3D
has been in our lives for more than 40 years with the earliest of forms in
vector graphics games of the 70’s and the early emersive work of Jaron Lanier.
Times have changed.
With
the advent of Occulus Rift and the more easily accessible yet not quite 3D of
Google Glass, comes the efforts of how to engage users. In Understanding
Factors Affecting Consumer Intention To Shop In A Virtual World a clear
link is drawn to factors of enjoyment as well usability and the controls
associated with each. Examples of real world experiences as well as the
technology used is presented along with factors that can easily influence how
nascent technologies make the jump to market reality.