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Research on the Application of O2O Integrated Shopping Store System to E-Commerce Learning

摘要


Due to the severe epidemic caused by the new coronavirus (COVID-19), the general public is apprehensive when going out. Due to the impact of the virus variants, many advanced countries in Europe and the United States implement protective measures such as personal health management and wearing masks. Everyone must maintain a safe social distance or even seal the business activities, tourism, transportation, manufacturing, and school teaching activities forced to cancel, resulting in people unable to participate in social activities as usual, through online e-commerce, Can help solve social or purchase activity restrictions. This research uses agile project management to communicate with customers fully and pays attention to the value of customers to complete the research, and uses information technology such as online to offline technology, AI artificial intelligence, virtual reality display, etc. To design an assisted teaching aid with the theme of online to offline, O2O shopping stores, such as Unity 3D game engine, built-in navigation grid to follow the learner's camera movement, using AI artificial intelligence technology to let the shopping cart follow the learner, and HTC Vive helmet virtual reality glasses and interactive controller with precise positioning function, as expected qualitatively complete the development of the O2O shopping store system, allowing learners to immerse themselves in the virtual shopping space. There are four contributions in this research: (1)This research uses Unity 3D game engine, Steam VR technology, artificial intelligence (AI) technology, O2O technology to simulate the O2O integrated shopping store system to simulate customer shopping behavior, such as: shopping for goods, obtaining discount coupons, payment, etc. As far as merchants are concerned, they can manage inventory, accounts receivable, and implement floor movement planning and management. The development and application of O2O integration technology in the store allow learners to experience VR, and O2O integration technology, providing interactivity, immersion and The three characteristics of imagination are used to present the effect of allowing customers to experience the environment, enrich the observation of learners, and enhance learning interest. Students can also be encouraged to participate in creative competitions such as national creativity and entrepreneurship competitions. (2)Provide a reference for curriculum design of instructional designers. This research develops an O2O shopping store system. After virtual-real integration digital learning experience and presence questionnaire survey quantitative research, respectively: control factors, realistic factors, sensory factors, interference factors, learning effectiveness The statistical analysis results show that the use of O2O shopping store system has positive and significant help to learners' learning effects. According to this research and literature discussion, multimedia digital design teaching aids can help enhance learning interest and efficiency. Therefore, future course designers may consider using multimedia virtual reality teaching. (3)This research uses the integration of Online to Offline to establish a virtual environment and uses an interactive learning mode to immerse learners in the shopping process of an O2O shopping store and feel immersive. This research develops shopping mall shelf management and inventory management, Bank collection management, game management, shopping mall design, floor movement planning, and store shopping-related courses teaching use, such as e-commerce, Internet of Things, O2O integrated business, etc. Provide learners with more diverse observations and experiences. (4)In the future, O2O integration scenarios can be extended to be used in shopping store planning. They can also be implemented to simulate military hazard training, simulated firefighting and disaster relief training, simulated car road safety driving training, and used in teaching activities to achieve educational theories, commercial activities, etc., increase the learner's personal experience.

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