In this work, we explored the main characteristics of on- and offline shops with regard to customer shopping behavior and
frequency. Thus, we designed and implemented an immersive virtual reality (VR) online shopping environment. We tried to
maintain the benefits of online shops, like search functionality and availability, while simultaneously focusing on shopping
experience and immersion. By touching the third dimension, VR provides a more advanced form of visualization, which
can increase the customer’s satisfaction and thus shopping experience. We further introduced the Virtual Reality Shopping
Experience (VRSE) model based on customer satisfaction, task performance and user preference. A case study of a first VR
shop prototype was conducted and evaluated with respect to the VRSE model. The results showed that the usability and user
experience of our system is above average overall. In summary, searching for a product in a WebVR online shop using speech
input in combination with VR output proved to be the best regarding user performance (speed, error rate) and preference
(usability, user experience, immersion, motion sickness).
In running, knee-related injuries are very common. The main cause are high impact forces when striking the ground with the
heel first. Mid- or forefoot running is generally known to reduce impact loads and to be a more efficient running style. In
this paper, we introduce a wearable running assistant, consisting of an electrical muscle stimulation (EMS) device and an
insole with force sensing resistors.
We define the concept of Dynamic Passive Haptic Feedback (DPHF) for virtual reality by introducing the weight-shifting
physical DPHF proxy object Shifty. This concept combines actuators known from active haptics and physical proxies known from
passive haptics to construct proxies that automatically adapt their passive haptic feedback. We investigate how Shifty can, by
automatically changing its internal weight distribution, enhance the user’s perception of virtual objects interacted with.
We investigate “bottom-up” gamification, i.e. providing users with the option to gamify an experience on
their own by an examination of the usefulness of a task managing app implementing a “bottom-up” gamification concept.