can provide the retail giants in Asia, launched a VR store
entertainment, intriguing emotion, and bring called ‘Buy+ ™.' This VR store allows
catalog and spaces to life. VR can facilitate shoppers to wander throughout the VR store
retailer-consumer interaction and increase with unlimited inventories; enabling
customer engagement by creating a more purchases through mobile devices (Bardi,
attractive retail space. As a result, sales can 2017). E-bay teamed with an Australian
increase as the consumer confidence to retailer, Myer, to provide a VR department
purchase is increased because they have been store to consumers in the Australian market.
placed in an immersive digital environment Amazon.com is putting more resources into
(Arthur, 2016). VR to provide extra benefits to Prime
However, there are some issues shoppers. In addition, some companies have
associated with utilizing VR. First, started to use VR looking to engage more
consumers can recognize the gap between consumers inside their brick-and-mortar
what they expect, based on their VR retail spaces. In the case of The North Face,
experience, and what they actually get as it is they created VR experiences inside their
in a precarious initial stage of the adoption offline retail space to create a fully-
cycle. The expectation of VR performance immersive outdoor experience (Sandlund,
might be significantly exaggerated. 2016). This VR experience allows consumers
Specifically, the inflated expectation as a to test products and can stimulate their
result of the VR experience is prevalent in the motivation to use products by putting them
market, and there are risks of failure and inside adventurous outdoor situations.
collapse if not successfully commercialized However, the primary purpose of offering
and utilized (Garner, 2017). Next, VR could VR was to increase marketing effects rather
be effective in telling a story and providing than selling effects in this case. A more
an exciting experience for a brand, but it does practical example is a VR showroom Ashley
not necessarily result in a better buying Furniture offered in 2017. This VR
experience for consumers (Sandlund, 2016). experience enabled consumers to test
By understanding consumers’ attitude and products in virtual spaces, which was
perception toward VR and appropriately impossible in traditional retail spaces because
placing this technology into retail platforms, of its heavy and large product characteristic
retailers may fill the gaps between what (Bardi, 2017). A similar VR application was
consumers expect and what they actually made at Canadian Tire. Canadian Tire
receive. Furthermore, retailers should find recently built a digitally enabled store
ways to connect an entertaining experience featuring more than 100 interactive screens,
with an attractive buying experience by where consumers can do everything from
integrating shopping attributes into the VR testing out new tires using a VR driving
and not to merely provide a meaningless fun simulator, to redesigning their back patio on
experience to consumers. The key is to a large touchscreen and then viewing the new
provide an entertaining experience associated look in VR using an Oculus Rift headset. By
with a product or brand. facilitating the VR experience, this company
Several Omni-channel retailers have increased interaction with consumers
initiated using VR to provide a seamless potentially achieving better insight into
customer experience. VR was widely and consumer demand by collecting valuable data
partially adopted by car dealerships and the about how consumers shop. In other words,
real estate industry in the early stage because this feedback information can provide a
visual cues are critical to the consumers in better understanding of consumer demand to
these industries (Bardi, 2017). However, as the retail level (Sandlund, 2016).
VR is in an initial testing stage in the general Likewise, through VR experiences
retail industry and therefore, only a few consumers face more touch points in their

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Volume 10, Issue 3, 2018
overall shopping journey and develop a environmental mapping systems (Garner,
deeper connection with products and brands. 2017). With the increasing use of
Because consumers can utilize VR smartphones and tablets, which are
throughout the buying and decision-making intermediary devices that can be used to
process, and consumption behavior can occur access AR, this technology has the potential
in any stage stimulated by visuals and to be widely adopted by consumers. Newly
entertaining experiences, VR should be developed solutions including Microsoft’s
placed in the most appropriate stage of the Hololens™, Google’s Tango™ platform, and
decision-making process based on the Google Glass™ are alternatives to current
demand of the target consumers and what AR Apps or programs, which can be used by
retailers want to achieve by using VR. mobile intermediary devices (Bardi, 2016).
Moreover, retailers should put efforts in These technologies enable consumers to use
integrating VR into overall shopping AR to instantly send messages, check
experiences by providing consistent brand Facebook postings, and help to find the best
experiences among actual and virtual route to a designated place (Garner, 2017).
environments. Some opportunities exist in Thus, consumers can enjoy better shopping
the mobile phone-based VR platforms experience by taking advantages of a new
(Garner, 2017). Because most consumers use type of information display and convenience
mobile devices, it can help stabilize VR presented by AR.
technology in the retail industry by providing In many cases, AR has been used in the
benefits such as ease of use, lower cost, and a home improvement industry. Lowe's and
wider range of applications. IKEA put AR into practice to provide a better
shopping experience to consumers, expecting
2.1.2. Augmented reality (AR) an increase of consumer engagement in this
Augmented reality (AR) uses new reality (Arthur, 2016: Westfield). In case
computer technology to impose computer- of Lowe’s Holoroom™, it successfully
generated virtual images into a view of the offered complete design and visualization of
real world using an intermediary device home improvement products placing those
(Bardi, 2016; Jackson, 2015). It brings virtual products in a real environment with virtual
and artificial objects into a real environment. images (Sandlund, 2016). However, the
Hence, the major difference between VR and scope of AR application should be broadened
AR is its ability to immerse users into a to provide actual design and visualization
virtual world not just showing overlaid solutions to consumers. IKEA was
virtual images. AR has been widely utilized comparatively successful in utilizing AR
in the gaming industry. Pokémon Go is a because IKEA effectively managed all touch
popular game that effectively utilized AR by points they owned including the application
collaborating with Google maps. However, (App), catalog, product assortment to provide
AR’s functionality goes far beyond simple a complementary experience to consumers
games, and it is applied in the retail industry. (Dahlhoff, 2017). Specifically, IKEA
Some companies have used AR to apply provided an AR App for furniture selection
visual overlays, which allow consumers to by working with Apple's AR Kit
redecorate their actual home without Technology™ and Ios11. It helped
physically applying products, enabling consumers visualize and arrange products of
consumers to enjoy fun experiences that can interest in their home by taking a picture of
also be convenient (Garner, 2017). Many the targeted space (Lunden, 2017). Then,
retailers have begun making considerable consumers could place the pre-selected
investments in the underlying technologies products into their actual space. These AR
relevant to AR and embracing the potential systems provide convenience to consumers
posed by increasing AR applicability to because they simulate an overall outlook of
retail. These technologies include depth- the room without actually purchasing or
sensing camera lenses and physical moving furniture into the space. This is also

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a type of entertainment as some consumers should understand the nature of mixed
enjoy the experiences of virtually re- commerce presented by the Omni-channel
arranging furniture in a specific space. This environment. VR/AR related experiences can
positive and fun experience was able to be empower retailers by providing in-depth
shared with other consumers throughout all information about consumer behavior with
consumption behavior stages. In conclusion, continuous feedback. Also, it can benefit
AR can empower consumers by enhancing consumers by giving more confidence in
the pre-purchase and purchase stages with the purchases with more realistic virtual
ability to shop for, locate and buy the right information compared to traditional online
product for their home. Sharing their retailing. The key to successfully implement
experience could enhance and stimulate other this new immersive technology in mixed
consumers’ buying behavior (Dahlhoff, commerce lies in the management of gaps
2017). IKEA, by aligning and managing between inspiration and purchase that
distinct experiences from different touch consumers perceive. These gaps should be
points, significantly improved overall minimized in an Omni-channel environment
consumer shopping experiences. by arranging and presenting this technology
Likewise, consumers can have more in an appropriate time and space to provide a
confidence in their buying decision because seamless experience. By providing a
AR can create a convincing and interactive seamless and consistent user experience
world (Jackson, 2015). Unlike VR, throughout channels, it can largely benefit
consumers can bring and enjoy a consumers with increasing engagement.
personalized and unique experience of
physical stores to the AR by capturing an 2.2. Virtual fitting rooms (VFR) and
actual visual image of the place they want to virtual fashion shows (VFS)
test, so both online and offline retailers can Virtual fitting rooms and virtual
benefit from utilizing AR (Arthur, 2016; fashion shows are ways to simulate the
Sandlund, 2016). For example, online trying-on of a product. Virtual fitting rooms
retailers can overcome a problem of online provide a virtual experience similar to video
retailing, which is the inability to test game version of a fitting room. According to
products in the pre-purchase stage. This can Gültepe and Güdükbay (2014), the virtual
help decrease product returns. Also, offline fitting room is a technology that provides a
retailers can provide better options for virtual product trial experience. Virtual
consumers to choose from by increasing fitting rooms generally utilize augmented
convenience and offering hassle-free technology, and more advanced virtual fitting
experiences. Hence, AR can add value to room programs, present the fashion items
consumers in their shopping journey. either on a video of the consumer or on a
However, retailers should keep abreast of virtual avatar reflecting the consumers' body
changes that arise from AR in all characteristics. Virtual fashion shows are
technological, industry, and consumer produced with a technology that can
perspectives, because the speed of innovation transform the runway experience with virtual
is drastically fast, posing difficulties in reality technology giving a full picture of the
adapting and managing AR technology event, from backstage to the front row
(Arthur, 2016). (Codina, 2015; Reddy, 2016). It enables the
Considering its ability to improve and creation of a fashion show without seating
enhance shopping experiences, retailers charts, traffic jam, late-arriving models, and
should realize opportunities posed by VR and any bothersome situations (Codina, 2015).
AR. VR/AR-enabled experiences can What makes these virtual fitting rooms and
enhance the consumer experience by virtual fashion shows unique is their ability to
suggesting new ways to compare and connect virtual product trials to an actual
visualize products and to interact with purchase at the end (Kramer, 2011).
retailers (Sandlund, 2016). Also, retailers

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To implement virtual fitting rooms and body shapes to salespeople (Kramer, 2011).
virtual fashion shows, computer graphic These perceived risks are of concern, as the
(CG) technology is required to match a real most important factor for successful
body and a simulated body. However, it is technology implementation is a consumer
more difficult to implement this technology reaction toward new technologies. Therefore,
for virtual fashion shows because the motion retailers should effectively communicate the
of the virtual model must be synchronized usefulness of VFR technology to increase
with an actual model rather than merely their comfort level when using this.
scanning the visual body shape or mimicking Despite these challenges, several
the simple motion of an actual model into a retailers have implemented the VFR
virtual model (Okada et al., 2006). Thus, it is technology in an effort to meet consumer
important for virtual fitting rooms and demand and provide a better experience
fashion shows to improve their throughout the various channels. De Beers
synchronization capability. The more provided a tool which enables consumers to
realistic virtual fitting rooms and fashion try-on their products virtually (Lee, 2017). In
shows become, the more consumers can addition, an effective virtual fitting system,
enjoy a better shopping experience. Fits-me™, was developed by Heikki Haldre
2.2.1 Virtual fitting rooms (VFR) and adopted by several apparel retail chains
The demand for virtual fitting room including Otto and Hawes & Curtis (Kramer,
(VFR) technology rose from an inherent 2011). The advantage of this tool was its
problem common to online retailers, the ability to build a database of individual
consumers' inability to try products on before human body metrics which connected to an
making purchases. Consumers wanted to see online system. Then, these data are used to
how a product would look on them - even in form a robotic mannequin, which is a
an online environment. Demand was also simulated virtual version of the physical body
driven in the brick-and-mortar environment form. Consumers can select from multiple
as consumers found it inconvenient to ask channels without barriers imposed by a
salespeople every time they wanted a specific channel type. Fits-me™ is also
different size or style. convenient as it can be used in both brick-
VFR technology can benefit retailers and-mortar and online stores as it simulates
as it can inspire consumers to purchase more the fitting room experience. In brick-and-
because it started to mimic even an emotional mortar stores, it can assist consumers in
experience that brick-and-mortar shopping selecting a product off the rack without
can provide through actual fittings and having to physically try it on. In online stores,
interaction (Kramer, 2011). This new it virtually allows consumers to see what the
technology presents the potential to offer product would look like on their body shape
many of the same benefits which only and size without having the product in hand.
traditional retailers and shopping activities Specifically, consumers can see robotic
provided in the past. mannequins developed to resemble their
However, there are challenges for body shapes on a screen and can see how a
utilizing VFR technology. First, as VFR is in product fits their body, including how it
the preliminary stage of utilization, retailers drapes. Thus, they can feel more confident
would need to invest in the development of when they make an online purchase and can
better technology to reflect accurate sizes and enjoy a simulated try-on experience offline in
body shapes of consumers. Second, and a stores without having to call salespeople into
more uncertain problem, lies in consumer more private spaces. Moreover, retailers can
responses. Because it is in the early stages of enjoy lower labor cost because fewer
adoption, consumers may perceive risks in salespeople are required to assist customers
utilizing virtual fitting rooms partly because in the fitting room areas of brick-and-mortar
they are unfamiliar with virtual simulation stores. In the case of online channels, fewer
and they are reluctant to talk about personal salespeople may also be required as they can

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expect fewer customer query departments for One of the advantages VFS offers is its
online retailers. Another example of VFR ability to provide additional information
which uses a more complicated technology is about models and products which is not
EZ face™. It is a virtual mirror, but it utilizes possible in the actual fashion show setting
several technologies simultaneously. EZ (Anderton, 2017). Traditional fashion shows
face™ is a cosmetic kiosk that enables people also lack the ability for attendees to see a full
to virtually try on makeup (Kramer, 2011). view of products from all perspectives as they
By using this system, consumers can were limited to a view from one location. By
experiment with various cosmetic products providing multiple perspectives of models
without having to clean their faces each time. and products (i.e., views from backstage,
Because this system effectively captures front, side), consumers can now fully
physical characteristics of the individual face evaluate and experience products without
through a video camera, consumers can changing seats and stances.
psychologically sense the physical To successfully improve the consumer
relationship between products and their faces experience using VFS technology, several
even if the face is virtually simulated onto the issues should be understood and addressed by
screen. Regardless of the type of channel, retailers. Because VFS is highly dependent
VFR technology commonly added value to on the tools to simulate and reflect the
both consumers and retailers. Consumer motions and physical characteristics, it
shopping experiences were pleasant and requires advanced technology to make real-
enhanced, resulting in the potential for time processing synchronizing the motions
increased sales and return visits. Adopting between a real model and CG model (Okada
this technology, retailers can reduce the et al., 2006). Motions of a CG model in real-
number of salespeople required in the fitting time should match with the motions of a real
room area or necessary to answer quires. person, while a CG model wears products
2.2.2. Virtual fashion shows (VFS) differently from the actual clothes of a real
The demand for virtual fashion shows model. Current techniques have limitations
(VFS) arose because of the unsustainable because they require markers or sensors
nature of current fashion shows. With the attached to a person. Better commercial
number of shows and events in a limited human motion capture systems, which have
about of time, buyers, journalists, celebrities, real-time estimation capability, are on
socialites, and even influential bloggers did demand to fully transfer motions and
not have the resources to attend every fashion physical characteristics (Okada et al., 2006).
show in which they had interest. To address The investment can be very high for retailers,
this situation, they selectively choose to and currently there is no data to support that
attend only a few fashion shows. Lack of the return will be large enough to compensate
attendance, or the failure of influential people for the investment. (Kramer, 2011).
in the industry to attend the shows, can pose Several fashion brands and retailers
problems for the show's sponsors, as the goal have used VFS technology including Coach,
is to attract many buyers, press, celebrity, and Superbright, Nolcha, Alibaba, and JC Penny.
socialites to their fashion shows. The more Coach presented its virtual fashion show in
these people participate fashion shows, the several offline and online outlets including
more fashion firms can increase visibility, Simon Malls, Facebook, YouTube, and VR
raise product awareness, drive consumer networking formats like Within Jaunt VR,
demand, and increase orders resulting in a Samsung VR, and Oculus on February 17,
positive impression on consumers (Sykes, 2017 (Lockwood, 2017). This VFS offered
2015). Thus, VFS can be a breakthrough multiple views ranging from backstage to the
technology providing ways to maximize front stage view with a preview of a new
exposure to as many associates relevant to collection to engage consumers by providing
fashion shows. a pleasant and unique experience.
Superbright provided VFS featuring similar

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views, which regular fashion shows generally world (Moon et al., 2013). According to
present to consumers including attractive Snider (2012), almost $2.3billion was spent
models and well-designed outfits (Anderton, on purchasing furniture, homes, and clothing
2017). However, this show was presented by virtual buyers in SVWs for their avatars.
using AR with a marker-based system to Because consumers increasingly use a SVW
synchronize the models and products to and because it has tremendous market
three-dimensional virtual spaces. To access potential, several retailers have started to use
this VFS, consumers used mobile devices and SVWs to present their products to target
iPads with a downloaded App to receive full consumers. JC Penny collaborated with
views and additional information about the Stardoll, which is a SVW for fashion-minded
models and products. Nolcha partnered with teen girls. This program enables the target
the YouCam Makeup App and used AR and market, teen girls, to decorate their virtual
internet live streaming to create a VFS that homes and personalized avatars by making
provided multiple views and ways to virtual purchases. Results showed that the
virtually experiment with products program gave hedonic experiences to
(BusinessWire, 2017; Hills, 2017). All these consumers by providing ways to mix-and-
trials were made by collaborating with match their virtual products, which can be a
technology-based firms like IMG. These fun experience; and by providing satisfactory
partnerships were critical because the fashion quality because the virtual fashion has the
brands lack the ability to implement virtual same design features that can be found in the
technologies. However, Alibaba, a major actual stores (JC Penny Company Inc, 2011).
Chinese e-commerce conglomerate, acquired Furthermore, consumers can bring these
a technology firm that can effectively provide hedonic experiences into reality if they are
virtual shopping experiences to consumers. satisfied with the virtual fashion presented in
In 2016, Alibaba launched Buy+™, which is SVWs increasing brand awareness and
a program that enables consumers to browse purchase intention (JC Penny Company Inc,
products through a VR headset showing 2011). A clothing company, Diesel,
virtual models showcasing products during a partnered with Sims 3 to create a similar
VFS (Wang, 2016). Considering the complex experience for their target market by
nature of a VFS, integrating several providing virtual fashion that has the same
technologies like a kiosk and AR into a outlook as their real collection (Wester,
program, there are a vast number of 2016). These companies excelled at realizing
possibilities to improve the consumer the effectiveness of using new types of social
experience by connecting and aligning media by introducing innovative approaches
several types of virtual technologies and to the way consumers shop. Utilization of
creating synergies among them. SVWs was quite successful because SVW is
A Social Virtual World (SVW) one of the places that can effectively
provides an opportunity to provide better and introduce a line of products for target
complementary shopping experiences to consumers and has a track record of brand-
consumers because there is the potential to building success (JC Penny Company Inc,
provide a virtual fashion show using an 2011). Hence, SVWs could be leveraged as a
avatar. A SVW, which is a type of social platform where VFS can be implemented.
media platform, is "a three dimensional, Because SVWs have potential to effectively
immersive, multi-user virtual environment provide a unique brand experience to
wherein participants interact through avatars, consumers by offering hedonic and
which are virtual representatives of entertaining experiences, overall the
themselves, for various purposes" (Zhou et consumer experiences can be improved
al., 2011). SVWs have shown tremendous resulting in the formation of a favorable
potential to fashion firms as it can be a place attitude toward actual brands. Moreover,
to showcase their products to a variety of SVW can be beneficial to retailers by
consumers with the ability to emulate the real providing information about the sales pattern

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because specific virtual fashion can be sufficient to satisfy current consumer needs
purchased more frequently than others. The because it lacks in the depth of interaction of
marketing effect can be significant human characteristics and a social presence
considering SVWs are one of the social (O’Shea, 2017). Social presence, referred to
media platforms, where the word-of-mouth as the sense of being with others, is important
effect is tremendous. Social interaction and for overall perception in a mediated shopping
sharing activities about virtual fashion brands environment like SVWs because it can
can frequently occur among SVW users if positively influence consumer experiences
they are satisfied with the purchases (Bitter & by presenting a feeling of co-presence (Moon
Sonja, 2016). et al., 2013). Similarly, Holzwarth et al.
(2006) found the positive influence of social
2.3. Virtual salespeople presence from a virtual avatar on brand
According to Eastin et al. (2011), "a attitude, satisfaction with the retailer, and
virtual salesperson is an employee avatar of purchase intention. As consumers favorably
the virtual store that supports virtual appraise in-depth interaction with a human-
consumers by providing product information like avatar, many retailers have begun to use
and recommending products." The range of sophisticated artificial intelligence (AI) as a
automation varies, but currently many parts part of their virtual salespeople
of virtual salespeople are controlled by real programming. Sophisticated AI has the
human beings (Eastin et al., 2011). However, ability to facilitate an effective interaction
development of humanized digital between virtual salespeople and consumers in
technology provides a technological an efficient manner. Because AI is used to
foundation to develop personalized AI-based include human characters into a virtual
salespeople, which have human world, consumers will form positive attitudes
characteristics (Garner, 2017). Salespeople toward brands if virtual salespeople can
can significantly influence consumer’s brand successfully implement a social presence into
preference more than any other touch points the virtual space (Moon et al., 2013).
through communication (Macdonald et al., According to Arthur (2016), 70 percent of
2012). It is important to understand the U.S. millennials said they would appreciate a
impact of managing touch points in virtual brand or retailer using AI technology
spaces, and retailers should consider utilizing showing more interesting products, and
virtual salespeople for effective management. showed an optimistic attitude toward brands
Considering most retailers are not using AI. It is because of its ability to
technology-centered companies, retailers accurately predict what they want through
should also look for partners who can help sophisticated communication. Another way
them with appropriate technological tools to facilitate effective interaction between
and capabilities (O'Shea, 2017). consumers and virtual salespeople is through
Some traditional methods used to Social Virtual Worlds (SVWs), which is a
facilitate interaction between online type of social media. According to KZero
salespeople and consumers include instant (2012), "approximately 1.9 billion people
messaging (IM), a type of online chat registered on more than 300 SVWs globally."
providing real-time text-based Because of its tremendous growth potential,
communication, and voice over internet several retailers have focused on this new
protocol (VoIP), a type of technology that type of social media. Moon et al. (2013)
enables voice communication. However, the found that SVWs are virtual spaces that
processes of these methods are largely emulate the real world, and it is a place where
controlled by actual human beings in most consumers can socialize, learn, travel, and
cases, resulting in high labor costs (O’Shea, shop. SVWs can be utilized as a new form of
2017; Eastin et al., 2011). In some cases, retailing space using an avatar as a new type
automatic communication occurs without of virtual salesperson (Moon et al., 2013).
human efforts; however, this is generally not Because avatars can provide a social

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presence to consumers inside the virtual ways to develop personal and emotional
world, it can be an effective tool to communication by evaluating new
communicate with consumers resulting in a technology to exploit opportunities possible
positive experience. through the use of virtual salespeople.
One of the major benefits that can be Moreover, because virtual salespeople can be
accomplished by implementing virtual placed in any point of shopping stages for
salespeople is the ability to provide personal communication, retailers should understand
and convenient experiences to consumers consumer needs in each of the distinct stages
with communication of comparative quality and work to integrate those experiences into
to that occurring in brick-and-mortar stores one pleasant experience by adding
(Wiggers, 2017). Because consumers humanized features. One of the important
struggle with information overload, it is tasks of the virtual salesperson is to provide
important to provide a machine-processing consistent and seamless shopping
system which can alleviate information experiences to consumers through
overload by filtering information and humanized interaction (Wiggers, 2017).
automating tasks (Miller, 2016). One of the There are some cases which currently
ways to give filtered and personalized utilize AI assistants to answer consumer
information in retail spaces is by providing queries and to communicate with consumers.
virtual salespeople that utilizing AI; this Representatively, Siri in iPhone, Cortana in
results in the ability to help consumers Microsoft, and Alexa in Amazon's Echo can
understand meaningful information among communicate with consumers by answering
growing amounts of data. In addition, by inquiries using AI. Specifically, these
utilizing virtual salespeople, consumers can systems can make suggestions, search
experience more fine-tuned interaction and product locations or information, and track
eventually can be much comfortable with availability (Moon et al., 2013). Compared to
processing additional pieces of data (Miller, other AI assistants, Amazon's Alexa shows
2016). Because consumers can get more extra features. This AI can do more than
personal information targeted to their own simply answer questions. Specifically, Alexa
needs with AI-based virtual salespeople, they can reorder products by conversation because
can improve shopping experiences and it allows voice-generated purchases. LG is
consequentially overall their engagement working to incorporate Amazon’s AI
with the retailer or brand increases (Moon et technology effectively into their appliances
al., 2013). Increased communication between including a refrigerator or television
salespeople and consumers can drive sales improving the consumer experience (O’Shea,
growth by increasing the level of engagement 2017).
(Wiggers, 2017). Today, many fashion companies have
However, there is a need to fully begun to utilize AI as a part of their virtual
develop underlying technologies like AI salespeople program. Macy's On Call is one f
because virtual salespeople cannot cover the example that works as an AI assistant in the
wide variety of questions consumers ask apparel retail industry. It is a new mobile web
(Miller, 2016). More sophisticated human tool powered by IBM, which enables
characteristics are required to emotionally consumers to ask questions in natural
communicated with consumers to improve languages and receive customized responses
consumer experiences. Therefore, it is to their questions. This service is in the
important to give a human appearance and piloting stage for implementation (IBM
personality to the virtual salesperson with the News, 2016). In the case of The North Face,
ability to understand all aspects of they have developed a tool called ‘Fluid
communication to respond appropriately expert personal shopper℠' using IBM's
(Moon et al., 2013). As virtual salespeople Watson cognitive computing technology to
utilization is currently in the preliminary enhance consumer experiences by enabling
stage, it is recommended that retailers find an intuitive searching (Arthur, 2016). Levi

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Strauss & Co. provided a tool to with improved experiences in retail spaces
communicate with virtual stylist in-depth because of its ability to process consumer
using AI-powered Chatbot. This program demand in a fast and interactive manner. IoT
helps consumers compare styles, find sizes, technology has been implemented in a range
and pick the jeans. Then, a virtual stylist of products from relatively inexpensive home
recommends products that suit consumers' automation tools, like Smart home and Smart
preferences by analyzing and tracking the appliances, to more expensive items like
purchase history (Wiggers, 2017; O'Shea, Smart mirror in retail spaces. For retailers,
2017). The degree to which humanized Smart mirror, which is one of IoT solutions,
characters are utilized inside AI varies has the potential to provide better shopping
greatly with respect to the firm’s intention to experiences to consumers because when
use, and ability to implement, technology. using Smart mirror consumers can save time
For instance, tech-savvy companies like and have a more comfortable and privacy-
Amazon.com also make trials utilizing AI protective environment (Sugar, 2017). It
throughout an overall supply chain and not allows consumers to request items in
limited to virtual salespeople. Amazon.com different sizes, browse different styles and
is also trying to use AI in drone delivery provides a variety of purchase options with a
systems and to place AI robots in distribution touchscreen. This results in consumers
centers to augment existing options (Van having a convenient shopping experience
Doom et al., 2017). while eliminating cumbersome procedures
(Sugar, 2017). Hence, Omni-channel retailers
2.4.1. Internet of things (IoT) utilizing both online and offline formats,
Internet of things (IoT) is one of the should consider implementing IoT
social networking technologies that can technology to provide better shopping
connect a variety of ordinary devices ranging experiences through connecting devices and
from cameras to refrigerators through the systems used in each stage of the shopping
internet (Garner, 2017). According to process. Also, brick-and-mortar retailers can
Bandyopadhyay and Sen (2011), "IoT is a utilize IoT related services including Smart
concept, which can bring new forms of shopping cart, interactive displays and
communication between people and things mirrors, and Smart kiosks inside their retail
and between things themselves by spaces to compete with rapidly growing
embedding short-range mobile transceivers online retailers by giving comparative
into a wide array of additional gadgets and shopping experiences to consumers (Hearle,
general items." In other words, machine-to- 2016). Some opportunities also exist for
machine commerce has begun as a result of purely online retailers as newly developed e-
technological innovation (Dhruv et al., commerce and social media purchasing
2017). Now, machines can control other channels require non-enterprise technology
machines, and those machines can like IoT (Binns, 2010).
communicate independently without human Major benefits presented by IoT stem
efforts. Thanks to the rapid development of from its ability to connect millions of
mobile technology including Apps and products and communicate wirelessly (Bardi,
devices like the smartphone, IoT technology 2017). This fundamental interactive
is beginning to be utilized in almost every characteristic can satisfy consumers' needs
aspect of our lives with the maximized for connection with linking everyday
potential. Because mobile Apps with physical objects (Bardi, 2017). Because
smartphones can enhance the ability to increases in touch points with better
connect with consumers, it allows retailers to interactivity generally can contribute to better
meet the ever-changing consumer needs with consumer experiences, implementation is
less effort (Dhruv et al., 2017; Inman & imperative for Omni-channel retailers, which
Nikolova, 2017). Consumers can enjoy the have to manage several channels in
convenience provided by IoT technology optimized ways. Specifically, IoT can be

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very helpful in forming brand awareness and ‘Omni-cart.’ Using Omni-cart, consumers
loyalty, as IoT can facilitate effective and can save products they have tried on in brick-
efficient communication between retailers and-mortar stores and have an interest in into
and consumers (Jih, 2007; McCoy & Deena, the cart, and this information is automatically
2011; Thought-Leadership, 2011). Referring connected to their online personal account
to Bandyopadhyay & Sen (2011), IoT is an (Women’s Clothing-US, 2017). It presents an
effective tool to manage brand-consumer opportunity for Omni-channel retailers to
relationships and even relationships between connect distinct channels and transfer
products themselves. Also, it can satisfy information about affiliated products. In
consumers’ needs for simple and digitized other cases, several fashion companies
shopping processes (McCoy & Deena, 2011). introduced new types of fitting rooms using
However, consumers can be reluctant the Smart mirror with virtual technology.
to utilize IoT because of the privacy risk Macy’s renovated traditional fitting room in
concerns. Because IoT is fully managed and the women’s area utilizing high-tech devices
controlled through the internet, security including smartphones and tablets at their
problems and risky situations could exist if flagship store in New York for testing (Devitt
someone tries to invade and steal private & Hill, 2015; Gross, 2010). These tablets
information that is entered into provide ways to try on and replace items
interconnected gadgets (Ahmed, 2017). without having to leave the fitting room
Thus, retailers should prepare a thorough making it a more pleasant and hassle-free
security framework to protect the consumers’ experience. As a result of its implementation,
privacy, and ensure consumer safety when consumers spent more time browsing
using IoT. It is important to monitor the IoT products throughout the store and less time
tools and system continuously to find errors trying products on. This technology also
and prevent cyber-attacks from a third party. increased the ease of locating items to
Specific cases within the fashion, purchase, and ultimately increased purchase
textile, apparel, and retail sector, which intention (Devitt & Hill, 2015). Rebecca
utilize IoT, range from simple interactive Minkoff also used the Smart mirror
products to complex systems; there is the technology in fitting rooms and realized an
utilization of multiple technologies to fully increase in sales as the consumer experiences
satisfy consumer needs. Several fashion were improved (Arthur, 2016). Lastly, Marie
firms launched products utilizing IoT Claire used Oak Labs Smart Mirror in their
including Ralph Lauren’s Smart shirt, Nike’s pop-up concept store and partnered with
Smart sportswear with fuel bands. Another Mastercard. This mirror showed a virtual
example is Kate Spade’s Everpurse, which is outfit of the products consumers chose and
a smartphone-charging handbag using Smart recommended complementary products
pocket™, a docking technology (Arthur, including accessories to complete outfits
2016). These examples are some of the (Doupnik, 2017). Likewise, the actual
simplest forms of IoT applications, which application of IoT technology was
connect a mobile gadget with consumer accomplished by coupling multiple
goods. More complicated forms can be found technologies like AI and virtual technology.
in Cloud Robotics, which utilizes both AI and It is important for retailers to consider
IoT. By allowing each robot to share data and utilizing other technologies that can add extra
then analyze it using AI systems of other value for consumers. In summary,
robots interconnected through Cloud, interchangeability and synergy can be
additional tasks with optimized abilities achieved by utilizing and coupling IoT with
could more effectively implement (Bardi, other virtual technologies resulting in a
2017). Also, Fabletics implemented a streamlining of business processes,
collaborative application tool to provide enhancing sales opportunities, and improving
better shopping experiences. This tool services (Korzeniowski, 2017).
connects offline and online channels using

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2.5. Kiosks touch points are the most crucial part of their
A kiosk is "a small, stand-alone booth retailing practices with regard to their target
typically placed in high-traffic areas for customer characteristics. Retailers should
business purposes," and has the ability to then select and combine technologies that can
provide additional information and can be effectively provide benefits to the targeted
applied in a variety of topics including consumers.
education, commerce, and entertainment Many reasons for utilizing kiosks exist,
(Orencia, 2017). According to Gupta (2017), but fundamental advantages include their
"The interactive kiosk market is expected to ability to provide unique and interactive retail
be valued at $30.53 billion by 2023, at a experiences in various types of spaces like
compound annual growth rate of 5.69% shopping malls, transportation hubs (i.e., the
between 2017 and 2023." Increasing the level metro, airports), campuses and other high
of technological immersion and development traffic areas (Sandlund, 2016). For
of techniques to integrate digital technology consumers, its portability, intuitive touch
and physical spaces have altered the way interface, and simplicity can maximize
consumers communicate. These consumers positive shopping experiences (Armoilo,
who seek personalized experiences were 2014). For retailers, kiosks can be a low-cost
empowered by new technology, and kiosks solution to engage consumers without asking
became the central issue in the retail industry consumers to visit an actual retail store
to reflect these technological changes into the (Sandlund, 2016). Thus, kiosks can benefit
business environment (Frank Meyer Inc., consumers by improving shopping
2017). Considering their growth and experiences. Kiosks can also benefit retailers
capability, it is essential for retailers to utilize by broadening their consumer base by
kiosks in their retail spaces. For brick-and- engaging consumers who were unable to be
mortar retailers, kiosks can be a breakthrough accessed before because they can attract
to compete with the purely online retailers consumers who heavily seek hedonic
and it establishes advantages in a competitive experiences (Olea, 2013). In addition, it can
retail market. In the retail industry, placing a increase efficiency by reducing labor costs
well-designed tablet kiosk inside retail spaces because kiosks can do a partial role of store
is one of the most popular ways to utilize a associates (Olea, 2013).
self-serve kiosk because it brings consumers Despite a number of advantages kiosks
into the whole new interactive environment can provide, there are some challenges in
with increasing involvement (Armoilo, implementing them into retail spaces.
2014). Some other types of kiosks involve According to Skeldon (2017), “66 percent of
touch-screen kiosks, internet kiosks, and consumers answered that they have not
photo kiosks (Orencia, 2017). In addition, experienced kiosks in retail environments."
several specific tools with appropriate In other words, the majority of consumers
functions have been developed to effectively reported that they had not experienced kiosks
serve consumers. For example, Thirdshelf™ and this problem hinders them from fully
was developed to showcase products and to perceiving the benefits of kiosks. To improve
boost cross-selling by effectively presenting this lack of experience, retailers should make
products. Beehive™ was developed to enable efforts to promote the effectiveness of using
the management of interaction with kiosks to consumers; potentially increasing
consumers from distant locations. usage rates, so they truly recognize the
ShoppinPal™ helped to simplify checkout positive attributes of this shopping option.
processes and consumer rewarding processes However, some challenges exist for retailers.
by providing an effective point-of-sales Because of the high initial costs and regular
system, which can connect payment kiosks maintenance costs, careful consideration of
with an e-commerce system (Armoilo, 2014). the total cost is critical when determining if
Because of the variety of tools retailers can profits will be realized when kiosks are
adopt, they should carefully examine which installed. In addition, retailers will need to

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provide strong security systems to prevent serve many functions required to aid the
cyber-crime incidents as consumer consumers' decision-making process from
information inserted into kiosks can be the information seeking process to purchases
invaded by such an incident (Gupta, 2017). by placing consumers within the kiosk
One of the companies successfully experiences. In addition, consumers’ touch
utilizing kiosks is TUI, a tour-booking history is traceable and the specific consumer
company. TUI has installed kiosks in almost data can be used by retailers to analyze the
all sections of their retail spaces. For pattern of shopping and purchasing
example, large screens were attached on their behaviors. Additional features of this kiosk
storefronts to display interesting contents include a Kinect camera, which can be used
stimulating interests and exciting consumers. to determine the degree of consumer
This display does not show specific product engagement and the level of interaction. This
information such as prices, but the intent was camera system tracks the number of
to entertain consumers by conveying how consumers who simply walk by the displays
exciting new tour experiences could be. versus those who actually came up to the
Inside the store, touch-screen kiosks displays. The information provides more
functioning as an interactive map, were detailed insights to retailers about consumer
provided for consumers to help them locate attitudes toward kiosks and the level of kiosk
specific tours they are interested in. This utilization (Sandlund, 2016). Kiosks have
search can then be shared with their friends shown the potential to engage more
using the kiosks features. Consumers can find consumers by placing them in the kiosk
detailed information about goods and experience and by placing kiosks in
services using a variety of media including appropriate spaces to serve consumers’
videos and personal reviews. Because of the unique demands.
interactive nature of kiosks, they can also
make recommendations based on the 3. Conclusion
consumers’ interests by analyzing the search This review and discussion of
pattern of consumers (Allen, 2016). technologies, existing and newly emerging,
Likewise, kiosks successfully serve in the retail industry, was presented to bring
multifaceted consumer demands from awareness to their importance and their
information-seeking needs to entertainment potential as they are being used in the Omni-
needs. TUI’s kiosks were also very effective channel retail environments. In channel-rich
in providing fun and seamless experiences to environments, unique Omni-channel
consumers. They integrated and arranged capabilities derive from effective
several types of kiosks according to the management of breakthrough technologies
distinct needs presented in each stage of can be significant driving forces for
consumer journey in retail spaces based on consumer engagement. The virtual
the inherent characteristics of the tour technologies identified here, virtual reality,
business. Kiosks in TUI’s retail spaces truly augmented reality, virtual fashion shows,
integrated digital and physical channels by virtual fitting rooms, and virtual salespeople,
making the correct resources in the right have been shown to improve consumers'
places delivering enhanced consumer shopping experiences because they offered
experiences. Fashion companies like entertainment and convenience when
Rebecca Minkoff and TOMS, have effectively managed and appropriately
successfully utilized kiosks integrating them placed in multiple virtual technologies in
with eBay’s Connected Glass™. This mixed retail environments. Also, internet of things
commerce kiosk solution can perform similar and kiosks, which are associated
functions like that used by TUI. Consumers technologies with virtual technologies, have
can search products using a touchscreen shown potential to improve consumer
kiosk at virtual storefronts and these also experiences through utilizing and integrating
allow for a direct purchase to be made. It can

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multiple virtual technologies into an experiences, improved by increased
innovative system or devices. engagement, are critical to be successful and
The evaluation of benefits and survive in the competitive retail industry.
challenges each virtual technology poses to However, most of the cases indicate that the
retailers and consumers, and in-depth level of utilization is still in the preliminary
analysis of actual cases, discussed here, stage. Retailers realized the necessity to find
emphasizes how virtual technologies can ways to effectively implement these
play the key role in improving consumer technologies because of its potential to
experiences. All virtual technologies significantly improve consumer experiences.
presented here enhanced and stimulated non- To exploit advantages of virtual technology,
sequential and diversified consumption retailers should effectively choose and
behaviors because consumers could manage an appropriate virtual technology in
experience additional information or a way that can actually add value to
entertainment at any point using extra touch consumers by placing those at the right point
points in their overall shopping journey. in the shopping journey. Some ways to
Also, those virtual technologies can provide further utilize virtual technologies is to
seamless experiences to consumers by integrate multiple associated technologies. In
putting those technologies into effect in the Mixed and hybrid forms of virtual
right places for the right purpose and by technology were frequently found and in
connecting and utilizing multiple most of the cases, they showed successful
complementary virtual technologies. outcomes (e.g., IoT, Kiosk). Without digital
Virtual technologies have the potential integration from all innovative virtual
to improve both consumer experiences and technologies, it is difficult to move a retail
business profitability through their ability to business forward because some of the
evoke consumers' emotional responses and technologies are interconnected in the
favorable attitudes. For traditional brick-and- developmental process and share moderately
mortar retailers, which have initiated the use similar features. Hence, it is important to
of online retail-channels, virtual technology fully understand available options in
studies showed tremendous potential to technological mixes to deliver unique and
increase consumer engagement. By satisfying experiences to consumers. This
synchronizing the physical and the digital mixed approach can begin through the use of
channels, these retailers can effectively artificial intelligence where consumer data is
provide seamless Omni-channel experiences collected and interpreted in a way that will
that purely online retailers cannot provide. It provide additional convenience to consumers
is important to manage consistency between during their shopping experience.
two distinct online and offline channels Furthermore, the internet of things can then
utilizing virtual technologies because it can assist consumers allowing them to utilize
also draw consumers to physical stores if this everything around, from a simple product to
newly added online channel can provide interactive machines. Finally, augmented
complementary experiences. In addition, for reality can give consumers a tool to project
any type of retailer utilizing both online and themselves in a virtual world using mobiles
offline channels, creating a unique and devices.
interactive retail structure between channels By utilizing appropriate technologies
in a synergistic way using virtual in each channel with the mixed approach,
technologies will be beneficial. consumers may enjoy better shopping
Throughout this analysis, a number of experiences despite limitations specific types
successful cases were identified in the retail of channels pose when utilizing virtual
industry. Each technology enhanced technologies. The key is to provide consistent
consumer experiences by improving touch shopping experiences across channels even if
points that consumers face in their shopping different mixes of technologies are used in
journey. Retailers understood that consumer each channel.

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Hills, H. D. (2017). YouCam Brings AR To Jin, S. A. (2009). The Roles of Modality
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Mathias, C. (2017). What is Virtualization? Olea, F. (2013). 5 benefits of using retail
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Reddy, K. (2016). Beyond Time and Space Sugar, S. (2017). Leverage These Retail IoT
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Van Doorn, J., Mende, M., Noble, S. M., Wiggers, K. (2017). Levi’s Virtual Stylist
Hulland, J., Ostrom, A. L., Dhruv, G., & helps you slip into the jeans of your
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