A Security Framework for M-Commerce Applications using VR/AR Technologies

As global circumstances evolve and progress. Generation Z is within a confined environment whereby they desire reliable and expeditious platforms for the exchange of goods and services. People's behaviour also demonstrates an inclination to change traditional approaches to purchasing and buying products. The primary drawback in e-commerce pertained to the aesthetics and tactile experience of the goods, encompassing its quality and suitability for the user. Fortunately, thanks to the advancement and practicality of augmented reality (AR) and virtual reality (VR) technologies, consumers can now easily make purchases and feel completely at ease sharing personal information to assess the desirability of products before buying them. In order to increase enjoyment and usefulness, retailers should strengthen the quality of their systems, provide helpful product information, and ensure that the reality of their products aligns with consumers' expectations. These factors are derived from the experience of enjoyment and usefulness. They should also up the engagement to get high purchase intentions, as this will provide confidence about the selected products and promote product liking.

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Publication Details

Journal
Journal of Informatics Education and Research
Published
2024-12-31
DOI
https://doi.org/10.52783/jier.v4i3.2061
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
0.00
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article

A Security Framework for M-Commerce Applications using VR/AR Technologies

Bhavna Galhotra
Journal of Informatics Education and Research
Augmented Reality Applications
article

A Security Framework for M-Commerce Applications using VR/AR Technologies

Bhavna Galhotra
article en

Abstract

As global circumstances evolve and progress. Generation Z is within a confined environment whereby they desire reliable and expeditious platforms for the exchange of goods and services. People's behaviour also demonstrates an inclination to change traditional approaches to purchasing and buying products. The primary drawback in e-commerce pertained to the aesthetics and tactile experience of the goods, encompassing its quality and suitability for the user. Fortunately, thanks to the advancement and practicality of augmented reality (AR) and virtual reality (VR) technologies, consumers can now easily make purchases and feel completely at ease sharing personal information to assess the desirability of products before buying them. In order to increase enjoyment and usefulness, retailers should strengthen the quality of their systems, provide helpful product information, and ensure that the reality of their products aligns with consumers' expectations. These factors are derived from the experience of enjoyment and usefulness. They should also up the engagement to get high purchase intentions, as this will provide confidence about the selected products and promote product liking.

Journal of Informatics Education and ResearchVol. 4(3)
IMS Unison University (IN)
Openalex Percentile: Top 74%
Augmented Reality Applications
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