1,153 research outputs found

    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

    Exploiting fashion x-commerce through the empowerment of voice in the fashion virtual reality arena. Integrating voice assistant and virtual reality technologies for fashion communication

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    The ongoing development of eXtended Reality (XR) technologies is supporting a rapid increase of their performances along with a progressive decrease of their costs, making them more and more attractive for a large class of consumers. As a result, their widespread use is expected within the next few years. This may foster new opportunities for e-commerce strategies, giving birth to an XR-based commerce (x-commerce) ecosystem. With respect to web and mobile-based shopping experiences, x-commerce could more easily support brick-and-mortar store-like experiences. One interesting and consolidated one amounts to the interactions among customers and shop assistants inside fashion stores. In this work, we concentrate on such aspects with the design and implementation of an XR-based shopping experience, where vocal dialogues with an Amazon Alexa virtual assistant are supported, to experiment with a more natural and familiar contact with the store environment. To verify the validity of such an approach, we asked a group of fashion experts to try two different XR store experiences: with and without the voice assistant integration. The users are then asked to answer a questionnaire to rate their experiences. The results support the hypothesis that vocal interactions may contribute to increasing the acceptance and comfortable perception of XR-based fashion shopping

    Mobile Augmented Reality: User Interfaces, Frameworks, and Intelligence

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    Mobile Augmented Reality (MAR) integrates computer-generated virtual objects with physical environments for mobile devices. MAR systems enable users to interact with MAR devices, such as smartphones and head-worn wearables, and perform seamless transitions from the physical world to a mixed world with digital entities. These MAR systems support user experiences using MAR devices to provide universal access to digital content. Over the past 20 years, several MAR systems have been developed, however, the studies and design of MAR frameworks have not yet been systematically reviewed from the perspective of user-centric design. This article presents the first effort of surveying existing MAR frameworks (count: 37) and further discuss the latest studies on MAR through a top-down approach: (1) MAR applications; (2) MAR visualisation techniques adaptive to user mobility and contexts; (3) systematic evaluation of MAR frameworks, including supported platforms and corresponding features such as tracking, feature extraction, and sensing capabilities; and (4) underlying machine learning approaches supporting intelligent operations within MAR systems. Finally, we summarise the development of emerging research fields and the current state-of-the-art, and discuss the important open challenges and possible theoretical and technical directions. This survey aims to benefit both researchers and MAR system developers alike.Peer reviewe

    Using Augmented Reality and Internet of Things to improve accessibility of people with motor disabilities in the context of Smart Cities

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    Smart Cities need to be designed to allow the inclusion of all kinds of citizens. For instance, motor disabled people like wheelchair users may have problems to interact with the city. Internet of Things (IoT) technologies provide the tools to include all citizens in the Smart City context. For example, wheelchair users may not be able to reach items placed beyond their arm’s length, limiting their independence in everyday activities like shopping, or visiting libraries. We have developed a system that enables wheelchair users to interact with items placed beyond their arm’s length, with the help of Augmented Reality (AR) and Radio Frequency Identification (RFID) technologies. Our proposed system is an interactive AR application that runs on different interfaces, allowing the user to digitally interact with the physical items on the shelf, thanks to an updated inventory provided by an RFID system. The resulting experience is close to being able to browse a shelf, clicking on it and obtaining information about the items it contains, allowing wheelchair users to shop independently, and providing autonomy in their everyday activities. Fourteen wheelchair users with different degrees of impairment have participated in the study and development of the system. The evaluation results show promising results towards more independence of wheelchair users, providing an opportunity for equality improvement.This work was partly funded by the Spanish Government through projects TIN2012-34965 PIGALL, TIN2011-27076-C03-02 CO-PRIVACY, TIN2014-57364-C2-2-R SMARTGLACIS, TEC2015-71303-R SINERGIA, and TSI-020602-2012-147 IRIS. The authors also acknowledge support from Obra Social “la Caixa” -ACUP through project 2011ACUP00261

    Young women’s perceptions towards the Hijab Try-on app

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    Conventional hijab shopping requiresthe shoppers to go to the physical store to select and try the hijab themselves. This formof shopping needs theshoppers to allocate theirtime and effort. Meanwhile, online shopping has made it easier to shop where shoppers can get the goods they need without having to go to the store and this saves them a lot of time and effort. However, when it comes to online shopping for hijab, shoppers can only base their hijab purchase on the sizing chart and 2D photos. They are not accurate and interactive enough to allow shoppers to make the right choice. As such, for this kind of situation, a new approach to shopping and at the same time be able totry on the favourite hijabs is required. In this paper, weintroduce the Hijab Try-Onapp, a mobile augmented reality application which allows women shoppers to freely browse, select and try-on their favourite hijab at their own convenience using their own smartphone. The users can try-on the hijabs on their own or with the help of their friends or husband anytime and anywhere. The aimof this appis to enable the app’s users to try-on the hijabs provided by the app without having to try them in the fitting room.This feature can further enhance the existing capabilities which are lacking in online shopping.The purpose of this study is to investigate the potential of using the Hijab Try-On appamong a sample of 120 female young adults between the ages of 18 to 35years old.The study specifically focusing on enjoyment, perceived augmentation, perceived usefulness, perceived ease of use, attitude toward use and intention to use. The findings of the study showed that the participantsstrongly agreed on all the attributes namely; perceived ease of use, perceived usefulness, attitudetowards use, intention to use, enjoyment, and perceived augmentation. The mean value for intention to useis 4.46 which is thehighest while the mean valuefor perceived usefulness is4.14 which is the lowest.As a recommendation, owners of online hijab stores should be aware of the technological advances associated with virtual try-on. They need to incorporate and utilise the technology to provide convenience and comfort to their customers

    Reimagining m-Commerce App Design: The Development of Seductive Marketing through UX

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    To increase the market share of m-Commerce in the retail sector, new user interaction paradigms must be sought to break out of the current saturation of ideas. While the global fashion industry is worth over $2.7 Trillion, less than 15% of sales derive from online transactions. Growth in the m-Commerce platform is slow and unlikely to recapture the monumental shift of the early Web 2.0 era without further innovation. Such change needs to address the overwhelming approach by m-Commerce apps to sell to customers through presenting a stream of products rather than develop an experiential marketing platform. This chapter re-imagines the customer experience of m-Commerce fashion apps to encapsulate seductive and powerful marketing experiences. These experiences are alongside the media traditionally used to make sales within apps. We present a conceptual app framework, grounded in contemporary research in marketing and UX design, inspiring designers and marketers alike in their future developments

    Kalaia: branding through emerging technologies

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    Companies have existed for thousands of years all over the world, however, brands are the personality of a company, and as people, a broad range of personalities can be found, just like brands. The choice and use of the appropriate brand language according to the business’s vision, mission and value create the correct perception to its targeted customers. The name, the logo, the colours, the imagery chosen is the face of the brand. This thesis presents how and why to choose appropriate brand language, bringing to it added value, such as understanding why purple is more than mixing red and blue, or why choosing a particular shaped letter is more than a angled line. Just as brands change, times change as well; it is important to take into consideration the era we live in and the eras your brand will live in, this being longer than its founders. With this is mind, it was important to understand what the technological trends of the decade are, and what to expect as the billboards of tomorrow. Augmented reality was a trend which caught my attention and decided to investigate and implement while projecting creation of the brand. Considering the objective of creating a fashion brand in a technological era, it was important to conduct case studies of fashion brands, understand brand language and how augmented reality is implemented in their advertisement. Kalaia, a swimwear brand, I created with the development of this thesis is the ensemble of both theoretical and projection components form this course. Kalaia, selling products made in Portugal, intends to sell more than swimsuits but a lifestyle, for daring, irreverent and adventurous women.Empresas existem há centenas de anos, no entanto, as marcas são a personalidade de uma empresa e, como pessoas, uma grande variedade de personalidades pode ser encontrada em diferentes marcas. A escolha e o uso da linguagem visual apropriada, de acordo com a visão, missão e valores da empresa criam a perceção correta paro o público-alvo pretendido. O nome, o logotipo, as cores, as imagens escolhidas são a personalidade que encontramos nas marcas. Esta tese apresenta escolher a linguagem apropriada da marca para lhe acrescentar valor, tal como perceber que o roxo é mais do que a mistura de vermelho e azul ou que uma letra é mais que linhas angulares. Assim como as marcas mudam, os tempos também e é importante levar em consideração a época em que vivemos e as épocas em que uma marca ir permanecer. Com isso em mente, era importante entender quais são as tendências tecnológicas da década e o que esperar da publicidade de amanhã. A realidade aumentada foi uma tendência que me chamou à atenção e decidi investigar e implementar para a projeção e criação da marca. Considerando o objetivo de criar uma marca de moda durante uma era tecnológica, era importante realizar estudos de caso de marcas de moda, e compreender a linguagem visual utilizadas assim como a realidade aumentada implementada nas suas publicidades. Kalaia, uma marca de moda de praia que criei com o desenvolvimento desta tese, é o conjunto de componentes teóricos e práticos deste curso. A Kalaia, que vende produtos fabricados em Portugal, pretende vender mais do que fatos de banho, mas um estilo de vida para mulheres ousadas, e irreverentes

    A Development of Augmented Reality Mobile Application to Promote the Traditional Indonesian Food

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    Traditional food is a representation of the culture and identity of certain regions and is a symbol of cultural heritage. Traditional Indonesian food must be preserved and introduced to the community, especially the easy generation as the next generation of the nation as a form of love for the culture that has been passed down from generation to generation. It aims to avoid the influence of food or foreign cuisine that enters Indonesia, which from time to time makes the preservation of traditional Indonesian food increasingly eroded. One form of an effective cultural approach is by introducing to the easy generation and also to the wider community. Therefore the use of technology is very important to maintain the preservation of traditional Indonesian food and convey it to the community, especially the easy generation. This study aims to develop a mobile application for augmented reality as a promotional medium to introduce traditional Indonesian food. Mobile augmented reality in applications built with the Unity3D program is done in different ways in presenting information to other media. This method allows users to view the media as a presentation of their information in the form of 2D and or 3D image modelling by using tracking images through a smartphone device's camera. The mobile augmented reality application that will be developed can provide an interesting and interactive information experience so that it can be fun for every user so that knowledge of traditional Indonesian food can be distributed and channeled so that the preservation of traditional Indonesian food is maintained
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