## 2 Related Work
### VR in E-Commerce Field  
In the literature, several works on the prototypes of virtual environments for commerce can be found. [PERSON] et al. [21] carried out a comparative study of Immersive Virtual Reality (IVR) and Desktop Virtual Reality (DVR) in virtual fashion stores, noting a significant enhancement of the shopping experience through IVR. The research, involving 60 participants, focused on evaluating various dimensions of the shopping experience: duration, hedonic and utilitarian values, cognitive load and overall user experience. The findings revealed that IVR led to a longer engagement time in shopping activities, with an average duration notably higher in IVR than in DVR. This extension in engagement time was attributed to the more immersive and interactive nature of IVR. Moreover, both the hedonic aspects (such as enjoyment and telepresence) and utilitarian aspects (like product diagnosticity and usefulness) were significantly enhanced in IVR, indicating a more satisfying and effective shopping experience. Interestingly, the cognitive load was comparable between the two modes, suggesting that the mental effort required by the users in IVR was not excessively higher than in DVR. The study also employed the User Experience Questionnaire (UEQ) to assess various user experience dimensions, which mostly favoured IVR, though some inconsistencies were observed in dependability scores. These findings underscore the potential of IVR in enriching the shopping experience in fashion retail. The authors of [22] researched how immersive VR shopping experiences influence users' propensity to adopt the technology for future applications. For this purpose, the researchers conducted an experimental study using two different settings: a highly immersive environment enabled by the HTC Vive and a less immersive setup on a standard desktop display. The more immersive scenario involved monitoring and recording the participants' hand and head movements, including interactions with products such as picking up, dropping or passing items from one hand to the other. Eye-tracking data was also collected. The authors' findings indicate that the immersive nature of the VR environment may affect a user's decision to continue using the system through two distinct pathways: hedonic, motivated by enjoyment, and utilitarian, motivated by practicality. [PERSON] et al. conducted two experiments within the realm of user-defined gestures for interaction in immersive VR shopping applications [23]. Consequently, they suggested a more pragmatic approach for generating more dependable gestures compared to con ventional gesture elicitation studies. One of these experiments involved VR shopping scenarios using the HTC Vive headset, where 32 participants were required to engage in 12 different tasks, including selecting objects, changing colours and resizing, among others. However, the authors did not detail the methods used for recording and processing the gesture information. The work discussed in [24] detailed the development and evaluation of a prototype for a VR online shopping environment, focusing on how user inputs such as head movements and speech, and outputs through desktop and HMD, influence task performance and user preferences and behaviour. The prototype had two versions, employing different input devices for the desktop and HMD versions, which changed how users interacted with the prototype. Following a survey where participants identified the advantages and disadvantages of online shopping, a prototype was constructed for both desktop and mobile VR environments, restricting user input to voice and head gestures. After analysing a case study, they proposed design principles for VR shopping environments. Subsequently, the same authors developed a new VR shopping prototype using the 'Apartment' metaphor [25]. This was aimed at examining various product selection and handling techniques (such as grab and beam) and exploring different shopping cart designs (like basket and sphere).