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5 CONCLUSIONS
Based on the presented results, we can conclude that
realistic products appear to influence both purchase
intention and the time and frequency with which a
user interacts and inspects them. The data shown in
Section 4.2 indicates that the most viewed products
and those with which there was more extended inter-
action were the ones most added to the shopping cart.
We also identified aspects to improve in future shop-
ping environments, such as the use of colliders that
allow for more consistent data recording, as seen in
the case of the wood burner.
We also observed differences between a large and
a small shopping environment. Although participants
generally preferred the large environment, possibly
influenced by its novelty and the use of teleporta-
tion, we found that a small environment encourages
interaction. While only 10 seconds were needed in
the small environment to visually scan the scene and
start interacting, it took users in the large environ-
ment on average four times more seconds to begin
interacting due to needing to become accustomed to
teleportation. However, user preference for a large
environment indicates flexibility in configuring a vir-
tual shopping environment, focusing more on product
interaction or a thematic store that gamifies the shop-
ping experience and makes it more enjoyable for the
user.
Additionally, participants positively rated the in-
teraction mechanisms included in the environment in
the post-experiment questionnaire responses, result-
ing in averages close to 4 on the presented Likert
scales. Also, the monitored data showed that about
85% of the time spent by each participant in the ex-
periment steps was used to interact with objects, indi-
cating that the interactions were pleasant and natural
for them to continue repeating. Moreover, environ-
ment navigability was perceived as simple, although
the data shown in Table 1 indicate somewhat elevated
times, as participants needed more time to aim at
a greater distance. Lastly, the utility of monitoring
user activity in these virtual environments has been
demonstrated, corroborating that the objects in which
the user shows the most interest are those added to the
cart, corresponding to the section answered in ques-
tion 24 of the questionnaire.
ACKNOWLEDGEMENTS
This work has been founded by the Span-
ish Ministry of Science and Innovation
MICIN/AEI/10.13039/501100000033, and the
European Union (NextGenerationEU/PRTR), under
the Research Project: Design and development of
a platform based on VR-Shopping and AI for the
digitalization and strengthening of local businesses
and economies, TED2021-131082B-I00.
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