Augmented reality (AR) is a technology that integrates virtual elements (in real time) into a real environment. The principle is to combine the virtual and the real and give the illusion of perfect integration to the user. Augmented Reality perceived through Augmented Reality glasses is better known as MR or Mixed Reality.
Virtual reality (VR) is a technology that lets you immerse yourself in a virtual environment created from scratch in 3D or from real 360° shots. How does it work? Use a Virtual Reality headset or a smartphone equipped with a VR adapter such as a cardboard to immerse yourself. You can turn your head 360° around, move around in space and interact with the environment using joysticks.
Mixed reality (MR) is a term used to designate devices for viewing 3D content via a dedicated headset. With these devices, the user's position is calculated in real time, and it is possible to physically interact with virtual elements using gestures or joysticks. Mixed reality also offers a unique experience, blending elements of both the real and virtual worlds.
XR, short for "Expanded Reality" in French, refers to an immersive category encompassing virtual reality (VR), augmented reality (AR) and mixed reality (MR). XR encompasses a spectrum of interactive and immersive experiences that combine the real world with virtual or augmented environments.
The 360° camera allows you to record an immersive video (also called 360 degree video). It is a video recording of a real world scene where the image is recorded in all directions at the same time.
A technique for monitoring eye activity, allowing the measurement of the path, points and fixation times of an individual's gaze.
The terms filters and effects group the same thing: the augmented reality filter that you can find on social networks such as Snapchat, Instagram, Facebook and newly TikTok. This technology uses the camera built into these applications to add a layer of virtual to you or your surroundings. Easy to use and accessible, it offers fun and mainstream experiences without the constraint of downloading applications or wearing VR headsets.
LIDAR is the acronym of the expression in English language "light detection and ranging" or "laser detection and ranging". It is a device for calculating the distance of an object by the emission and reception of the light wave emitted by a laser beam.
Digital creation of three-dimensional elements (environments, objects, characters...). These elements can then be incorporated into a game engine to develop a VR or AR application.
This term appeared in 1992 with the novel Snow Crash. Its vision is based on the way the Internet could evolve by relying on virtual reality. It combines the prefix "meta" (which means "beyond") and "universe" which refers to virtual space. The metaverse is a fictional virtual world created artificially by a computer program. This parallel world would allow users to move, interact socially and sometimes economically, in the form of an avatar. In 2003, the game Second Life was one of the precursors of the genre. It allowed users to embody virtual characters in a world created by the residents themselves. Nowadays, the video games Fortnite and Roblox are the leaders of this genre. They have notably allowed to follow virtual concerts of Travis Scott, Arianna Grande or Zara Larsson through his avatar.
Known as a virtual store, it's an online experience that simulates the shopping experience of a physical store in a digital environment. It offers consumers the opportunity to browse and purchase products or services online by reproducing visual and interactive elements similar to those of a real store. In a virtual store, visitors can browse through virtual shelves, examine products using detailed photos or videos, and sometimes even interact with three-dimensional representations of products. These platforms often offer features such as virtual trials, live chats with customer service representatives, and personalization options for a more immersive shopping experience.
The virtual showroom is an online experience for presenting products or services in an interactive and immersive way, similar to the experience in a physical showroom. This concept offers consumers many advantages, including the ability to explore and interact with products in a realistic digital environment. In a virtual showroom, visitors can view products from different angles, zoom in to examine details, and sometimes even experience simulated use or contextualization. These experiences often incorporate interactive elements such as videos, high-resolution images and personalization features to offer users an immersive experience.
A 360° video is an immersive video that allows individuals viewing it to have a 360° view. The 360 video reproduces in the field of video the principle of panoramic photography. To film the environment in 360°, it is necessary to use a specific camera called 360 camera.
Multimedia technology allowing to project light or videos on volumes, to recreate images on relief structures of more or less large sizes.
Virtual Reality headsets connected to a VR-ready PC. These headsets generally have a very high resolution and high computing power from the computer. The rendering quality of the experience is therefore high for a "premium" immersion. In this category we find the following headsets: Oculus Rift and Rift S, HTC Vive, Pimax, etc.
These are wireless headsets that do not require a computer or phone to operate. We find in this category the headsets: Oculus Go, Oculus Quest, Lenovo Explorer, etc.
This term determines the width of the field of view of the user using a VR or AR headset. One of the fundamental parts for the illusion to be credible is the pair of lenses present in all helmets. It allows to replace a standard vision of the screen by a resemblance to reality. These special lenses define the FOV, or field of view. The average human field of view is 200 degrees. 120 degrees is useful for judging the distance of objects in front of you with a very sharp vision. The best headsets currently offer an FOV of 110 degrees, which is sufficient for a quality immersive experience.
The HTC Vive is a virtual reality headset developed by HTC and Valve Corporation, and released on April 5, 2016. Only compatible with VR-Ready computers, the HTC Vive headset comes with two interactive controllers that can be used in a 4.5m by 4.5m play area. A plethora of HTC Vive accessories are being developed by the company or various startups in the industry.
Facebook is launching the Oculus Quest 2 on October 13, 2020. Like the first Quest, it's a standalone virtual reality headset with no cables and no external sensors, packing all the components needed to operate. The Quest 2 can also be used as a PC VR headset thanks to the Oculus Link cable that allows it to be connected to a computer.
A Virtual Reality experience or installation that relies on a VR or AR headset connected to a computer. We speak then of PC-VR headsets.
Defines a computer with the capabilities and power to run Virtual Reality applications.
Merchandise presentation techniques designed to encourage consumers to buy. Merchandising is based on quantitative analyses of sales and results (sales, margins, panel data, etc.), on highlighting the offer and on taking into account the behavior of visitors to the point of sale (itinerary, consumption habits, traffic speed, behavior and visual capabilities, etc.).
Merchandising software is a computer application designed to help retailers and companies manage and optimize various aspects of their merchandising strategy. Merchandising software offers a wide range of functions for planning, executing, analyzing and improving activities related to in-store or online product presentation.
The goal is to attract the customer and orient him among the different products. The shelf marking allows to emphasize certain products or product ranges on the shelf, with the help of rulers, label holders, dividers, kakemonos, frontons, shelf-stoppers, etc.
A shelf is the space where products are displayed and presented at a point of sale, in particular on the shelves of a store. It is the horizontal or vertical linear surface where products are organized and arranged for presentation to consumers. Shelving is designed to optimize visibility, ease of access and product presentation. It may include shelves, displays, hooks or other supports to organize and showcase items for sale. Merchandising aims to make the most of this space to attract customers' attention, boost sales and offer a pleasant, convenient shopping experience.
It's a detailed, structured visual representation of the optimum arrangement of products on a shelf or in a sales area. This detailed plan specifies the exact arrangement of products on the shelves or in the aisles of a store, taking into account factors such as size, shape, color and presentation of items. The planogram is used to maximize the effectiveness of product presentation in line with sales objectives and merchandising strategies. It indicates the precise location of each product, taking into account their category, popularity and complementarity, to create an eye-catching layout that encourages impulse buying.
Category management is a procedure for optimizing sales of a product category, generally carried out jointly by a retailer and one or more industrial manufacturers. Category management or product management is a strategic approach to retail marketing and a set of methods that enable retailers to go beyond the industrial or purely purchasing logic of selecting, presenting and promoting their offer, by integrating the specific needs of customers, such as their in-store purchasing behavior or product usage logic, in order to build lasting customer loyalty.
Shopper research is also known as buying behavior research. It's an in-depth analysis aimed at understanding consumers' behaviors, motivations and habits when making purchases. The study focuses on observing consumers' actions and choices throughout the buying process, from decision making to the actual act of purchase. The main objective of shopper research is to understand the motivations, preferences and influences that shape consumers' purchasing decisions. This includes analyzing factors such as the sales environment, merchandising strategies, interactions with products, as well as emotional or psychological stimuli that can influence purchases.
It's the art of visually presenting products and services in a commercial environment. It is a visual strategy used by retailers to attract customers' attention, stimulate sales and create a pleasant, memorable shopping experience. Visual merchandising encompasses several aspects, including product layout, the use of lighting, colors, textures and decorative elements to create an attractive visual ambience. This practice aims to arouse emotions, highlight product features and guide customers intuitively through the store. The aim of visual merchandising is to encourage impulse buying and generate greater interaction with the items on sale.
A term that appeared in 2013, phygital commerce is a contraction of the words "physical" and "digital", referring to a marketing strategy. It can be synonymous with the expression point-of-sale digitalization: in other words, the physical store makes the connection with its e-commerce site, in terms of both customer and product data... Phygital commerce is a physical point-of-sale that integrates the data and methods of the digital world with a view to developing its sales.
POP or point-of-sale advertising is a merchandising element, a direct communication technique aimed at the consumer. It refers to all the possible uses of the many advertising or visual supports that can be present at the point of sale. The objective of POP is to draw attention to a product or an offer, to enhance the value of this offer or this product, and then possibly to encourage the purchase by an argument or advertising speech.
The term v-commerce can have different meanings. Initially, the term V-commerce is used for "virtual commerce" and refers to the commercial activity generated from virtual reality applications. It represents the next big evolution of commerce which consists in a mix between e-commerce and new technologies such as virtual reality or augmented reality. These two technologies are on the way to completely revolutionize shopping in physical stores and e-commerce.
An avatar is the virtual representation of the user within the experience. They are audiovisual bodies that allow to exist and interact in the virtual world.
This is the number of types of movements that the user can perform in the experience. In Virtual Reality, standalone headsets allow 3 DoF, which corresponds to 360° head movement tracking. Roomscale and Premium headsets offer 6 DoF by adding the tracking of the position in space, which corresponds to the movement of a human in the real world.
Hand-tracking technology is a gesture recognition system. Most VR headsets are equipped with controllers whose movements in space are taken into account by the hardware. Sensors record the movements, translate the data and then transcribe it into a virtual reality headset. Some devices like Microsoft's AR headsets (Hololens) can detect a certain number of hand movements to carry out commands.
In VR, latency refers to the perceptible delay between the movement of the head and the appearance of the image on the screen - creating a lag between the movement perceived by the inner ear and the perception of the displayed image. In the real world, this lag is almost non-existent. In VR, a latency of 20 milliseconds is considered low and acceptable for a comfortable experience.
Also called kinetosis or cyberkinetosis, this is a feeling of unease caused by the VR experience. Most of the time, the symptoms are similar to motion sickness (nausea, dizziness, etc.). In the early days of VR technology, this discomfort was due to a low refresh rate, but this has been corrected on the latest headsets. Another cause of motion sickness is the design of the experience where certain types of movement are to be avoided.
It is a term used to define a Virtual Reality experience where the user is able to move freely at 6DoF. It uses VR headsets with external or integrated motion sensors and requires to delimit an area in the real space. The user's movements within this area are transcribed into the experience. For example, it is possible to walk, jump or bend down.