%0 Conference Proceedings %T ECEC2017: The Workshop on E-Commerce and Entertainment Computing %+ Rakuten Institute of Technology %+ Université de Tsukuba = University of Tsukuba %A Nakazawa, Mitsuru %A Muta, Masahumi %A Ookawara, Kazuki %A Masuko, Soh %Z Part 9: Workshops and Tutorials %< avec comité de lecture %( Lecture Notes in Computer Science %B 16th International Conference on Entertainment Computing (ICEC) %C Tsukuba City, Japan %Y Nagisa Munekata %Y Itsuki Kunita %Y Junichi Hoshino %I Springer International Publishing %3 Entertainment Computing – ICEC 2017 %V LNCS-10507 %P 502-506 %8 2017-09-18 %D 2017 %R 10.1007/978-3-319-66715-7_72 %K E-Commerce %K Entertainment computing %K Workshop %Z Computer Science [cs]Conference papers %X Online e-commerce has been growing continuously. According to eMarketers latest forecasts, worldwide retail e-commerce sales will reach $4 trillion USD by 2020. In addition, using cutting-edge technologies such as augmented reality (AR), virtual reality (VR), mixed reality (MR), sensing technology, image processing, robotics and online payment technology, new shopping experiences that enhance offline or online shopping, or integrate the two types of shopping experiences are being introduced. In this workshop, new concepts and recent progress in shopping experiences are discussed from various perspectives. The workshop will include invited talk sessions by world-leading innovators, and interactive poster and demonstration presentations of submitted papers and abstracts. %G English %Z TC 14 %2 https://inria.hal.science/hal-01771278/document %2 https://inria.hal.science/hal-01771278/file/978-3-319-66715-7_72_Chapter.pdf %L hal-01771278 %U https://inria.hal.science/hal-01771278 %~ IFIP-LNCS %~ IFIP %~ IFIP-ICEC %~ IFIP-TC14 %~ IFIP-LNCS-10507