Using virtual reality technologies in the real estate sector

Piotr Nieradka

Abstract


Modern virtual reality (VR) technology has a growing impact on further areas of the new digital economy. This is possible due to the declining prices of electronic components, the rapid implementation of new technologies in the market of goods and services and the increasing availability of advanced devices that use the emerging new technology. The purpose of this article is to present the potential of using VR technology in the real estate market. The article identifies solutions that are already successfully operating in the market as well as examples of possibilities for the future use of this technology. The main advantage of using VR in the real estate market is innovation and a multi-sensory form of presenting offers. The presented results of the studies concern the potential of VR technology (the impression that the technology exerts on users, ease of use, functionality of the equipment, the reality of the evoked feelings, possible areas of application). These results are also part of a larger study on VR equipment, which consisted of several stages.


Keywords


virtual reality; real estate; product presentation; visualisation; Poland

Full Text:

PDF

References


ATLAS BAY VR. (2018). Retrieved from https://www.atlasbayvr.com [access: 8.09.2018].

Borsci, S. et al. (2016). Effectiveness of a multidevice 3D virtual environment application to train car service maintenance procedures. Virtual Reality, 20(1), pp. 41–55. DOI: http://dx.doi.org/10.1007/s10055-015-0281-5.

ENSCAPE. (2018). Retrieved from https://www.atlasbayvr.com [access: 7.09.2018].

Home Planner for IKEA. (2018). Retrieved from https://play.google.com/store/apps/details?id=com.planner5d.swedishhomedesign&hl=pl [access: 7.09.2018].

IKEA VR Experience. (2018). Retrieved from https://www.ikea.com/ms/en_US/this-is-ikea/ikea-highlights/Virtual-reality/index.html [access: 8.09.2018].

IRISVR. (2018). Retrieved from https://irisvr.com [access: 7.09.2018].

Nieradka, P. (2017). VR – rozpoznawalność sprzętu w świetle wyników badań empirycznych. Problemy Zarządzania, 4(71), pp. 71–82. DOI: 10.7172/1644-9584.71.5.

Ries, A., & Trout, J. (2001). Positioning: The Battle for Your Mind. New York: McGraw-Hill.

Rosen, S. (1972). Hedonic prices and implicit markets: Product differentiation in pure competition. The Journal of Political Economy, 82(1), pp. 34–55.

Stryfon-Bojarska, A., & Kemmer, W. (2017). Potencjał do zastosowania technologii VR i AR w branży budowlanej – SKANSKA, European AR/VR Congress, held on 23–24 November at Copernicus Conference Centre in Warsaw.

TrueScale. (2018). Retrieved from https://immersion.pl/project/truescale/ [access: 8.09.2018].

Zaltman, G. (2003). How Customers Think: Essential Insights into the Mind of the Market. Boston: Harvard Business School Press.




DOI: http://dx.doi.org/10.17951/h.2019.53.2.45-53
Date of publication: 2019-10-25 19:36:10
Date of submission: 2019-02-18 20:11:23


Statistics


Total abstract view - 1691
Downloads (from 2020-06-17) - PDF - 0

Indicators



Refbacks

  • There are currently no refbacks.


Copyright (c) 2019 Piotr Nieradka

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.