• Title/Summary/Keyword: Virtual Fitting

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Understanding factors influencing usage intention of virtual fitting services - An application of the UTAUT2 model - (가상 피팅 서비스 사용의도에 영향을 미치는 요인 연구 - UTAUT2를 중심으로 -)

  • Seri Jung;Jera Jung;Eunjung Shin
    • The Research Journal of the Costume Culture
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    • v.31 no.4
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    • pp.489-503
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    • 2023
  • This study utilized the unified theory of acceptance and use of technology 2 (UTAUT2) to examine usage intentions associated with virtual fitting services. Six independent variables were examined: performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, and habit. The study collected responses from 445 participants who had utilized virtual fitting services. Regarding factors related to usage intentions associated with these services, performance expectancy and social influence were found to significantly influence the usage intentions associated with photo-based virtual fitting services. Furthermore, performance expectancy, social influence, and habit significantly influenced the usage intention of avatar-based virtual fitting services. This suggests that higher levels of performance expectancy and social influence positively impact the usage intentions associated with both types of virtual fitting services, while habit influences only avatar-based virtual fitting services. Moreover, the findings confirm that effort expectancy, facilitating conditions, and hedonic motivation from UTAUT2 do not significantly influence usage intentions associated with virtual fitting services. By analyzing factors influencing potential customers' virtual fitting service usage intentions, this study can suggest effective strategies to increase usage intentions for companies providing virtual fitting services. Additionally, these findings can be utilized in the formulation of virtual fitting service marketing strategies.

Study of Evaluate 3D Virtual Versus Actual Fitting - Focusing on Previous Studies - (3D 가상착의와 실제착의의 평가방법 고찰 - 선행 연구를 중심으로 -)

  • Ryu, Kyoung ok
    • Journal of the Korea Fashion and Costume Design Association
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    • v.26 no.2
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    • pp.33-43
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    • 2024
  • This study comprehensively analyzes previous research comparing the similarities between 3D virtual and actual fittings, and identifies the current usage and limitations of virtual fitting programs. The findings reveal that, in most cases, 3D virtual fittings are not perfect substitutes for actual fittings. To address these limitations, this research focuses on the Hohenstein fitting test and BP-ANNs-based garment fit evaluation method, which incorporate various parameters, such as the correlation between wearers and garments, garment pressure, and ease, thus providing objective data, such as data acquired that can enhance subjective evaluations. By integrating such objective assessments, the study suggests potential improvements in virtual fitting accuracy. This research is expected to provide foundational data necessary for the development of a consumer virtual fitting systems alongside advancements in 3D virtual fitting technology.

Virtual Fitting Development Based on Hand Gesture Recognition (손동작 인식 기반 Virtual Fitting 개발)

  • Kim, Seung-Yeon;Yu, Min-Ji;Jo, Ha-Jung;Jung, Seung-Won
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.05a
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    • pp.596-598
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    • 2019
  • 손동작 인식을 기반으로 한 Virtual fitting 시스템은 Kinect Sensor 를 사용하여 자연스러운 Fitting 을 구현할 수 있다. Kinect Sensor 를 이용한 Pose estimation, Gesture recognition, Virtual fitting 을 구현함으로써 가상으로 의복을 착용하는 소프트웨어를 소개한다.

Study on input data for developing virtual fitting model at internet apparel shopping sites and comparison of the results (인터넷 의류 판매 사이트의 가상피팅모델 구축을 위한 입력정보 종류와 결과 비교)

  • 천종숙;최현영
    • Science of Emotion and Sensibility
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    • v.5 no.4
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    • pp.1-10
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    • 2002
  • A web based virtual try-on provides customers a more enjoyable shopping experience that visualize clothes on personal mannequin. The researchers compared virtual fitting models which were developed in 2000 at Korea and in 2000 and 2002 at U.S. The results of this study as follows: The information about user's body size was required to input for selection of a virtual fitting model. 7 to 19 different body size, shape, and face features including weight and height were needed for visualizing virtual fitting model. The body type of the U.S virtual fitting model(My virtual model) was selected by front view silhouette for women, and by shoulder width and midriff silhouette for men. The more detailed information was required for developing Korean virtual fitting model. The additional body size information required in the site were leg and arm lengths, waist length, and thigh and ankle circumferences. The body proportion of Korean cyber personal mannequin was longer and narrower than the U.S cyber personal mannequin. It was recommended that standardized body length, width, and depth proportions calculated from national anthropometric data must be applied for developing Korean virtual fitting model. With application of more detailed information on face feature and advanced graphic image technology the 'My virtual model in 2002 resembled the human body shape of various race.

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Development of a Pants Pattern for Chinese Women in Their 20s Using a Virtual Fitting Method

  • Wu, Nan;Suh, Chuyeon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.6
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    • pp.986-1003
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    • 2021
  • This study was conducted to develop a basic pants pattern reflecting the average body shape of Chinese women in their 20s by using a virtual fitting method. A formula for the research pattern was derived by applying the measured value based on the drafting method of existing patterns. The final pattern was presented through two actual fitting processes. The suitability of the final pattern was then verified through a functional evaluation and an appearance evaluation based on an actual fitting and a virtual fitting. As a result of the evaluations, the final pattern reflected the body shape of Chinese women in their 20s and was evaluated as a higher quality pattern compared to existing patterns. The final pattern was based on the omphalion waist circumference. Ease amounts were set to be the omphalion waist circumference + 1.0 cm, hip circumference + 2.0 cm, and the pants length was set to 94 cm.

Virtual Fitting Solutions for Digital Fashion in the Ubiquitous Environment (유비쿼터스 환경에서 디지털 패션을 위한 가상 피팅 서비스 솔루션)

  • Choi, Ja-Ryoung;Lim, Soon-Bum
    • Journal of Digital Contents Society
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    • v.11 no.3
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    • pp.299-306
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    • 2010
  • According to development of Internet and computer graphics technology, Digital fashion technology makes virtual fitting service capable by reappearing of clothes in 3D. In this paper, We suggest that combined solution which you could use virtual fitting service with various device. For example, imaginary mirror(such as digital information display), pc, mobile in different situations such as store, internet shopping market, commercial. Users can experience imaginary mirror that is located in store or 3D virtual fitting service for digital fashion in internet shopping market, mobile application. In addition, We proposed the solution that user can send experienced virtual fitting service results to other person by image file form of MMS.

The Effects of the Virtual Avatar Fitting Models for Apparel e-Commerce in Consumer's Purchasing Behavior: Comparing Traditional Model with Virtual Avatar Model (의류 인터넷 쇼핑몰의 가상 아바타 피팅 모델이 소비자 구매행동에 미치는 영향연구: 기존 온라인 쇼핑몰 모델과 가상 피팅 아바타 모델 비교)

  • Hwang, Suyeon;Shin, Sangmoo
    • Journal of Fashion Business
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    • v.17 no.5
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    • pp.57-69
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    • 2013
  • The purpose of this study is to compare the traditional shopping model and virtual avatar fitting model with regards to credibility and favorable impression effects on shopping mall satisfaction, product preferences, and purchasing intentions of apparel e-commerce. Questionnaires are distributed to 10-30s years old consumers who live in Seoul. Data are analyzed by descriptive statistics, Cronbach's ${\alpha}$, and regression analysis. The results are that the provoked credibility and favorable impression from the traditional shopping model affects the consumers' shopping mall satisfaction and buying intention in descending order. In additional, the credibility from traditional shopping model affects the product preference. The provoked credibility from the virtual fitting model influences the consumers' product preferences, and buying intentions. The favorable impression from the virtual fitting model affects shopping mall satisfaction. In general, provoked credibility from virtual avatar fitting model and traditional shopping model play key roles which could influence the consumers' buying intention.

An Analysis of Women's Somatotype and Virtual Fitting Model Size for the Development of Virtual Fitting Models for Consumer (소비자용 가상모델 개발을 위한 성인여성 체형구분 및 가상모델치수 분석)

  • Kang, Yeo Sun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.5
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    • pp.894-909
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    • 2016
  • This study analyzed a somatotype that was more suitable to a virtual fitting model and to improve the reality of a virtual model size. We analyzed 1,868 women 18-59 years old from the 6th Size Korea data. First, factor analysis was done for abstracting new criteria for dividing the somatotype; subsequently, we selected the waist height proportion to stature (body proportion) and drop (torso shape). Next, the cluster analysis was done with these criteria and 7 body proportion types and 11 torso shapes were distinguished. A virtual model size for the most common somatotype was also developed by a regression analysis of constituting sizes of each factor that was compared with body sizes well as with Clo's virtual model size. The model of this research showed a high similarity in sizes with body as well as improved better realisty than the Clo model which presented size problems such as longer limbs, bigger bust, smaller waist and a smaller arm circumference than the real body.

Developing fitted Torso Patterns for Men in Their 20s Utilizing Virtual Fitting -Focused on the Inverted Triangle Body Type- (가상착의를 활용한 20대 남성 피티드 토르소 패턴 개발 -역삼각 체형을 중심으로-)

  • Ui-Jung Kwon;Jeong-Ah Jang
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.1
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    • pp.17-34
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    • 2023
  • This study aimed to develop a fitted torso pattern with an improved fit for inverted-triangular males in their twenties. For this study, six torso patterns were collected, compared and evaluated, and a fitted torso pattern was developed using virtual fittings. The research results are as follows. First, the fitted torso pattern received a good rating as a result of the virtual fitting evaluation: waist dart set 2 of the front; the amount of comfort is set at 5 cm around the chest, 4 cm around the waist and 10 cm around the hips. Second, the evaluation of virtual fitting of the development pattern showed that fit evaluation was 4.11/5 points, ease evaluation was 6.53/7 points, and that the stress map and airgap were suitable for the human body. Third, the actual fit evaluation of the development pattern was 4.25/5 points, 6.35/7 points for ease evaluation, and 4.81/5 points for motion evaluation. Fourth, there was no significant difference between the results of the virtual and actual fitting evaluation with the objectivity test. It is therefore possible to apply a pattern developed through a virtual fitting to an actual human body and to confirm the objectivity of the pattern.

A Study on i-Fashion 3D Avatar's Consumer satisfaction & Comparison of 3D and Direct Masurement - Based of Domestic University Students

  • Choi, Eunhee;Do, Wolhee
    • Fashion & Textile Research Journal
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    • v.17 no.3
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    • pp.421-428
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    • 2015
  • This research is to understand customer satisfaction with virtual fitting based on a 3D body scanner and avatars as well as differences between avatars and the 'real me'. To this end, this research examined Korean college students to facilitate 3D body scanning, avatar generation and surveys. The author used 3D body scan data with direct measurements to identify differences between the 3D body scan data-based 'my avatar' and 'real me' in the virtual dress fitting system. The survey results on 'the level of customer awareness on 3D body scanner' found that the majority of both genders did not know about it and indicated a lower usability to incorporate IT technology into the fashion industry. The question in the 3D body scanning and avatar found an affirmative attitude. Satisfaction levels on the 3D avatars' similarity with 'own body' and garment fitting were positive and indicated a need for further technological improvements to express the avatars identical to customers' own body. More research is necessary for the accuracy of sizes for 3D body scanning that measure body sizes while wearing clothes. Avatars based on such datamay be less similar to 'own body' and cause customer dissatisfaction. Thus, further technology development is required to narrow gaps using data to make avatars that provide more accurate virtual fitting simulation services to customers.