Abstract:
Augmented Reality (AR) alters a person's perception by overlaying virtual images over the real-time environment while virtual reality (VR) replaces the real-time environment with a simulated environment. Increasingly, retailers and marketers are making use of AR and VR to market and improve customer experience. However, AR and VR are not only ways to market products and advertise. Embracing the technology, researchers are able to radically transform how the industry conducts research today, through gamification via AR and remarkably realistic simulation through VR environments. This presentation aims to provide some thoughts on how researchers are able to use new technology for gathering data and better understanding of consumer behaviour.
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