5,611 research outputs found

    Personalised Virtual Fitting for Fashion

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    The paper describes the "Body Shape Recognition for Online Fashion" research project and the development and testing of the garment size recommendation app, ShapeMate, embedded within a fashion e-commerce site. Not finding the correct garment size causes the high return rate of 30%-40% (According to interviews commissioned by the research project with leading fashion e-commerce and retailers in the UK), in fashion e-commerce. The app captures a single image with minimal user input, to estimate and classify the 3D body shape, in order to generate body measurements and using this information, to match with garment data for size recommendation. An extensive user-experience study was conducted. The developed app was empirically tested through semi-structured focus group interview and questionnaires, to validate results and obtain further insight. This research offers a major innovation for low-cost size recommendation generated from a single image for fashion e-commerce. It enhances the online apparel shopping experience, by matching body measurements with a personalised recommendation for garments

    Progress in information technology and tourism management: 20 years on and 10 years after the Internet—The state of eTourism research

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    This paper reviews the published articles on eTourism in the past 20 years. Using a wide variety of sources, mainly in the tourism literature, this paper comprehensively reviews and analyzes prior studies in the context of Internet applications to Tourism. The paper also projects future developments in eTourism and demonstrates critical changes that will influence the tourism industry structure. A major contribution of this paper is its overview of the research and development efforts that have been endeavoured in the field, and the challenges that tourism researchers are, and will be, facing

    Moving recommender systems from on-line commerce to retail stores

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    The increasing diversity of consumers' demand, as documented by the debate on the long tail of the distribution of sales volume across products, represents a challenge for retail stores. Recommender systems offer a tool to cope with this challenge. The recent developments in information technology and ubiquitous computing makes it feasible to move recommender systems from the on-line commerce, where they are widely used, to retail stores. In this paper, we aim to bridge the management literature and the computer science literature by analysing a number of issues that arise when applying recommender systems to retail stores: these range from the format of the stores that would benefit most from recommender systems to the impact of coverage and control of recommender systems on customer loyalty and competition among retail store

    Social Navigation of Food Recipes

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    The term Social Navigation captures every-day behaviour used to find information, people, and places – namely through watching, following, and talking to people. We discuss how to design information spaces to allow for social navigation. We applied our ideas in a recipe recommendation system. In a follow-up user study, subjects state that social navigation adds value to the service: it provides for social affordance, and it helps turning a space into a social place. The study also reveals some unresolved design issues, such as the snowball effect where more and more users follow each other down the wrong path, and privacy issues

    Embodiment in 3D virtual retail environments: exploring perceptions of the virtual shopping experience

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    The customer can now easily create, and customize, their own personal three dimensional (3D) virtual bodies in a variety of virtual environments; could you, by becoming a virtual body, actually enhance your online shopping and buying experiences or, would this potentially inhibit the pure visceral pleasure of retail therapy? "Second Life allows you to be a celebrity in your own lunchtime, .
you can design the body you've always wanted, and indulge your fashionista fetish for very little money. You can be the most attractive, best-dressed version of yourself you can imagine." This paper investigates online shopping in Second Life, through the experience of being avatars. We will discuss the possibilities of using avatars as brand new consumer identities for personalised and customised fashion shopping within the 3D multi user virtual environment, and question the influences and effects of these developments on the traditional high street shopping trip. The hyper un-realistic and non-sensory interface of online shopping for clothes has been hotly debated over the last decade; through the media, the industry and most importantly by the buying public. The customer’s inability to try on and experience the product has been the main inhibitor to shopping on-line, and the high levels of product returns in home shopping dramatically reflect this reality. Faster broadband connections and improved 2D web sites are making clothes shopping on the web more accessible, and for important customer groups, such as young professional females, and plus-size teenagers, virtual 3D technologies offer freedom of choice in any location. Retailers are now confidently providing different shopping experiences by combining 2D and 3D interactive visualisation technologies with advanced marketing techniques, to create virtual retail environments that attempt to actualise the true essence of shopping; by browsing, socialising, trying-on before buying and, in a new twist, leaving the store proudly wearing the item just purchased. American Apparel, Bershka, L’Oreal, Calvin Klein, Reebok, Sears, Nike and Adidas are pioneering virtual mega stores, and all offer newly innovative, and alternative shopping experiences inside 3D multi user virtual environments. An experiential and exploratory approach will be used to investigate fashion brands, and their virtual 3D stores in Second Life. As 3D avatars, we will record a range of customer perceptions and attempt to map their shopping patterns in this massively popular virtual world. The qualitative data gathered will inform discussions about the value of the virtual shopping experience for the customer and the retailer. Conclusions will also question the possibility of using avatars in a virtual shopping environment to acquire accurate body specifications for better fit and the collection of personal details for use in the future development of alternative shopping experiences

    Visual Targeted Advertisement System Based on User Profiling and Content Consumption for Mobile Broadcasting Television

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    Content personalisation is one of the main aims of the mobile media delivery business models, as a new way to improve the user’s experience. In broadcasting networks, the content is sent “one to many”, so a complete personalisation where the user may select any content is not possible. But using the mobile bidirectional return channel (e.g. UMTS connection) visual targeted advertising can be performed in a simple way: by off-line storing the advertisement for selectively replacing the normal broadcasted advertisement. In fact, these concepts provide powerful methods to increase the value of the service, mainly in mobile environments. In this article we present a novel intelligent content personalisation system for targeted advertising over mobile broadcasting networks and terminals, based on user profiling and clustering, as a new solution where the use of content personalisation represents the competitive advantage over traditional advertising

    User Satisfaction with Personalised Internet Applications

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    The study focuses on user satisfaction with websites and personalised internet applications in particular. The abundance of information on the web is increasing more and more. Therefore, the significance of websites targeting the users’ preferences, like personalised Internet applications, is rising. The aim of this study was to find out which factors determine user satisfaction with personalised internet applications. Factors like the usefulness of the information or trust towards how personal information is handled were considered. A large-scale user survey evaluating three internet applications (from the travel, e-learning and real estate domains) was conducted. Expert opinions were collected to complement the results and provide insights from users’ and experts’ points of views

    Social Media Roadmaps. Exploring the futures triggered by social media.

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    Social media refers to a combination of three elements: content, user communities and Web 2.0 technologies. This foresight report presents six roadmaps of the anticipated developments of social media in three themes: society, companies, and local environment. One of the roadmaps, the meta-roadmap, is the synthesis of them all. The society sub-roadmap explores societal participation through communities. There are three sub-roadmaps relating to companies: interacting with companies through communities, social media in work environment, and social media enhanced shopping. The local environment sub-roadmap looks at social media in local environment. The roadmapping process was carried out through two workshops at VTT. The results of the report are crystallized into five main development lines triggered by social media. First development line is transparency referring to its increasing role in society, both with positive and negative consequences. The second development line is the rise of ubiquitous participatory communication model. This refers to an increase of two-directional and community-based interactivity in every field, where it has some added value. The third development is reflexive empowerment. This refers to the role of social media as an enabler of grass-root community collaboration. The fourth development line is the duality personalization/fragmentation vs. mass effects/integration. Personalization /fragmentation emphasises the tailoring of the web services and content. This development is counterweighted by mass effects/integration, like the formation of super-nodes in the web. The fifth development line is the new relations of physical and virtual worlds. This development line highlights the idea that practices induced by social media, e.g. communication, participation, co-creation, feedback and rating, will get more common in daily environment, and that virtual and physical worlds will be more and more interlinked.</p

    Chapter 5 How is consumption changing?

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    The unprecedented Covid-19 crisis revealed the scale and scope of a new type of economy taking shape in front of our very eyes: the digital economy. This book presents a concise theoretical and conceptual framework for a more nuanced analysis of the economic and sociological impacts of the technological disruption that is taking place in the markets of goods and services, labour markets, and the global economy more generally. This interdisciplinary work is a must for researchers and students from economics, business, and other social science majors who seek an overview of the main digital economy concepts and research. Its down-to-earth approach and communicative style will also speak to businesses practitioners who want to understand the ongoing digital disruption of the market rules and emergence of the new digital business models. The book refers to academic insights from economics and sociology while giving numerous empirical examples drawn from basic and applied research and business. It addresses several burning issues: how are digital processes transforming traditional business models? Does intelligent automation threaten our jobs? Are we reaching the end of globalisation as we know it? How can we best prepare ourselves and our children for the digitally transformed world? The book will help the reader gain a better understanding of the mechanisms behind the digital transformation, something that is essential in order to not only reap the plentiful opportunities being created by the digital economy but also to avoid its many pitfalls
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