4 research outputs found

    Virtual Glasses Try-on System

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    Virtual Glasses Try-on System Siyu Quan Recent advances in data-driven modeling have enabled the simulation of wearing the glasses virtually based on 2D images (web-camera). For real-life glasses wearing, it needs not only suitable for appearance, but also comfort. Although the simulations based on 2D images can bring out certain conveniences for customers who want to try on glasses online first, there are still many challenging problems ahead because of the high complexity of simulations for wearing glasses. Obviously, it can hardly tell if the glasses are comfortable or can seat on the customer’s nose correctly. Furthermore, customers may want to take a look from different angle to make sure that the glasses selected are perfect. Such requirements cannot be met by using the simulations based on 2D images so we present an interactive real-time system with simulations for wearing glasses, providing users with a high degree of simulation quality including physics application. With our system the user uses the Kinect sensor or the common web camera as input device to acquire the result of wearing the preferred glasses virtually, which is real-time. Input device captures the user’s face and generate a geometry face-mesh which is expected to be aligned to the face-mesh template we pre-set manually. The 3D data captured from Kinect dramatically improve user’s experience by constructing geometry face mesh

    Enhancing the online decision-making process by using augmented reality: a two country comparison of youth markets

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    Although online stores extend the traditional offer of the brick and mortar ones, the limited possibilities to virtually try the product before the effective buying makes the online purchase decision a complex process for consumers. Therefore, online retailers face new challenges for supporting consumers consisting of the introduction of advanced technologies such as augmented reality systems. The present study investigates the effect of augmented reality technologies on consumer behaviour within the online retail environments, by comparing two different cultural settings. Drawing upon the technology acceptance model (TAM), new constructs related to the technology characteristics (e.g. quality of information, aesthetic quality, interactivity, and response time) developed a new conceptual model. This model has been tested for a new technology for virtual try-on (a smart mirror for virtual glasses). Focusing on young consumers, data collected in Italy and Germany yielding a total of 318 participants was used. Findings across these two markets reflect cross-market similarities, but also dissimilarities, related to consumers’ motivation to employ augmented reality systems for supporting their online purchase decision. These insights should prove helpful to retailers in better manage the online channels, that could be easily extended to the mobile one

    Factors influencing acceptance of mobile augmented reality application based on Technology Acceptance Model (TAM)

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    This study introduces a Mobile Augmented Reality (MAR) app that allows women to explore, choose, and try on hijabs at their leisure. In addition, a study of perception and acceptance was also conducted among a sample of respondents who have used the app. Hijab shopping in the traditional sense requires users to come a retail shop to choose and try on the hijab. This type of shopping necessitates the shoppers' time and effort. Meanwhile, while purchasing for a hijab online, customers may only rely on the sizing chart and photographs to make their decision. These methods are not really precise or interactive enough to help buyers make the best decision. As a result, a new approach to trying on hijabs anywhere and anytime is required. This study proposes the Virtual Hijab Try-on (VHT) app, which employs MAR as the primary technology and Multimedia as the supporting technology to examine users' perceptions and acceptance based on perceived augmentation, enjoyment, perceived usefulness, perceived ease of use, attitude towards use, and intention to use. The aim of this article is to assess if Augmented Reality (AR) is attractive to consumers and in which areas it can create the most value. Hence, we have sought to identify the most useful areas of AR applications, as well as factors influencing augmented reality’s attractiveness. This study has adapted a research methodology consisting of five phases from Vaishnavi and Kuechler. The Technology Acceptance Model (TAM) was applied as the underpinning theory for this study. The study incorporates the VHT app and constructivist theory to measure user acceptance and validate the new MAR acceptance model. The results showed that all of the measurements were strongly agreed upon by the users and these reflect the high level of users’ acceptance towards the use of the VHT app. The phase starts with the planning process involving the definition of the scope of the research and the identification of the target users. It continues with the establishment of the research constraints whereby it is a systematic approach to overcome any limitations pertaining to the research. The findings revealed that users rated perceived augmentation, enjoyment, perceived usefulness, perceived ease of use, attitude touse, and intention to use in the category of strongly agreed. The TAM was found to be a good theoretical tool for understanding users' acceptance of the app, based on the results of structural equation modelling. Enjoyment and perceived augmentation positively influence users’ acceptance of the app. Furthermore, we found a gap between the supply and needs of customers in terms of types of AR application offered on the market. We identified advantages and disadvantages of AR applications over their traditional counterparts impacting its adoption besides Enjoyment and perceived augmentation positively influence users’ acceptance of the app. The study's key contribution is the research model which proves the vigorous establishment of the TAM. The results indicate that the TAM is a viable model for understanding users' acceptance of a technology like the VHT app. Besides that, enjoyment and perceived augmentation have positive influence on users’ acceptance of the VHT app. Thus, when designing and developing try-on app, factors that include enjoyment and perceived augmentation have to be incorporated into the app which are crucial to improve the acceptance of the tool
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