AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) IN ENHANCING THE CONSUMER EXPERIENCE IN ECONOMY 5.0

Authors

  • Caroline Caroline Universitas Sultan Fatah Author
  • Luckhy Natalia Anastasye Lotte Universitas Papua Author
  • Redi Yana Kapisa Sekolah Tinggi Ekonomi Islam Bina Muda Bandung Author

Keywords:

Augmented Reality (AR), Virtual Reality (VR), Consumer Experience, Economy 5.0

Abstract

Augmented Reality (AR) and Virtual Reality (VR) are innovative technologies that have great potential to improve the consumer experience in the Economy 5.0 era. Through AR and VR, consumers can interact with products and services in a more personal and in-depth way, enabling simulations and virtual experiences that reduce uncertainty and increase trust. In various industries, from retail to education and tourism, AR and VR create a more interactive and engaging environment, enriching the user experience and supporting more informed decisions. The implementation of this technology not only fulfils the practical needs of consumers, but also the emotional and cognitive aspects, supporting the creation of long-term relationships between brands and customers. Thus, AR and VR contribute to a more sustainable and human-centred economic ecosystem, in accordance with the principles of Economy 5.0.

Downloads

Download data is not yet available.

References

Augmented World Expo (AWE). (2022). Augmented World Expo: AR+VR Conference. https://www.awexr.com

Azuma, R. T. (1997). A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments, 6(4), 355–385.

Billinghurst, M., Clark, A., & Lee, G. (2015). A Survey of Augmented Reality. Foundations and Trends in Human-Computer Interaction, 8(2–3), 73–272.

Blascovich, J., & Bailenson, J. N. (2006). Immersive Virtual Environment Technology as a Research Tool for Social Psychology. Psychological Inquiry, 13(2), 103–124.

Bowman, D. A., Kruijff, E., LaViola, J. J., & Poupyrev, I. (2000). An Introduction to 3-D User Interface Design. Presence: Teleoperators and Virtual Environments, 10(1), 96–108.

Capgemini. (2018). Augmented and Virtual Reality in Retail. https://www.capgemini.com/research/augmented-and-virtual-reality-in-retail/

Drascic, D., & Milgram, P. (1996). Perceptual Issues in Augmented Reality. Society of Photo-Optical Instrumentation Engineers (SPIE) Conference Series, 2653(1), 123–134.

Grant, M. J., & Booth, A. (2009). A Typology of Reviews: An Analysis of 14 Review Types and Associated Methodologies. Health Information and Libraries Journal, 26(2), 91–108.

IEEE VR Conference. (2022). IEEE Conference on Virtual Reality and 3D User Interfaces. http://ieeevr.org

IKEA. (2017). IKEA Place App. https://www.apple.com/newsroom/2017/09/ikea-place-allows-consumers-to-redesign-their-homes/

Jung, T., & Dieck, M. C. (2017). Augmented Reality and Virtual Reality: Empowering Human, Place and Business.

Lanier, J. (2017). Dawn of the New Everything: Encounters with Reality and Virtual Reality.

Lombard, M., & Ditton, T. (1997). At the Heart of It All: The Concept of Presence.

Meta. (2021). Meta’s Vision for the Metaverse. https://about.fb.com/news/2021/10/founders-letter/

Milgram, P., & Kishino, F. (1994). A Taxonomy of Mixed Reality Visual Displays. IEICE Transactions on Information and Systems, E77-D(12), 1321–1329.

NVIDIA. (2021). NVIDIA Omniverse: Build the Metaverse. https://developer.nvidia.com/nvidia-omniverse

Okoli, C. (2015). A Guide to Conducting a Standalone Systematic Literature Review. Springer.

Randolph, J. (2009). A Guide to Writing the Dissertation Literature Review. Practical Assessment, Research, and Evaluation, 14(13), 1–13.

Schuemie, M. J., Van der Straaten, P., Krijn, M., & Van der Mast, C. A. P. G. (2001). Research on Presence in Virtual Reality: A Survey. CyberPsychology & Behavior, 4(2), 183–201.

Slater, M. (2009). Place Illusion and Plausibility Can Lead to Realistic Behaviour in Immersive Virtual Environments. Philosophical Transactions of the Royal Society B, 364(1535), 3549–3557.

Steuer, J. (1992). Defining Virtual Reality: Dimensions Determining Telepresence. Journal of Communication, 42(4), 73–93.

Takatalo, J., Nyman, G., & Laaksonen, L. (2008). Components of Human Experience in Virtual Environments. Computers in Human Behavior, 24(1), 1–15.

Think with Google. (2020). How Virtual Reality is Transforming the Customer Experience. https://www.thinkwithgoogle.com/marketing-strategies/video/virtual-reality-transforming-customer-experience/

Welch, G., & Foxlin, E. (2002). Motion Tracking: No Silver Bullet, but a Respectable Arsenal. IEEE Computer Graphics and Applications, 22(6), 24–38.

Yoon, S. A., & Anderson, E. (2010). Augmented Reality and Virtual Reality in Education. British Journal of Educational Technology, 42(4), 78–88.

Downloads

Published

2025-07-01

Issue

Section

Articles