3D Is Here. Now What Will Make The World Use it?
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.