Skip to main content

Semantic Contextual Personalization of Virtual Stores

  • Conference paper
  • First Online:
Augmented Reality, Virtual Reality, and Computer Graphics (AVR 2019)

Abstract

Virtual stores and showrooms gain increasing attention in e-commerce, marketing and merchandising to investigate customers’ behavior, preferences and the usefulness of shopping and exhibition spaces. Although virtual stores may be designed using numerous available 3D modeling tools and game engines, efficient methods and tools enabling development and personalization of virtual stores are still lacking. In this paper, we propose a novel approach to the development of personalizable contextual virtual stores that can be generated and configured on-demand, using interfaces based on semantic web technologies. A virtual store model is created as a combination of three elements: an exposition model, a collection of product models, and a virtual store configuration. The first element visually reflects an existing or imaginary 3D store layout. The second element contains 3D models of all products that can be presented in the exposition. The third element is an ontology, which connects the two previous elements using domain-specific knowledge and reasoning. Based on a virtual store model, a personalized virtual store is generated in response to a specific user’s request.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 59.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 79.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Alpcan, T., Bauckhage, C., Kotsovinos, E.: Towards 3D internet: why, what, and how? In: 2007 International Conference on Cyberworlds, CW 2007, pp. 95–99. IEEE (2007)

    Google Scholar 

  2. Alshaer, A., Regenbrecht, H., O’Hare, D.: Investigating visual dominance with a virtual driving task. In: 2015 IEEE Virtual Reality (VR), pp. 145–146, March 2015

    Google Scholar 

  3. Borusiak, B., Pierański, B., Strykowski, S.: Perception of in-store assortment exposure. Stud. Ekon. 334, 108–119 (2017)

    Google Scholar 

  4. Chaudhuri, S., Kalogerakis, E., Giguere, S., Funkhouser, T.: Attribit: content creation with semantic attributes. In: Proceedings of the 26th Annual ACM Symposium on User Interface Software and Technology, pp. 193–202. ACM (2013)

    Google Scholar 

  5. Cortes, G., Marchand, E., Ardouinz, J., Lécuyer, A.: Increasing optical tracking workspace of VR applications using controlled cameras. In: 2017 IEEE Symposium on 3D User Interfaces (3DUI), pp. 22–25, March 2017

    Google Scholar 

  6. Dachselt, R., Hinz, M., Meissner, K.: Contigra: an XML-based architecture for component-oriented 3D applications. In: Proceedings of the Seventh International Conference on 3D Web Technology, Web3D 2002, pp. 155–163. ACM, New York (2002)

    Google Scholar 

  7. Dassault Systèmes: 3D ContentCentral (2017). https://www.3dcontentcentral.com/

  8. De Troyer, O., Bille, W., Romero, R., Stuer, P.: On generating virtual worlds from domain ontologies. In: Proceedings of the 9th International Conference on Multi-Media Modeling, Taipei, Taiwan, pp. 279–294 (2003)

    Google Scholar 

  9. Drap, P., Papini, O., Sourisseau, J.-C., Gambin, T.: Ontology-based photogrammetric survey in underwater archaeology. In: Blomqvist, E., Hose, K., Paulheim, H., Ławrynowicz, A., Ciravegna, F., Hartig, O. (eds.) ESWC 2017. LNCS, vol. 10577, pp. 3–6. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-70407-4_1

    Chapter  Google Scholar 

  10. Flotyński, J., Walczak, K.: Ontology-based creation of 3D content in a service-oriented environment. In: Abramowicz, W. (ed.) BIS 2015. LNBIP, vol. 208, pp. 77–89. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-19027-3_7

    Chapter  Google Scholar 

  11. Flotyński, J., Walczak, K.: Ontology-based representation and modelling of synthetic 3D content: a state-of-the-art review. Comput. Graph. Forum (2017). https://doi.org/10.1111/cgf.13083

    Article  Google Scholar 

  12. Gebhardt, S., et al.: FlapAssist: how the integration of VR and visualization tools fosters the factory planning process. In: 2015 IEEE Virtual Reality (VR), pp. 181–182, March 2015

    Google Scholar 

  13. Hassouneh, D., Brengman, M.: Retailing in social virtual worlds: developing a typology of virtual store atmospherics (2015)

    Google Scholar 

  14. Highend3D: High Quality 3D Models, Scripts, Plugins and More! (2017). https://www.highend3d.com/

  15. Kitson, A., Riecke, B.E., Hashemian, A.M., Neustaedter, C.: NaviChair: evaluating an embodied interface using a pointing task to navigate virtual reality. In: Proceedings of the 3rd ACM Symposium on Spatial User Interaction, SUI 2015, pp. 123–126. ACM, New York (2015). https://doi.org/10.1145/2788940.2788956

  16. Latoschik, M.E., Blach, R., Iao, F.: Semantic modelling for virtual worlds a novel paradigm for realtime interactive systems? In: VRST, pp. 17–20 (2008)

    Google Scholar 

  17. LaViola Jr., J.J.: Context aware 3D gesture recognition for games and virtual reality. In: ACM SIGGRAPH 2015 Courses, SIGGRAPH 2015, pp. 10:1–10:61. ACM, New York (2015). https://doi.org/10.1145/2776880.2792711

  18. Lee, K.C., Chung, N.: Empirical analysis of consumer reaction to the virtual reality shopping mall. Comput. Hum. Behav. 24(1), 88–104 (2008). http://www.sciencedirect.com/science/article/pii/S0747563207000155

    Article  Google Scholar 

  19. Monect: Monect PC remote (2017). https://www.monect.com/

  20. Nielson, G.M., Olsen Jr., D.R.: Direct manipulation techniques for 3D objects using 2D locator devices. In: Proceedings of the 1986 Workshop on Interactive 3D Graphics, I3D 1986, pp. 175–182. ACM, New York (1987). https://doi.org/10.1145/319120.319134

  21. Pellens, B., De Troyer, O., Kleinermann, F.: CoDePA: a conceptual design pattern approach to model behavior for X3D worlds. In: Proceedings of the 13th International Symposium on 3D Web Technology, Web3D 2008, pp. 91–99. ACM, New York (2008). https://doi.org/10.1145/1394209.1394229

  22. Perez-Gallardo, Y., Cuadrado, J.L.L., Crespo, Á.G., de Jesús, C.G.: GEODIM: a semantic model-based system for 3D recognition of industrial scenes. In: Alor-Hernández, G., Valencia-García, R. (eds.) Current Trends on Knowledge-Based Systems. ISRL, vol. 120, pp. 137–159. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-51905-0_7

    Chapter  Google Scholar 

  23. Pirker, J., Pojer, M., Holzinger, A., Gütl, C.: Gesture-based interactions in video games with the leap motion controller. In: Kurosu, M. (ed.) HCI 2017. LNCS, vol. 10271, pp. 620–633. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-58071-5_47

    Chapter  Google Scholar 

  24. Piumsomboon, T., Lee, G., Lindeman, R.W., Billinghurst, M.: Exploring natural eye-gaze-based interaction for immersive virtual reality. In: 2017 IEEE Symposium on 3D User Interfaces (3DUI), pp. 36–39, March 2017

    Google Scholar 

  25. Polys, N., Visamsetty, S., Battarechee, P., Tilevich, E.: Design patterns in componentized scenegraphs. In: Proceedings of SEARIS. Shaker Verlag (2009)

    Google Scholar 

  26. Rea, A., White, D.: The Layered Virtual Reality Commerce System (LaVRCS): an approach to creating viable VRcommerce sites. In: MWAIS 2006 Proceedings, vol. 11. AISeL (2006)

    Google Scholar 

  27. Roupé, M., Bosch-Sijtsema, P., Johansson, M.: Interactive navigation interface for virtual reality using the human body. Comput. Environ. Urban Syst. 43(Suppl. C), 42–50 (2014). http://www.sciencedirect.com/science/article/pii/S0198971513000884

    Article  Google Scholar 

  28. Sikos, L.F.: 3D model indexing in videos for content-based retrieval via X3D-based semantic enrichment and automated reasoning. In: Proceedings of the 22nd International Conference on 3D Web Technology, p. 19. ACM (2017)

    Google Scholar 

  29. Sokołowski, J., Walczak, K.: Semantic modelling of user interactions in virtual reality environments. In: Camarinha-Matos, L.M., Adu-Kankam, K.O., Julashokri, M. (eds.) DoCEIS 2018. IAICT, vol. 521, pp. 18–27. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-78574-5_2

    Chapter  Google Scholar 

  30. Spagnuolo, M., Falcidieno, B.: 3D media and the semantic web. IEEE Intell. Syst. 24(2), 90–96 (2009)

    Article  Google Scholar 

  31. Statista: Retail e-commerce sales worldwide from 2014 to 2021 (2018). https://www.statista.com/statistics/379046/worldwide-retail-e-commerce-sales/

  32. Thomann, G., Nguyen, D.M.P., Tonetti, J.: Expert’s evaluation of innovative surgical instrument and operative procedure using haptic interface in virtual reality. In: Matta, A., Li, J., Sahin, E., Lanzarone, E., Fowler, J. (eds.) Proceedings of the International Conference on Health Care Systems Engineering. PROMS, vol. 61, pp. 163–173. Springer, Cham (2014). https://doi.org/10.1007/978-3-319-01848-5_13

    Chapter  Google Scholar 

  33. Trellet, M., Férey, N., Flotyński, J., Baaden, M., Bourdot, P.: Semantics for an integrative and immersive pipeline combining visualization and analysis of molecular data. J. Integr. Bioinform. 15(2), 1–19 (2018)

    Article  Google Scholar 

  34. Trellet, M., Ferey, N., Baaden, M., Bourdot, P.: Interactive visual analytics of molecular data in immersive environments via a semantic definition of the content and the context. In: 2016 Workshop on Immersive Analytics (IA), pp. 48–53. IEEE (2016)

    Google Scholar 

  35. TurboSquid Inc.: 3D Models for Professionals (2017). https://www.turbosquid.com/

  36. Unity Technologies: Asset Store (2017). https://www.assetstore.unity3d.com/en/

  37. Van Gool, L., Leibe, B., Müller, P., Vergauwen, M., Weise, T.: 3D challenges and a non-in-depth overview of recent progress. In: 3DIM, pp. 118–132 (2007)

    Google Scholar 

  38. Van Kerrebroeck, H., Brengman, M., Willems, K.: When brands come to life: experimental research on the vividness effect of virtual reality in transformational marketing communications. Virtual Real. 21(4), 177–191 (2017). https://doi.org/10.1007/s10055-017-0306-3

    Article  Google Scholar 

  39. Visamsetty, S.S.S., Bhattacharjee, P., Polys, N.: Design patterns in X3D toolkits. In: Proceedings of the 13th International Symposium on 3D Web Technology, Web3D 2008, pp. 101–104. ACM, New York (2008). https://doi.org/10.1145/1394209.1394230

  40. W3C: SWRL. On-line (2004). http://www.w3.org/Submission/SWRL/

  41. W3C: SPARQL query language for RDF (2008). http://www.w3.org/TR/2008/REC-rdf-sparql-query-20080115/

  42. W3C: OWL. http://www.w3.org/2001/sw/wiki/OWL

  43. W3C: RDF. http://www.w3.org/TR/2004/REC-rdf-concepts-20040210/

  44. W3C: RDFS. http://www.w3.org/TR/2000/CR-rdf-schema-20000327/

  45. Walczak, K.: Flex-VR: configurable 3D web applications. In: Proceedings of the Conference on Human System Interactions, pp. 135–140. IEEE (2008)

    Google Scholar 

  46. Walczak, K.: Structured design of interactive VR applications. In: Proceedings of the 13th International Symposium on 3D Web Technology, Web3D 2008, pp. 105–113. ACM, New York (2008). https://doi.org/10.1145/1394209.1394231

  47. Walczak, K.: Semantics-supported collaborative creation of interactive 3D content. In: De Paolis, L.T., Bourdot, P., Mongelli, A. (eds.) AVR 2017. LNCS, vol. 10325, pp. 385–401. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-60928-7_33

    Chapter  Google Scholar 

  48. Walczak, K., Flotyński, J.: On-demand generation of 3D content based on semantic meta-scenes. In: De Paolis, L.T., Mongelli, A. (eds.) AVR 2014. LNCS, vol. 8853, pp. 313–332. Springer, Cham (2014). https://doi.org/10.1007/978-3-319-13969-2_24

    Chapter  Google Scholar 

  49. Walczak, K., Flotyński, J.: Semantic query-based generation of customized 3D scenes. In: Proceedings of the 20th International Conference on 3D Web Technology, Web3D 2015, pp. 123–131. ACM, New York (2015). https://doi.org/10.1145/2775292.2775311

  50. Zahariadis, T., Daras, P., Laso-Ballesteros, I.: Towards future 3D media internet. In: NEM Summit, pp. 13–15 (2008)

    Google Scholar 

  51. Zielasko, D., Neha, N., Weyers, B., Kuhlen, T.W.: A reliable non-verbal vocal input metaphor for clicking. In: 2017 IEEE Symposium on 3D User Interfaces (3DUI), pp. 40–49, March 2017

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Krzysztof Walczak .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Walczak, K., Flotyński, J., Strugała, D. (2019). Semantic Contextual Personalization of Virtual Stores. In: De Paolis, L., Bourdot, P. (eds) Augmented Reality, Virtual Reality, and Computer Graphics. AVR 2019. Lecture Notes in Computer Science(), vol 11613. Springer, Cham. https://doi.org/10.1007/978-3-030-25965-5_17

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-25965-5_17

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-25964-8

  • Online ISBN: 978-3-030-25965-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics