An approximate metaverse virtual store designed for reducing cybersickness in middle-aged consumers
Abstract
With the rapid growth of online shopping, the business model of online stores has also shown diversified development. In the case of product display, when customers cannot experience the actual product in person, merchants will work hard to promote the products to gain the favor of customers on the display platform and then to purchase their products. However, traditional product catalogs in 2D images to present products cannot satisfy consumers' recognition. With the advancement of technology, online stores constructed with 3D virtual reality will significantly enhance consumers' attraction. Previous research in Taiwan found that the percentage of people over 40 engaged, especial in middle-aged, in online activities has increased significantly since 2011. If the virtual store added the metaverse concept, middle-aged people could interact with relatives and friends like in real life. It is convinced that this online store consumption model will profoundly affect middle-aged people to be happy to invite relatives and friends to participate in online shop shopping. However, the resulting problems, such as spatial orientation and spatial perception conflicts, need to be addressed as soon as possible so as not to affect the participation of middle-aged people. This study applied the concept of cross-zone navigation and the method of static clarity-reducing design in peripheral vision to reduce cybersickness infection and obtain a safe shopping environment. The results showed that cross-zone navigation developed in this study can assist middle-aged subjects in reaching the target location quickly, reducing disorientation problems.
Keywords: Cybersickness, Metaverse, Navigation, Clarity-reducing design, Virtual store, Middle-aged consumers
DOI: 10.54941/ahfe1004897
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