Electronic commerce: a manager's guide
Electronic commerce: a manager's guide
Community Place: architecture and performance
VRML '97 Proceedings of the second symposium on Virtual reality modeling language
Quantifying the effect of user interface design features on cyberstore traffic and sales
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Communications of the ACM
Helper agent: designing an assistant for human-human interaction in a virtual meeting space
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
What makes Internet users visit cyber stores again? key design factors for customer loyalty
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
VRCommerce — electronic commerce in virtual reality
Proceedings of the 1st ACM conference on Electronic commerce
ELIZA—a computer program for the study of natural language communication between man and machine
Communications of the ACM
Culture formation and its issues in personal agent-oriented virtual society: "PAWˆ2"
Proceedings of the 4th international conference on Collaborative virtual environments
Consumer reactions to electronic shopping on the world wide web
International Journal of Electronic Commerce
Evaluation of Personal Agent-Oriented Virtual Society---PAW
Presence: Teleoperators and Virtual Environments
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In view of the latest developments in computer and network technology, research organizations and companies have proposed several distributed systems that realize a 3D multiuser virtual shared environment. Within that framework, we have developed PAW^2 (Personal Agent World), a personal agent-oriented virtual society that built upon the avatar-and-text-communication CommunityPlace system and exposed it to the Internet. PAW^2 is a virtual society that improves upon existing virtual environments by providing autonomous personal agents that interact with users in a virtual environment with a social infrastructure. It is publiciy accessible on the Internet.In this paper, we report and discuss the results of e-commerce evaluations of the use of PAW^2 on the Internet. The underlying hypothesis for these evaluations was that defining the value of a virtual object in a virtual society makes it possible for that object to be sold for money like real goods. The evaluation consisted of selling a virtual item to approximately eighty thousand registered PAW^2 users over a period of approximately two months. The results of the evaluations showed that, in a virtual society, a virtual object that adds functions to a personal agent and can be used as an avatar accessory can be sold like real goods.