From Viewing To Purchasing
From Viewing To Purchasing
December 2024
Director
The undersigned certify that they have read this capstone project of Mart Angelo
Martinez, John Rold Arcala, Jorgie Mae Julian, Rona Mae Bongon and that in their
opinion it is satisfactory in scope and quality as a Capstone Project for the degree of
Lead: _______________________
Mart Angelo Martinez
Member: ____________________
John Rold P. Arcala
Member: ____________________
Jorgie Mae Julian
Member: ____________________
Rona Mae Bongon
December 2024
SCHOOL OF INFORMATION TECHNOLOGY
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Abstract
comprehensive enough to give your readers a quick summary of the contents of your
study. It should state the purpose and content of the study. Do not repeat the title in
the abstract. Include only at most five important concepts, analysis or evaluation. Use
verbs rather than their noun equivalents and the active rather than the passive voice
(e.g., estimated rather than an estimation of; the author evaluated the results instead of
results were evaluated). Present tense should be used to discuss conclusions or results
while past tense should be used to discuss specific variables manipulated or outcomes
measured.
Keywords: <Provide five keywords that best describe your study. Separate each keyword
using semicolon>
SCHOOL OF INFORMATION TECHNOLOGY
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1. Introduction
Rapidly blurring lines between physical and virtual experiences in this
digital age open up many new opportunities for businesses to engage audiences.
convergence of art and technology with a smooth online platform that combines
modern and classic art works. In a bit to expand their audience and create a finer
experience for the clients, the gallery seeks to incorporate the use of the latest
gallery that allows visitors to navigate through the art pieces as if they were
recreate the emotional and visual effect one gets from viewing art in person to
module that allows users to move seamlessly from view to purchase. This shall
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build an effortless user journey via an intuitive and engaging interface that drives
high-resolution images, artist profiles, secure payment options, and the rest that
technologies will be applied. These include virtual reality, augmented reality, web
application implementation.
By the end of the project, Lantern Gallery will have a cutting-edge online
presence through which its collection was showcased in the most unique and
transform the way art lovers experience and acquire art, setting the standard in
The last couple of years have seen the formidable changes in the art
market, mainly with the great digital technological shift. Physical art galleries
have been for so many years the first point of contact when considering to view
or buy art but are being overshadowed by online platforms. Currently, the
global pandemic has recently accelerated this state of affairs to force new ways
of engaging with art and artists remotely. The most popular and prominent
artists would showcase and art collectors or art lovers could view the piece to
potentially buy. The physical settings provide a distinct, rich experiential setting
in which one can well appreciate the scale, texture, and details of the works of
and most people in the world will never have the ability to visit one.
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The Birth of Digital Art Platforms : After the rise of the internet, everything had
to take a new turn in almost every sector of the economy, with the art world not
being any different. Via all these online art platforms, it has been easy for artists
to come under the shade of a global audience and for buyers to find and buy art
Offering many advantages, such as greater access, ease and the ability to
explore a wide array of artworks without geographical limitations, this makes art
very convenient. But very often they don't result in the same kind of immersive
quality that physical galleries offer, that can quite tarnish the overall viewing
engaging as walking into a really physical one. This technology is set to allow the
users to maneuver through the gallery space in the most engaging and realistic
way possible, unlike most of the online galleries that abound on various
platforms. All the artworks can be observed from differing angles with the
capability to zoom in for a closer view of the details, and one could interact with
Enhancing E-Commerce Cap: Besides this, the website for Lantern Gallery will
smoothen and expedite the process of buying art. From details of each artwork,
no one will have to be worried about how a purchase can be made. Lantern
Although the online art galleries have proliferated in recent times, there
counterpart, physical art galleries. Major challenges which this study tends to
the same kind of immersive experience that a viewer would get in a physical art
gallery. Viewers do not get to appreciate scale, texture, and details of artworks
Low User Engagement: Most of the online art platforms that are prevalent have
very limited interactive features which reduce interest and engagement of the
user. The artworks are usually presented in a very mundane way that fails to
represented, if not at all, for visibility purposes alone, let alone for sales. The
Technical and Logistical Hurdles: There are technical and logistical development
online art gallery and an e-commerce website for Lantern Gallery in order to
solve these problems. Through this, the research work shall improve the
visibility of online art viewing, raise user engagement, smoothen the process of
purchase, and offer greater visibility to the artists. The effectiveness of this
platform in solving the identified problems and its overall impact on the art
The importance of this study lies in the fact that it meets the changing scenario
of the art market in light of the digital age. The combination of the advantages of
physical and online galleries in this platform will be the creation mechanism towards the
benchmarking of the new era in observing and buying art online by Lantern Gallery. The
following shall be the major stakeholders who shall find significance in this study:
institutions and galleries that want to improve their online presence and their
functionalities in support would set the example for innovation in the entire art
industry.
- Artists: This provides artists more visibility and a better opportunity to present
and display their work within a web-based environment. Such a platform will
boost the public reach of artists across the world, providing greater visibility and
- Art lovers and collectors: they will have even more interesting and convenient
ways to view and purchase art works. A 360-degree interactive gallery will make
viewing more realistic, and integrated with e-commerce functionality will greatly
work with interactive digital platforms. This study will put in light best practices
- General Public and Art Lovers: The general public and art lovers will gain greater
access to a variety of art pieces from all over the world. The platform
This comprehensive analysis should fill the debate on the future of art
presentation and sales in the digital age with the Lantern Gallery initiative, and findings
will help various stakeholders understand the potential and challenges of merging
advanced technology with the art market, hence setting a clear path for further
Designing an Interactive 360° Virtual Art Gallery for Lantern Gallery: The design,
development, and creation of an interactive virtual art gallery in 360° will be conducted
within the framework of this research for Lantern Gallery. The technical work involved
will help in designing a realistic and engaging virtual environment, in which users can
move and visualize artworks from every possible angle.
It will include research on the e-commerce interactive gallery functions, e.g.
listing works of art, including extensive descriptions and artist profiles, secure payment
gateways, and customer support services.
- User Interaction and Experience: This will include how an interactive 360-degree
gallery enhances the engagement of the user and hence improves the total user
experience. It will include user testing to collect feedback and its analysis.
- Buying behavior: The study would focus on how the immersive viewing
experience impacts purchase decisions, in light of the sales data, the user
interactions/ feedback, and conversion rate.
- Artist Exposure and Sales: This would be evaluated in terms of the fact of
whether the platform generates more artist exposure and more sales for the
same. Metrics that would be used: Views, Interactions, and Sales for every single
artist.
- Technical implementation and logistical challenges: List the technical issues and
logistical challenges embedded in the developing process of an interactive 360-
degree gallery and e-commerce platform: rendering quality, smooth navigation,
and system security.
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The digital revolution of the art market has engaged scholars, institutions within
the sphere of art, and technology developers alike. With traditional art galleries
a juncture of art, technology, and commerce that offers new possibilities and challenges.
developments within this area. Among the key themes studied include the change and
development in the online art platform, the use of virtual reality and augmented reality
in visual arts with respective impacts on its viewer, user experience, and engagement
within digital fine art settings, as well as e-commerce's role within the contemporary
digital art market. In these regards, the review looks to situate Lantern Gallery's
initiative within the broader context of digital innovation in the art world.
promote the social and educational roles of traditional museums in the digital era but
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also boost the value of cultural heritage (Richard Yu-Chang Li, et al.). A virtual museum
objects, enriched with metadata, that can be experienced in a digital space (Povroznik,
2018).
experience virtual spaces. These technologies enable users to explore art galleries as if
they were physically present, providing an immersive and engaging experience (Zhang,
Reality) technologies have enhanced the realism and interactivity of virtual galleries.
interactive hotspots, detailed zoom functions, and guided tours contribute to a more
immersive experience, enhancing user satisfaction and retention (Miller, K., & Johnson,
R. (2019)).
increasingly important, especially in the digital age. Online art marketplaces provide
artists and galleries with platforms to reach a global audience, streamline the purchasing
process, and offer features such as secure transactions and digital payment options.
into best practices and effective strategies. For example, platforms like Saatchi Art and
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Artsy have demonstrated how integrating e-commerce with virtual galleries can drive
Synthesis
The review of related literature reveals several key advancements and ongoing
trends in the development of virtual art galleries and e-commerce platforms. Interactive
virtual spaces, creating immersive environments that simulate physical gallery visits.
These technologies leverage panoramic imaging and VR to enhance the realism and
engagement of virtual art experiences. Studies such as those by Zhang et al. (2021)
creating intuitive interfaces, interactive features, and responsive design elements that
facilitate user navigation and engagement. Research by Davis et al. (2020) underscores
On the e-commerce front, integrating online sales functionalities into virtual art
features allows galleries to reach a global audience, streamline the purchasing process,
and offer secure transaction methods. White & Black (2023) provide case studies of
successful art e-commerce platforms like Saatchi Art and Artsy, which illustrate how
integrating e-commerce with virtual gallery experiences can drive sales and improve
customer satisfaction.
explore how these technologies can enhance both the virtual art viewing experience
and the online purchasing process in a cohesive and integrated manner. This gap
highlights the necessity for further investigation into optimizing the integration of
Conceptual Framework
address the identified gaps and integrate key components essential for creating an
effective interactive 360-degree art gallery and e-commerce platform. The framework
enabling users to navigate through virtual spaces as if they were physically present, this
The use of 360-degree technologies allows users to explore artworks from various
User Experience (UX) Design: Effective UX design is crucial for ensuring that users
have a positive and engaging experience within the virtual gallery. This includes intuitive
navigation, interactive elements such as clickable hotspots and zoom functions, and
Gallery aims to create a seamless and enjoyable user journey, enhancing both
to view, select, and purchase artworks directly within the virtual environment,
streamlining the purchasing process and expanding the gallery's reach to a global
audience.
Theoretical Framework
virtual experiences. This theory posits that immersive technologies can closely mimic
imaging, Lantern Gallery aims to provide a realistic and interactive virtual art space that
highlights the role of intuitive navigation, interactive elements, and responsive design in
Gallery seeks to create a virtual art space that is both accessible and enjoyable,
E-Commerce Adoption Theory: White & Black (2023) explore the theory of e-
support online transactions and influence consumer behavior. This theory underscores
adoption provide a foundation for creating a compelling and user-centered virtual art
gallery experience. By aligning with these frameworks, the project aims to enhance both
the art-viewing experience and the online purchasing process, contributing to the
3 METHODOLOGY
Below is the methodology to develop an interactive 360-degree art gallery and
an e-commerce website for Lantern Gallery. It consists of a very detailed and systematic
approach to the design and development of the project. Through this section,
chronological steps, procedures, materials, data collection methods, sampling
methodology, and statistical techniques used throughout the project are explained.
- Cameras: Inexpensive DSLR cameras will provide a standard zoom lens body,
which should be high resolution (at least 20 MP). This is comparable to a Canon
EOS Rebel T7i or Nikon D5600. For 360-degree imaging, you may want an
external attachment of a 360-degree lens or, even more sensibly priced, a 360-
degree camera like the Ricoh Theta Z1.
Computer Hardware:
RAM with a 512 GB SSD is required. The requirements ensure fairly high
performance at an affordable cost.
Software:
- User Questionnaires and Surveys: An initial survey to art lovers, collectors, and
casual website users is very important in the realization of users' primary
preferences and suggestions. The questionnaires would have questions targeting
user experience, desired capabilities, and expectations off an online art platform.
- Focus groups: Will discuss and elaborate on the virtual gallery and the e-
commerce platform in heterogeneous groups with future users.
- Personal Interviews: One-on-one discussion with different artists, art dealers,
and other business experts regarding their opinion about what works best and
what needs to be avoided.
- Usability testing iteration cycles with real users in the loop when checking the
usability and functionality of the platform under development.
Project Phases
- Determine the goals of the project, target audience, and key features of the
project.
- Conducting market research to understand current trends and user needs.
- Detailed project specifications and timelines will be documented in writing.
Phase 3: Development
- Usability testing sessions are held with users. The feedback and problems
observed by the researcher look into them.
- Technical tests are conducted on devices and browsers so that it would work on
all of them.
- Improve the platform in light of users' feedback and testing results.
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- Get the platform ready to go live; all features are complete and functional and,
as built, are user-friendly.
- Design marketing strategies that will attract prospective users to the platform.
- Monitoring post-launch, issues that are likely to be encountered regarding the
performance and user engagement with the platform.
This information will be complete and valid, collected through various stages:
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- Pilot Survey: It will be an online survey from a random sample of art lovers,
collectors, and casual website users to have the baseline data regarding user
preferences and expectations from an online fine arts platform.
- Focus Groups: Focus group discussions will be invited only from some selected
participants. These groups will provide qualitative data regarding users'
experiences and expectations.
- Personal Interviews: Individual interviews will be held with artists, art dealers,
and business experts to know in greater detail about the art market and the
requirements of artists and buyers.
- Usability Testing: Iterative usability testing sessions with real users will be
performed on the platform. Feedback is to be gathered in order to polish up the
user interface and functionality.
- Post-Launch Tracking: After launching the platform, there will be constant
collection of data regarding user feedback, engagement metrics, and sales data
to understand the performance and impact of the platform.
- Data cleaning: The data collected at the outset is cleaned to make it free of
inconsistencies, duplication, or incomplete responses.
- Descriptive Analysis: Computation of mean, median, mode, and standard
deviation.
- Inferential Analysis: It would enable inference about the significance of the
differences observed by carrying out t-tests and ANOVA for comparisons of data
across different classes of users, for example, experimental versus control.
- Regression Analysis: Running regression models will model relationships
between different features on the platform and user engagement metrics.
- Qualitative Analysis: Focus groups, interview data will be transcribed and
analyzed for themes and insights through thematic analysis. Two-way Feedback
Loop: Feedback will be solicited from users on an ongoing basis post-launch in
order to deploy the iterative improvements of the platform so that it is user-
centric and effective toward its objectives.
It is in this regard that the comprehensive approach toward data collection and
analysis will ensure that the implementation and evaluation of the project are robust,
reliable, and meaningful in view of improving the overall online art-viewing and
purchasing experience.