Meta Commerce – Shopping in Metaverse
Dnyaneshwar. M. Bavkar, Raunak Kumar Pandey, Akash Yadav, Sushil Kumar Gupta, Manasvi Gadpayle
Department of computer engineering,
Terna Engineering College, Nerul, Navi Mumbai, University of Mumbai, Maharashtra, India.
Department of Computer Engineering, Terna Engineering College, Nerul, Navi Mumbai, University of Mumbai, Maharashtra, India.
Email: raunakpandey1007@gmail.com, akashyadav00012@gmail.com guptasushil77159@gmail.com, manasvigadpayle@ternaengg.ac.in
Abstract—
3-D visualizations have fundamentally changed the way brands and consumers interact and eliminate any boundary between physical and digital objects we have in the present. It applies immersive technology such as augmented reality and virtual reality into-commerce to shift consumer perception. In this project, we present a Meta commerce platform which can be used to buy and sell products in metaverse with the support of new technology. The traditional two-dimensional E-Commerce websites are designed to provide simple, browser- based interfaces to allow users to access available products and services. Whilst virtual representations are an essential consideration in establishing trust, most virtual representation sites fall short in mimicking real-life human representation. This paper aims to focus on three-dimensional (3D) E-Commerce technology that presents how virtual reality (VR) and augmented reality (AR) can help deal with limitations and improve E-Commerce operations. It is built as an internet-only tool, a person-centered shopping assistant created following user-centered design principles to be used on various computing platforms, including desktop and mobile devices. The paper shows how VR and AR can offer more precise product information in 3D E-Commerce environments. The virtual store experience is also enhanced by an AR assistant that helps the users by giving them all the required information in audio form or using its avatar. Design/ methodology/approach. Implementation of VR and AR in ECommerce will increase customer satisfaction. Sub hypothesis – to study the implementation of VR in E-Commerce. To study the implementation of AR in E-Commerce. To study the inclusion of E-Commerce sites in an open world game. To study the customer satisfaction of users using VR stores.
Keywords—Augmented reality, Virtual Reality, Metaverse, Metacommerce, E-Commerce