46,286 research outputs found

    Image-Based Virtual Clothing

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    Online shopping has found speedy growth for the fast-paced world in the present situation. Precisely garments shopping are one of the most exciting parts especially for ladies. The continuous changing fashion and newly designed outfits motivates customers for shopping. New online shopping stores have added an ease for shopping your desired products by removing the constraints of places and time limits. As far as garments are concerned, predicting the appropriate size and imaging the real life look of that garment just by viewing its image is a challenging task. The project introduces an easy and feasible solution for the online shopping try-on scenario by introducing an app with a digital try-on feature. It can enhance online shopping experience. In this project, we propose an idea for fitting a given 3D garment model on a person. We will use  3d models of the clothes that will fit on the image of the user and enable a user to see himself/herself wearing virtual clothes. The 3D models of the clothes are stored in the system. On opening the application, user can view the clothes available and by using the mobile’s camera the user can get an idea of how the garment will fit on him/her. This way the user can have a fair idea about the look of the garment

    'Girlfriends and Strawberry Jam’: Tagging Memories, Experiences, and Events for Future Retrieval

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    In this short paper we have some preliminary thoughts about tagging everyday life events in order to allow future retrieval of events or experiences related to events. Elaboration of these thoughts will be done in the context of the recently started Network of Excellence PetaMedia (Peer-to-Peer Tagged Media) and the Network of Excellence SSPNet (Social Signal Processing), to start in 2009, both funded by the European Commission's Seventh Framework Programme. Descriptions of these networks will be given later in this paper

    A review on potential technological advances for fashion retail: smart fitting rooms, augmented and virtual realities = Uma revisão sobre os potenciais avanços tecnológicos para o varejo de moda: provadores inteligentes, realidades aumentada e virtual

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    Este artigo técnico avaliará os novos avanços tecnológicos que podem mudar a forma como compramos roupas, explorando soluções existentes que ainda são comumente confundidas entre si: provadores inteligentes, espelhos interativos, Realidade Virtual (RV) e Realidade Aumentada (RA). A abordagem metodológica baseada numa pesquisa exploratória terá início com uma revisão da literatura sobre provadores inteligentes e espelhos interativos, comparando as principais diferenças entre essas duas tecnologias e abordando as suas tentativas de implementação malsucedidas no varejo. A nossa pesquisa também avaliará tecnologias diárias, aquelas que possivelmente poderiam melhorar a experiência dos clientes com compras online, bem como de clientes com mobilidade reduzida. Com dispositivos inteligentes em cada esquina, é hoje mais difícil convencer os consumidores com produtos inovadores. Neste contexto, propomos algumas possibilidades de futuro para o varejo de moda, com os resultados a serem apresentados numa primeira abordagem, na esperança de que a partir deles possam ser criadas soluções inovadoras para o futuro. Além disso, as implicações sustentáveis relacionadas com esta abordagem serão abordadas nas considerações adicionais. Este estudo técnico considera apenas duas soluções básicas, que, eventualmente, eram muito complexas para caber no varejo de moda, e explora soluções adicionais que poderiam mudar essas limitações. Embora exploradas e pesquisadas nos últimos anos, soluções como os provadores inteligentes e os espelhos interativos já fizeram parte do que se considerou o futuro do varejo de moda. No entanto, modelos de negócios deficientes e falta de avanços tecnológicos na época limitaram essas soluções. As novas tecnologias, como a Realidade Aumentada (RA), a Realidade Virtual (RV) e a Realidade Mista (RM), combinadas com a mais recente evolução dos smartphones, podem relançar estas soluções.This technical paper will assess new technological advances that could change the way we buy clothes, exploring existing solutions that are still commonly confused with each other: Smart fitting rooms (SFR), interactive mirrors (IM), Virtual Reality (VR), and Augmented Reality (AR). The methodological approach based on an exploratory research will start with a literature review on SFR and IM, comparing the main differences between these two technologies and addressing their unsuccessful attempts in retail. Our research will also assess daily technologies, which could possibly improve the customer's experience with online shopping, as well as customers with reduced mobility. With smart gadgets in every corner, consumers are more difficult to convince with innovative products. We will propose future possibilities for fashion retail, where results will be presented as a first approach, in hopes of creating innovative solutions for the future. Moreover, sustainable implications related with this approach will be addressed in our additional considerations. This technical study considers only two basic solutions that were eventually too complicated to fit into fashion retail, exploring additional solutions that could change these limitations. Although explored and researched in the last years, solutions like IM and SFR were once part of what was considered the future of fashion retail. However, poor business models and lack of technological advances at the time limited these solutions. New technologies such as Augmented Reality (AR), Virtual Reality (VR) and Mixed-Reality (MR), combined with the latest smartphone evolution could relaunch solutions like these

    The Impact of Experiential Augmented Reality Applications on Fashion Purchase Intention

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    Utilizing the stimulus-organism-response (SOR) model, the purpose of this study is to examine the effects of augmented reality (AR) (specifically augmentation) on consumers’ affective and behavioral response and to assess whether consumers’ hedonic motivation for shopping moderates this relationship. An experiment using the manipulation of AR and no AR was conducted with 162 participants aged between 18 and 35. Participants were recruited through snowball sampling and randomly assigned to the control or stimulus group. The hypothesized associations were analyzed using linear regression with bootstrapping. The paper demonstrates the benefit of using an experiential AR retail application (app) to positively impact purchase intention. The results show this effect is mediated by positive affective response. Furthermore, hedonic shopping motivation moderates the relationship between augmentation and the positive affective response. Because of the chosen research approach, the results may lack generalizability to other forms of augmentation. Therefore, researchers are encouraged to test the proposed model using different types of AR stimuli. Furthermore, replication of the study with other populations would increase the generalizability of the findings. Results of this study provide a valuable reference for retailers of the benefits of using AR when attempting to optimize experiential value in online environments. The study contributes to experiential retail and consumer purchase behavior research by deepening the conceptualization of the impact of experiential technologies, more specifically AR apps, by considering the role of hedonic shopping motivations.Peer reviewe

    Gait recognition and understanding based on hierarchical temporal memory using 3D gait semantic folding

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    Gait recognition and understanding systems have shown a wide-ranging application prospect. However, their use of unstructured data from image and video has affected their performance, e.g., they are easily influenced by multi-views, occlusion, clothes, and object carrying conditions. This paper addresses these problems using a realistic 3-dimensional (3D) human structural data and sequential pattern learning framework with top-down attention modulating mechanism based on Hierarchical Temporal Memory (HTM). First, an accurate 2-dimensional (2D) to 3D human body pose and shape semantic parameters estimation method is proposed, which exploits the advantages of an instance-level body parsing model and a virtual dressing method. Second, by using gait semantic folding, the estimated body parameters are encoded using a sparse 2D matrix to construct the structural gait semantic image. In order to achieve time-based gait recognition, an HTM Network is constructed to obtain the sequence-level gait sparse distribution representations (SL-GSDRs). A top-down attention mechanism is introduced to deal with various conditions including multi-views by refining the SL-GSDRs, according to prior knowledge. The proposed gait learning model not only aids gait recognition tasks to overcome the difficulties in real application scenarios but also provides the structured gait semantic images for visual cognition. Experimental analyses on CMU MoBo, CASIA B, TUM-IITKGP, and KY4D datasets show a significant performance gain in terms of accuracy and robustness

    Augmented Bodies: Functional and Rhetorical Uses of Augmented Reality in Fashion

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    Augmented Reality (AR) is increasingly changing our perception of the world. The spreading of Quick Response (QR), Radio Frequency (RFID) and AR tags has provided ways to enrich physical items with digital information. By a process of alignment the codes can be read by the cameras contained in handheld devices or special equipment and add computer-generated contents – including 3-D imagery – to real objects in real time. As a result, we feel we belong to a multi-layered dimension, to a mixed environment where the real and the virtual partly overlap. Fashion has been among the most responsive domains to this new technology. Applications of AR in the field have already been numerous and diverse: from Magic Mirrors in department stores to 3-D features in fashion magazines; from augmented fashion shows, where models are covered with tags or transformed into walking holograms, to advertisements consisting exclusively of more or less magnified QR codes. Bodies are thus at the same time augmented and encrypted, offered to the eye of the digital camera to be transfigured and turned into a secret language which, among other functions, can also have that of becoming a powerful tool to bypass censorship
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