## 4 Findings and Discussion
### Promoting Purchase through Application Design  
To promote purchase, the application design research should seek to improve the boundary factors identified in Section 4.2, as they characterize the fundamental effects of immersive technologies on consumer purchase in virtual commerce. In fact, as summarized in Table 8, virtual commerce application design can be perceived as an aggregation of multiple low-level design artifacts which, as discussed below, can be mapped to the boundary factors, and thus associated application design with purchase behavior research. \begin{table}
\begin{tabular}{p{56.9 pt} p{113.8 pt} p{113.8 pt} p{113.8 pt} p{113.8 pt}} \hline \hline
**Boundary Factor** & **Description** & **Reference(s)** & **Related Immersive Technology** & **Impacted Final Outcome(s)** \\ \hline Spatial presence & User’s sense of being there, feeling transported to another environment, component of telepresence. & [40; 49; 82; 85] & VR, VW & EE, Trust \\ \hline Trusting belief predictability & The willingness of a customer to be vulnerable to the actions of a seller based on the expectation that the seller will perform a particular action important to the customer. & [76] & VR & Trust, US \\ \hline Usability (usefulness, utilitarian value) & The extent to which a system, product, or service can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use. & [75; 81; 82; 92; 93; 94; 95; 104] & AR, VR, VW & AT, US, UV \\ \hline User engagement (physical immersion) & The results of a psychological state including involvement and effective usage of cognitive capabilities, as well as creativity, classified into two different levels: low and high. & [81; 82] & VW & BA, PA, Trust, US \\ \hline Virtual agent & Represent a seller in a virtual environment to provide a customer service experience closer to the physical one, which helps to create an atmosphere of trust. & [97] & VW & BA \\ \hline Vividness (color vividness, graphic vividness, modality richness) & Refers to the quality of product presentations to sensorially enrich consumers’ experience in depth and/or breadth in e-commerce. & [92; 96; 107; 108] & AR, VW & EE, PA, US \\ \hline \hline \end{tabular}
\end{table} 
Table 7: _Cont._The design artifacts in each design paper were identified either from explicit statements in the paper, which mostly occurred in the abstract, introduction, or conclusion sections, as was observed during the review process, or from the inference of all researchers on the description, performance, or evaluation of the proposed work. Table 8 summarized  
\begin{table}
\begin{tabular}{p{56.9 pt} p{113.8 pt} p{113.8 pt} p{113.8 pt}} \hline \hline
**Category** & **Design Artifact** & **Definition** & **Reference(s)** & **Related** \\  & & & **Tommersive** \\ \hline \multirow{8}{*}{AR} & Direct product information presentation & In AR applications, display product information at appropriate positions of the graphical user interface. & [109; 110; 111; 112; 113; 114] & \\ \cline{2-4}  & Fashionable facial accessive try-on & In AR applications, use algorithms to track the position and movements of a human face to accurately display virtual facial accessories. & [115; 116; 113] & \\ \cline{2-4}  & Feature matching accuracy improvement & In AR applications, improve the accuracy of virtual object positioning. & [112] & AR \\ \cline{2-4}  & Marker-free & The design of AR applications without using markers for tracking. & [110; 111; 112; 113; 114; 115; 116; 117; 118; 119] & \\ \cline{2-4}  & Mobile AR & The design of mobile platform AR applications. & [109; 115; 118; 119] & \\ \cline{2-4}  & Stand-alone AR & AR technologies that integrate tracking, displays, calculation, and other AR-related tasks in a single device. & [110; 111; 118; 119] & \\ \hline \multirow{8}{*}{Client design} & 3D representation of a multi-agent system & The design of 3D VWs populated by agents that are either autonomous or human-controlled.