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Customized 3D Clothes Modeling for Virtual Try-On System Based on Multiple KinectsHuang, Shiyi January 2015 (has links)
Most existing 3D virtual try-on systems put clothes designed in one environment on a human captured in another environment, which cause the mismatching color and brightness problem. And also typical 3D clothes modeling starts with manually designed 2D patterns, deforms them to fit on a human, and applies stitching to sew those patterns together. Such work usually relies on labor work.
In this thesis, we describe an approach to reconstruct clothes and human that both are from the same space. With multiple Kinects, it models the 3D clothes directly out of a dressed mannequin without the need of the predefined 2D clothes patterns, and fits them to a human user. Our approach has several advantages: (i) a simple hardware setting consisted of multiple Kinects to capture a human model; (ii) 3D clothes modeling directly out of captured human figure. To the best of our knowledge, our work is the first one which separates clothes out of captured human figure; (iii) resizing of clothes adapting to any sized human user; (iv) a novel idea of virtual try-on where clothes and human are captured in the same location.
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Enhancing online apparel shopping: A virtual environment for exploring 3D outfits / Förbättring av klädeshandel i online-butiker: En virtuell miljö för att utforska 3D utstyrslarSellén Lindkvist, Gandalf January 2024 (has links)
Along with the increased popularity of browsing and purchasing clothes in online stores, thelogistical and environmental issue of returning unwanted items has reached alarming proportions.In an attempt to lower the amount of returns, a range of companies are now considering ways inwhich the online shopping environment can provide a more immersive and informative experienceakin to a physical store – a concept called virtual try-on. In this report, visual and interactiveshortcomings of existing solutions are addressed by approaching the areas of virtual outft representation and creation from a video game-oriented point of view. Additionally, a framework fortranslating the concept of character customization from the video game world to the virtual try-onworld is explored with the aim of providing means to enhance customer engagement. Throughdeveloping and evaluating a proof of concept implementation, we propose a method for creating asimple, yet fexible, outft creation system, as well as techniques and considerations for rendering3D apparel items in a performant, interactive, and realistic manner. Finally, approaches for adapting character customization-related features to virtual try-on are proposed through psychologicaltheories by considering the personalized virtual avatar as the central element. / I samband med ökad nätklädeshandel har antalet returnerade produkter nått alarmerande proportioner, vilket har både logistiska och miljömässiga implikationer. I syfte att minska antalet returneringar inom nätklädeshandeln utvecklas just nu olika metoder ämnade till att ge kunden verktyg till att utvärdera produkter online på ett sätt som liknar de traditionella provhyttarna – ett concept som kallas virtual try-on. Denna rapport tar sig an visuella och interaktiva brister som återfinns i nuvarande lösningar genom att angripa problem relaterade till framställningen och sammansättningen av virtuella kläder från ett datorspelsorienterat perspektiv. Dessutom utforskas ett ramverk för överförandet av konceptet character customization från datorspelsvärlden till virtual try-on i syfte att möjliggöra utvecklingen av mer engagerande virtuella miljöer. Genom att först utveckla och utvärdera en konceptuell virtual try-on implementation föreslår vi sedan en metod för att skapa ett enkelt, men samtidigt flexibelt, system för att skapa virtuella ytstyrslar, samt tekniker och överväganden kopplade till effektiv, interaktiv samt realistisk rendering av tredimensionella klädesplagg. Slutligen framförs tillvägagångssätt för att adaptera koncept relaterade till character customization till virtual try-on genom ett ramverk baserat på psykologiska teorier, där den personliga virtuella avataren står i centrum.
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HIGH QUALITY HUMAN 3D BODY MODELING, TRACKING AND APPLICATIONZhang, Qing 01 January 2015 (has links)
Geometric reconstruction of dynamic objects is a fundamental task of computer vision and graphics, and modeling human body of high fidelity is considered to be a core of this problem. Traditional human shape and motion capture techniques require an array of surrounding cameras or subjects wear reflective markers, resulting in a limitation of working space and portability. In this dissertation, a complete process is designed from geometric modeling detailed 3D human full body and capturing shape dynamics over time using a flexible setup to guiding clothes/person re-targeting with such data-driven models. As the mechanical movement of human body can be considered as an articulate motion, which is easy to guide the skin animation but has difficulties in the reverse process to find parameters from images without manual intervention, we present a novel parametric model, GMM-BlendSCAPE, jointly taking both linear skinning model and the prior art of BlendSCAPE (Blend Shape Completion and Animation for PEople) into consideration and develop a Gaussian Mixture Model (GMM) to infer both body shape and pose from incomplete observations. We show the increased accuracy of joints and skin surface estimation using our model compared to the skeleton based motion tracking. To model the detailed body, we start with capturing high-quality partial 3D scans by using a single-view commercial depth camera. Based on GMM-BlendSCAPE, we can then reconstruct multiple complete static models of large pose difference via our novel non-rigid registration algorithm. With vertex correspondences established, these models can be further converted into a personalized drivable template and used for robust pose tracking in a similar GMM framework. Moreover, we design a general purpose real-time non-rigid deformation algorithm to accelerate this registration. Last but not least, we demonstrate a novel virtual clothes try-on application based on our personalized model utilizing both image and depth cues to synthesize and re-target clothes for single-view videos of different people.
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AR/VR applications in fashion retailing : An exploratory study on the effectiveness of virtual try-on technology along the customer journeyNguyen, Erik, Nguyen, Alex January 2021 (has links)
This bachelor thesis explores a virtual try-on interface in the context of the fashion product category. It is argued that virtual representations of product offerings can stimulate consumers’ purchase intentions, and thus, enact an online transaction. The purpose is to investigate how market-based AR/VR influences the behavior of consumers along the customer journey. A qualitative research approach was undertaken to answer the exploratory question. The context of the empirical bachelor thesis is the virtual try-on Synsam Style Lab where two qualitative research methods were conducted. These methods consisted of a document study on Synsam Style Lab and three synchronous online focus group interviews that laid the foundation of the thematic analysis. The purpose of conducting these qualitative research methods was to shed light on whether or not Synsam Style Lab could facilitate consumers’ online buying decision process. Consumers who saw convenience in Synsam Style Lab often expressed reasons related to the theme Alleviate. On the contrary, if consumers interaction with Synsam’s virtual try-on yielded negative experience, then their reasons were often in connection with the theme Insufficiency. The context of this bachelor thesis is restricted to the fashion eyewear segment and does not represent the total fashion industry. Only members of Generation Y, also known as millennials, participated in the synchronous online focus group interviews. Therefore, incorporating the perspectives of other demographics could contribute to a diversified discovery of findings. Previous research has not explicitly investigated the influence of AR/VR applications on consumers’ engagement in a fashion retail setting. Hence, this bachelor thesis provides new dimensions within the field of market-based AR/VR applications.
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搭檔虛擬體驗穿搭服務之創新經營模式 / An Innovative Business Model of Dressing Agent Virtual Experience Service蕭婉菁, Hsiao, Wan Ching Unknown Date (has links)
線上購物已成為現代人生活上不可或缺的一種購物工具,但透過網路購買服飾時,常常會有風險,例如:可能會買到尺寸不合或是不適合自己的服飾,因此為了解決這樣的問題,本研究希望提出一種創新的經營模式,透過手機應用程式讓消費者體驗「搭檔虛擬體驗穿搭服務」,提供消費者進行線上試穿,讓每個消費者都能在網路上輕鬆買到對的尺寸以及適合自己的服飾。
為了找出可行之商業模式,本研究透過市場需求分析及產業競爭分析,了解目前台灣線上購物市場之現況,並藉由質性以及量化研究來探討本創新提案之市場需求大小、目標客群以及現階段廠商對於本創新提案之看法與未來可能的合作意願。最後,經由前述分析,本研究提出了專屬於「搭檔虛擬體驗穿搭服務」的創新提案,其中包括消費者的使用方式、廠商合作模式、收費方式,以及未來可能推出之服務。 / As a shopping tool, online shopping has been an integral part of modern life but when consumers buy apparel through the Internet, there are often risks. For example, consumers may buy clothes, which are not right sizes for them, or they may buy clothes, which are not suitable for them. In order to solve this problem, this study wants to propose an innovative business model. When consumers use cell phone application called “Dressing Agent Virtual Experience Service”, they can virtual try-on on the Internet. Every consumer can easily buy the right size and suitable clothes for them.
In order to find a viable business model, I study the analysis of market demand and industry competitive analysis to understand the current status of Taiwan's online shopping market. Also, I use qualitative and quantitative researches to explore the market demand for innovative proposal for the target customers and know more about manufacturers’ cooperative willingness for innovative proposal in the future. Through the preceding description, this study presents an exclusively innovative proposal called “Dressing Agent Virtual Experience Service”. It includes the using method for consumers, cooperation and charging methods for manufacturers, and some future services.
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Virtuell- och fysisk avprovning : En jämförelse mellan virtuell- och fysisk avprovning av överdelsplagg i unisexstorlekar.Sopjani, Hamide January 2018 (has links)
Denna studie skrivs i ett intresse av ett företag som arbetar med 3D-simulering vid prototypframtagning av provplagg. Syfte med studien är att undersöka korrespondensen mellan virtuell- och fysisk avprovning gällande storlek, passform och val av tyg. I studien undersöks 3D-simuleringsprogrammet CLO 3D och digitalisering av tygprov med applikationen CLO Fabric kit, som komplement i syfte att utvärdera skillnaden mellan virtuell- och fysisk avprovning. Två plagg, bestående av t-tröja i bomullstrikå och skjorta i linneväv, provas av i storlekar: XS, M och XL på tre provpersoner och tre avatarer med motsvarande mått. Ett protokollmed foton från båda avprovningarna bedöms med frågor gällande plaggets visuella skillnad och passform. Resultatet visade att T-tröjan i bomullstrikå gav likvärdigt passform mellan virtuell- och fysisk avprovning i samtliga storlekar. Vid avprovning av skjortan i linneväv var passformsskillnaden mellan virtuell- och fysisk avprovning på storlek XL tydlig. Övriga storlekar hade däremot ett likartat resultat.3D-simulering är en effektiv avprovningsmetod, då man kan modifiera avaterns mått, digitalisera in tygprover och prova av flera storlekar vid virtuell avprovning. Däremot behöver man vara medveten att flera faktorer kan påverka passformen vid virtuell avprovning som till exempel avatarens kroppshållning och tygets mekaniska egenskaper vid digitalisering. / This study writes in an interest of a company that works with 3D-simulation in prototyping sample garments. The purpose of the study is to investigate the correspondence between the virtual and physical try-on regarding size, fit and fabric choice. The study examines the 3D-simulation program CLO 3D and digitization of fabric samples with the CLO Fabric kit application as a complement to evaluate the difference between virtual and physical try-on. Two garment, consisting of t-shirt made of knitted cotton and a shirt made of linen, are fitted in size XS, M and XL on three test persons and three avatars with corresponding measurements. A protocol containing photos from both virtual and physical try-on where evaluated with questions regarding the balance and fit of the garment. It showed that the T-shirt made of knitted cotton gave equivalent results between virtual and physical try-on in all sizes. When comparing the shirt in linen, the fit differed in size XL during virtual and physical try-on. However, Size XS and M had a similar result during virtual and physical try-on. Using 3D-simulation is an advantage when you can modify the avatar's dimensions, digitize fabric samples and try multiple sizes during virtual try-on. However, one needs to be aware that several factors can affect the fit during virtual try-on, such as the avatar posture and the mechanical properties of the fabric during digitization.
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En studie om fotskanningsteknik : Hur fotskanning upplevs av och kan påverka konsumenternas returvanor. / A study about foot scanning technology : How foot scanning is perceived by and can affect customers' return habitsLundvall, Sofie January 2022 (has links)
I denna studie har användningen av fotskanning för att minska returer av skor köpta online och konsumenternas inställning till och kunskap om fotskanning undersökts. Fotskanning är en teknik för att skanna fötter. Efter att foten har skannats skapas en 3D modell över hur foten ser ut och den modellen används sedan för olika ändamål. Det området som denna studie har fokuserat på är online handeln av skor. Metoden som studien använde är blandad med en induktiv ansats. Empirin samlades genom en kvantitativ enkätstudie av konsumenter och en semistrukturerad kvalitativ intervju med ett företag. Efter datainsamlingen redovisades och analyserades resultaten innan en diskussion utfördes där slutsatser drogs i relation till forskningsfrågorna. Studien visar att fotskanning påverkar returer av skor positivt. Det blev färre returer med hjälp av fotskanningstekniken. När det gäller konsumenternas kunskapsnivå och inställning till fotskanning visar studien att de har en låg kunskap om fotskanning, men en vilja till att använda tekniken. På det stora hela visar fotskanning en stor potential i framtiden och med vidare forskning på ämnet kan studien användas som en indikation på om implementering av fotskanning i ett företag är nästa steg. / In this study, the use of foot scanning to reduce returns of shoes purchased online and consumers' attitudes towards and knowledge of foot scanning have been investigated. Foot scanning is a technique used for scanning feet. After the foot has been scanned, a 3D model of what the foot looks like is created and that model is then used for various purposes. The area that this study has focused on is the online trade of shoes. The method that the study used is mixed with an inductive approach. The experience was gathered through a quantitative survey study of consumers and a semi-structured qualitative interview with a company. After the data collection, the results were reported and analyzed before a discussion was carried out where conclusions were drawn in relation to the research questions. The study shows that foot scanning has a positive effect on the returns of shoes. There were fewer returns with the help of the foot scanning technology. Regarding the consumers' level of knowledge and attitude towards foot scanning, the study shows that they have a low level of knowledge on the subject, but have a willingness to use the technology. In conclusion, foot scanning shows great potential in the future and with further research on the subject, this study can be used as an indication of whether implementing foot scanning in a company is the next step.
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Designing for Augmented Reality in aviation E-CommerceGunillasson, Alexander January 2020 (has links)
In-flight entertainment (IFE) is facing exciting times ahead as more and more technological advancements find its way into the IFE-systems. With the increasing hardware capabilities of IFE-systems, one exciting technology which could be seen infuture IFE-systems is augmented reality (AR). AR could allow for virtual try-on (VTO) in a webshop, where passengers can view virtual representations of for instance, glasses or headpieces, augmented onto themselves through a camera on the IFE-screen. However, integrating VTO in a webshop comes with new challenges, both for the designer and the developer. This thesis has examined design guidelines for AR in a literature study, along with general principles for user experience (UX). Based on the findings from the literature study, a prototype for a webshop with integrated VTO, targeting IFE, has been build in an iterative design process. Furthermore, a small application has been built using Google’s AR-framework ARCore for Android, where users can try different virtual glasses. The literature study, along with usability testing in each design iteration, showed that there are no guidelines which can cover everything when designing for AR; however, the design guidelines presented by Google and Apple are a great place to start. Furthermore, the usability testing showed that people have certain expectations of a webshop, which indicates that VTO should be integrated seamlessly into the application without interfering with the layout. The application development showed that ARCore certainly is a potent tool when it comes to AR-development. However, ARCore is not open source,which could make it less appealing for companies in need of highly flexible solutions.
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Augmented Reality in Video Commerce : Affordances and Limitations of Virtual Try-On Technology For Luxury Beauty Consumption. / Augmented Reality i Videohandel : Fördelar och Nackdelar med Virtuell Prova-På Teknik för Exklusiv Skönhetskonsumption.Björkbom, Amel Vendela January 2023 (has links)
Providing personalized and exclusive services to customers has traditionally relied on in-person interactions between employees and customers. This paper explores video commerce supported by virtual try-On (VTO) technology for personalized and exclusive shopping experiences in the digital environment. The purpose of this study is to identify the affordances and limitations of online luxury beauty consultations supported by VTO. The research methodology primarily involved exploration of the field, market- and UX research. From the results, a set of personas were created, to serve as a heuristic for further research and future development of the technology. Furthermore, the study reveals that the level of decision comfort and satisfaction with the service varies depending on the type of targeted customer. In conclusion, despite a number of technical limitations within the current solution, the perspectives and experiences provided by luxury beauty partners and participants indicate that there is a large potential in online consultations to bring the luxury personalized in-store experience to the digital environment. / Att tillhandahålla personliga och exklusiva tjänster till kunder har traditionellt förlitat sig på personliga interaktioner mellan anställda och kunder. Denna artikel utforskar videohandel med stöd av virtuell prova-på-teknik (VTO) för personliga och exklusiva shoppingupplevelser i den digitala miljön. Syftet med den här studien är att identifiera fördelarna och begränsningarna för online lyxkonsultationer som stöds av VTO. Forskningsmetodiken innebar främst utforskning av fältet, marknads- och UX-forskning. Utifrån resultaten skapades en uppsättning personas, för att fungera som en heuristik för vidare forskning och framtida utveckling av tekniken. Vidare visar studien att nivån på beslutskomfort och tillfredsställelse med tjänsten varierar beroende på vilken typ av riktad kund. Sammanfattningsvis, trots ett antal tekniska begränsningar inom den nuvarande lösningen, indikerar perspektiven och erfarenheterna från lyxiga skönhetspartners och deltagare att det finns en stor potential i onlinekonsultationer för att föra den lyxiga personliga butiksupplevelsen till den digitala miljön.
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