FEATURE-Virtual reality sweeps shoppers into new retail dimension
In France, a shopper watches with VR headsets, then gets sent to the hustle and bustle of Manhattan street and walks into a tall building.
End the boutique browsing with crystal chandeliers, recliner in sheepskin and designer trousers.
Virtual reality is a panoramic technology rooted in the game. it is adjusting for retail consumers next year to make e-commerce convenient and convenient.
Business and real excitementlife shopping.
While no retailer has announced the creation of a virtual storefront yet, developers are experimenting with the experience that shoppers can enter using devices such as Google\'s scardboard or Facebook Inc. \'s Oculus Rift.
SapientNitro, a marketing agency owned by Publicis Groupe, has partnered with The luxury boutique The Line to develop a demo to get people into The brand\'s Manhattan store apartment.
It plans to showcase the technology this week at the Lions marketing industry conference in Cannes, France, which will last until Saturday.
\"This is to create an atmosphere that is relevant to what the apartment is doing,\" said Adrian Slobin, director of global innovation at SapientNitro. “It’s a SoHo-
Headquarters, careful planning, high
Terminal brand experience.
\"Using the Samsung Gear VR headset for the Samsung Galaxy Note 4 phone, viewers can walk around the store and stare at the hot spot to see the furniture.
They can then hear the description through the headphones on the headphones, see the cost, and explore different angles.
Tap the headset to add the product to the virtual shopping cart.
The technology is still in its infancy, but the experience will coincide with the consumer headphones released next year, said Slobin.
The concept presents challenges, from finding early adopters to gaining the potential to sell from physical stores --and-
Mortar store, Sanjay Mistry, architectural director of Unity, a software company used by VR developers to create experiences, said.
\"The adoption of this technology will be slow, but it is building technology for the future,\" Mistry said . \".
Next year, when Oculus releases its consumer Rift headset, virtual reality will become more widespread, which can be used for a variety of virtual reality experiences, including shopping.
Oculus Chief Executive iriiribe estimates that the device and a computer that can run it will cost up to $1,500.
Sony will also launch sleep headsets.
To interest customers, virtual reality will have to provide an experience that goes beyond what shoppers can do in physical stores or e-commerce, Sloan said.
Earlier this year, SapientNitro and virtual reality developer Sixense created a demo where consumers can browse the shoes from the display, \"pick up\" the product with their hands, and try it on the head portrait with clothing, then buy.
The platform can understand the needs of consumers and become more personalized through frequent use.
With more devices, friends from far and near can \"shop\" in the virtual world and create more immersive social experiences in the digital world.
Virtual reality shopping can be added to existing electronics
Business platforms such as websites or apps.
Mistry says costs are rising from $5,000.
\"People still want to buy something in the store, but VR is an experience they can imagine (the item)
\"It\'s not so much a procurement tool as a planning tool,\" he said . \".
Necal Cohen, chief industry analyst at the NPD Group, said that in order to avoid mistakes, many retailers may look at the impact of technology on others before taking action.
\"Retail really needs to change, and virtual reality is an important part of it,\" he said . \"
But \"a bad experience can affect the reputation of your entire retail experience. ”(
Reports from Piya Sinha
Roy and Lisa.
Editor Jill Marine sergeant and Lisa Shumaker)