2,419 research outputs found

    Augmented and Virtual Reality techniques for footwear

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    The use of 3D imaging techniques has been early adopted in the footwear industry. In particular, 3D imaging could be used to aid commerce and improve the quality and sales of shoes. Footwear customization is an added value aimed not only to improve product quality, but also consumer comfort. Moreover, customisation implies a new business model that avoids the competition of mass production coming from new manufacturers settled mainly in Asian countries. However, footwear customisation implies a significant effort at different levels. In manufacturing, rapid and virtual prototyping is required; indeed the prototype is intended to become the final product. The whole design procedure must be validated using exclusively virtual techniques to ensure the feasibility of this process, since physical prototypes should be avoided. With regard to commerce, it would be desirable for the consumer to choose any model of shoes from a large 3D database and be able to try them on looking at a magic mirror. This would probably reduce costs and increase sales, since shops would not require storing every shoe model and the process of trying several models on would be easier and faster for the consumer. In this paper, new advances in 3D techniques coming from experience in cinema, TV and games are successfully applied to footwear. Firstly, the characteristics of a high-quality stereoscopic vision system for footwear are presented. Secondly, a system for the interaction with virtual footwear models based on 3D gloves is detailed. Finally, an augmented reality system (magic mirror) is presented, which is implemented with low-cost computational elements that allow a hypothetical customer to check in real time the goodness of a given virtual footwear model from an aesthetical point of view

    Foot Detection Method for Footwear Augmented Reality Applications

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    Liitreaalsus on populaarsust koguv platvorm rõivaste ning aksessuaaride kasutamise visualiseerimiseks. Ideaalis võimaldab see kasutajatel proovida erinevaid riideid, jalatseid ja aksessuaare, kasutades ainult üht kaamerat ning sobivat rakendust, mis võimaldab kuvada erinevaid valikuid.\n\rJalatsite liitreaalsuses on palju erinevaid lahendusi, et pakkuda kasutajatele liitreaalsuse kogemust. Need lahendused kasutavad erinevaid meetodeid, nagu fikseeritud kaamera, muutumatu taust ja markerid jalgadel tuvastuse hõlbustamiseks. Nende meetodite hulgas pole ükski kindlalt parem, lihtsam või kiirem. Lisaks puudub tihtipeale avalikkusel ligipääs arendatud rakendustele.\n\rKäesolev magistritöö proovis leida universaalset lahendust, mis sobiks kasutamiseks kõigi tulevaste jalatsite liitreaalsuse rakendustega.Augmented reality is gaining popularity as a technique for visualizing apparel usage. Ide-ally it allows users virtually to try out different clothes, shoes, and accessories, with only a camera and suitable application which encompasses different apparel choices.\n\rFocusing on augmented reality for footwear, there is a multitude of different solutions on how to offer the reality augmentation experience to the end users. These solutions employ different methods to deliver the end result, such as using fixed camera and constant back-ground or requiring markers on feet for detection. Among the variety of techniques used to approach the footwear reality augmentation, there is no single best, simplest, or fastest solution. The solutions’ sources aren’t usually even publicly available. \n\rThis thesis tries to come up with a solution for the footwear reality augmentation problem, which can be used as a base for any proceeding footwear augmented reality projects. This intentionally universal approach will be created by researching possible combinations of potential methods that can ensure a solutions regarding footwear reality augmentation. \n\rIn general, the idea behind this thesis work is to conduct a literature review about different techniques and come up with the best and robust algorithm or combination of methods that can be used for footwear augmented reality.\n\rA researched, documented, implemented and publicized solution would allow any upcom-ing footwear augmented reality related project to start working from an established base, therefore reducing time waste on already solved issues and possibly improving the quality of the end result.\n\rThe solution presented in this thesis is developed with focus on augmented reality applica-tions. The method is neither specific to any platform nor does it have heavy location re-quirements. The result is a foot detection algorithm, capable of working on commonly available hardware, which is beneficial for augmented reality application

    Fashion Merchandising: An Augmented Reality

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    There is a continuous and constant transformation in the field of Augmented Reality (AR), both in the Retail, and the Manufacturing sector. It has started to influence everything from fashion runway shows to online shopping. Consumers dynamics have shifted in the fashion industry, the ways becoming more dominant than the old observant ones- the simple buying experience no longer satisfies them. Due to the emergence of the new digital platforms and technological enhancements, the consumers are looking for more- be it a more exciting buying experience or more user interaction or more enhanced products. This technological change starts with the consumer where Augmented Reality is being used to make fashion more accessible to the people. The future of fashion merchandising is to exploit AR platforms further, to make the whole buying experience digital. There is a lot of potential for AR not only in fashion merchandising on online platforms but also in the showrooms. But it is to be remembered, that this technological shift will cause the industry to miss the ‘human element’ eventually

    Experimental archeology and serious games: challenges of inhabiting virtual heritage

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    Experimental archaeology has long yielded valuable insights into the tools and techniques that featured in past peoples’ relationship with the material world around them. However, experimental archaeology has, hitherto, confined itself to rigid, empirical and quantitative questions. This paper applies principles of experimental archaeology and serious gaming tools in the reconstructions of a British Iron Age Roundhouse. The paper explains a number of experiments conducted to look for quantitative differences in movement in virtual vs material environments using both “virtual” studio reconstruction as well as material reconstruction. The data from these experiments was then analysed to look for differences in movement which could be attributed to artefacts and/or environments. The paper explains the structure of the experiments, how the data was generated, what theories may make sense of the data, what conclusions have been drawn and how serious gaming tools can support the creation of new experimental heritage environments

    How footwear companies can use online CX to WOW customers

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    Purpose: E-commerce has become an essential and highly competitive channel for e-retailers, who have felt the need to invest in the experience delivered to customers. Therefore, it becomes necessary to unveil the online customer experience so that brands can improve their offerings. In this study, the authors proposed a model that explores customer experience on websites, namely, what concerns the use of the latest technological developments such as artificial intelligence, augmented reality and virtual reality. Design/methodology/approach: The study offers a model to explore and compare the online consumer experience in e-commerce websites, considering eight dimensions that cover recent technological advances. A multiple case study that evaluated companies in the footwear industry was used to assess the model's applicability. The case study methodology considered two distinct segments, the high-price and low-price segments. Findings: The data collected by the websites' examination enabled us to confirm part of the suggested propositions. However, propositions concerning new technologies were not proved. Opportunities for improvement were identified, especially for high-price segment companies, since the results showed that these companies provide a less pleasant consumer experience than those of the opposing segment. Originality/value: This study extends the scope of the online consumer experience by introducing more contemporary dimensions. Additionally, the model allows an evaluation and comparison of the knowledge delivered by several online retailers, using the Portuguese footwear industry as a reference.info:eu-repo/semantics/acceptedVersio

    The feet in human--computer interaction: a survey of foot-based interaction

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    Foot-operated computer interfaces have been studied since the inception of human--computer interaction. Thanks to the miniaturisation and decreasing cost of sensing technology, there is an increasing interest exploring this alternative input modality, but no comprehensive overview of its research landscape. In this survey, we review the literature on interfaces operated by the lower limbs. We investigate the characteristics of users and how they affect the design of such interfaces. Next, we describe and analyse foot-based research prototypes and commercial systems in how they capture input and provide feedback. We then analyse the interactions between users and systems from the perspective of the actions performed in these interactions. Finally, we discuss our findings and use them to identify open questions and directions for future research

    Fall Prediction and Prevention Systems: Recent Trends, Challenges, and Future Research Directions.

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    Fall prediction is a multifaceted problem that involves complex interactions between physiological, behavioral, and environmental factors. Existing fall detection and prediction systems mainly focus on physiological factors such as gait, vision, and cognition, and do not address the multifactorial nature of falls. In addition, these systems lack efficient user interfaces and feedback for preventing future falls. Recent advances in internet of things (IoT) and mobile technologies offer ample opportunities for integrating contextual information about patient behavior and environment along with physiological health data for predicting falls. This article reviews the state-of-the-art in fall detection and prediction systems. It also describes the challenges, limitations, and future directions in the design and implementation of effective fall prediction and prevention systems

    Natural Walking in Virtual Reality:A Review

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    Technology enablers for the implementation of Industry 4.0 to traditional manufacturing sectors: A review

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    The traditional manufacturing sectors (footwear, textiles and clothing, furniture and toys, among others) are based on small and medium enterprises with limited capacity on investing in modern production technologies. Although these sectors rely heavily on product customization and short manufacturing cycles, they are still not able to take full advantage of the fourth industrial revolution. Industry 4.0 surfaced to address the current challenges of shorter product life-cycles, highly customized products and stiff global competition. The new manufacturing paradigm supports the development of modular factory structures within a computerized Internet of Things environment. With Industry 4.0, rigid planning and production processes can be revolutionized. However, the computerization of manufacturing has a high degree of complexity and its implementation tends to be expensive, which goes against the reality of SMEs that power the traditional sectors. This paper reviews the main scientific-technological advances that have been developed in recent years in traditional sectors with the aim of facilitating the transition to the new industry standard.This research was supported by the Spanish Research Agency (AEI) and the European Regional Development Fund (ERDF) under the project CloudDriver4Industry TIN2017-89266-R
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