3,274 research outputs found

    The Perceived Match Between Observed and Own Bodies, but Not Its Accuracy, Is Influenced by Movement Dynamics and Clothing Cues

    Get PDF
    Own-perceived body matching - the ability to match one's own body with an observed body - is a difficult task for both general and clinical populations. Thus far, however, own-perceived body matching has been investigated in situations that are incongruent with how we are used to experience and perceive our body in daily life. In the current study, we aimed to examine own-perceived body matching in a context that more closely resembles real life. More specifically, we investigated the effects of body movement dynamics and clothing cues on own-perceived body matching. We asked participants to match their own body with an externally perceived body that was a 3D-generated avatar based on participants' real bodies, fitted with a computer-generated dress. This perceived body was (1) either static (non-walking avatar) or dynamic (walking avatar), (2) either bigger, smaller, or the same size as participants' own body size, and (3) fitted with a dress with a size either bigger, smaller, or the same as participants' own dress size. Our results suggest that movement dynamics cues did not improve the accuracy of own-perceived body matching, but that confidence about dress fit was higher for dynamic avatars, and that the difference between dynamic and static avatars was dependent on participants' self-esteem. Furthermore, when participants were asked to rate the observed body in reference to how they wanted to represent themselves to others, dynamic avatars were rated lower than static avatars for the biggest-sized bodies only, possibly reflecting the influence of movement cues on amplifying socio-cultural stereotypes. Finally, while smaller body/dress sizes were systematically rated higher than bigger body/dress sizes for several self-report items, the interplay between body and dress size played an important role in participants' self-report as well. Thus, while our research suggests that movement and garment dynamics, allowing for realistic, concrete situations that are reminiscent of daily life, influence own-body perception, these cues did not lead to an improvement in accuracy. These findings provide important insights for research exploring (own-) body perception and bodily self-awareness, with practical (e.g., development of online avatars) and clinical (e.g., anorexia nervosa and body dysmorphic disorder) implications.LDC was supported by the CONEX-Plus programme funded by the Universidad Carlos III de Madrid and the European Union’s Horizon 2020 Research and Innovation Programme under the Marie Skłodowska-Curie Grant Agreement No. 801538 and the Ministerio de Ciencia, Innovación y Universidades Juan de la Cierva-Incorporación Grant IJC2018-038347-I. AT-J was supported by the Ministerio de Economía, Industria y Competitividad of Spain Ramón y Cajal Grant RYC-2014-15421. This research was partly funded by the Spanish Agencia Estatal de Investigación (PID2019-105579RB-I00/AEI/10.13039/501100011033)

    Women's self-perceptions: an exploratory study of optical illusion garments

    Get PDF
    Although previous research provides insight into how women construct and idealize their appearance through clothing, the connection to the design elements of a garment is lacking. Using an exploratory approach, the current study, theoretically grounded in the self-discrepancy theory, investigated a woman's perceptions of her body shape. The primary goal of this exploratory study was to understand how garments created with optical illusion prints or patterns, can affect women's perceptions of body shape and if optical illusion garments can increase body satisfaction while helping a woman achieve the appearance of a more ideal body shape. Fifteen women were body scanned to determine their body shape and then participated in an in-depth semi-structured interview while viewing a personalized avatar (created from their body scan) depicted in the seven different optical illusion garments created by the researcher. Data analysis revealed seven themes: (1) Perception of Self, (2) Clothing and the Body, (3) Defining Ideals, (4) Optical Illusion Applications, (5) Preferences by Body Shape Category, (6) Effects of Wearing Optical Illusions, and (7) A More Ideal Self. Results from this study showed that optical illusion garments do effect the visual perception of body shape and can result the perception of a more ideal body shape

    Design requirements for female boomer activewear: A sequential exploratory mixed methods study

    Get PDF
    The emerging phenomena of active aging brought new challenges for professionals to respond to female boomers’ demands on special needs for fit and styling of activewear. Since this market is not well understood, a holistic research that integrates both consumer behavior and product development is needed. Thus, this study explored and analyzed design requirements for female boomer activewear for indoor fitness through a sequential exploratory mixed methods research. This method consists of three phases that begins with the collection and analysis of qualitative data and builds from the qualitative results to a quantitative phase. In the first phase, 15 in-depth interviews were conducted to explore female boomers’ functional, expressive, and aesthetic (FEA) needs based on FEA Consumer Needs Model (Lamb & Kallal, 1992). In the second phase, themes and preferences found in the first phase were translated into garment engineering details in terms of design features and textile properties: interaction matrix and design problem-approach analysis were conducted. The fit issues were addressed by comparing two parametric avatars of missy and female boomer figures and the data were further transferred to visual representations by 3D virtual prototyping. In the third phase, online survey was conducted where 321 female boomers across the United States evaluated the developed 3D prototypes. Specifically, FEA attributes of the activewear were evaluated and the relationship between FEA needs and wearing intention were examined. The results of the 3D virtual comparisons showed that there is difference in body shapes between the female boomer and missy figures that influence design requirements. Based on the results, this study proposed a conceptual model that illustrates the interrelationships of factors influencing design requirements for female boomer activewear including aging factors, FEA dimensions, and wearing intention. The findings of the final evaluation phase along with the model testing confirm the importance of all three FEA dimensions and indicate that the proposed virtual prototypes meet the needs of female boomers that have positively effects on wearing intention. This present study has both theoretical and practical implications and contributes to the growing body of research on examining female boomers as a vital consumer sector in the apparel industry. The present study confirms the appropriateness of the extended FEA model and further validates the efficacy of the model in explaining female boomers needs and preferences on activewear. It also brings increased conceptual clarity to the concepts of age appropriateness and further confirms the applicability of using mixed methods research in the discipline of textiles and clothing. Lastly, the findings of this study have practical implications for product developers and retailers on product development and commercialization strategies for female boomer consumers

    Virtual Representations in 3D Learning Environments

    Get PDF

    Are They Really Just Cosmetic? the Impact of Cosmetic Items on Fortnite\u27s Gameplay and Game Design

    Get PDF
    Cosmetic microtransactions, the act of paying for virtual items that customize certain parts of video games and virtual worlds such as skins that change the appearance of the avatar, are looked upon more favorably in the gaming community than performance-enhancing microtransactions, where one pays for virtual items that enhance the abilities of avatars or speed up the progression of the game. Video game industry spokespeople have adapted this rhetoric and emphasized that the microtransactions in their games are for cosmetic items only with no bearing on gameplay. However, the way players use cosmetic items in games and the way cosmetic items inspire certain game mechanics suggest that their function in games isn’t purely ornamental. Using Fortnite as a case study, I argue that cosmetic items can influence gameplay and that the lucrative aspects of cosmetic microtransactions influence game design. Players use cosmetic items not only to be fashionable, but as tools to fashion their own metagames - games within, around, and outside of games. Game companies know that players care about cosmetic items and avatar customization, and they design their games to make cosmetic items as desirable as possible. Cosmetic microtransactions help us understand that visual design is one of the biggest influences on gameplay and the business of games

    Why Johnny Can't Fly: Treating Games as a Form of Youth Media Within a Youth Development Framework

    Get PDF
    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningIn this chapter, I use anecdotes and case studies from both work and personal experience to make an argument for treating games as a form of youth media and explore what this means for after-school youth programs. I talk about my son. I talk about a hotdog stand. I talk about two after school programs in which youth make or use games to engage with serious global issues. I explore the creation of Ayiti, a game about poverty in rural Haiti, and what it meant four youth of color to take part in its creation. I explore a teen program in the virtual world of Teen Second Life that created a maze to educate their peers about child sex trafficking. I discuss James Paul Gee's Situated Learning Matrix, the digital literacy theories of Henry Jenkins and the perspectives of other key thinkers in this volume and in the field to explore their implications for media literacy and youth development programs. The chapter concludes by talking about 21st Century Skills as a context for situating games-based learning and references Carol Channing's voice as a source of hope

    Women In The Web of Secondary Copyright Liability and Internet Filtering

    Get PDF
    This Essay suggests possible explanations for why there is not very much legal scholarship devoted to gender issues on the Internet; and it asserts that there is a powerful need for Internet legal theorists and activists to pay substantially more attention to the gender-based differences in communicative style and substance that have been imported from real space to cyberspace. Information portals, such as libraries and web logs, are gendered in ways that may not be facially apparent. Women are creating and experiencing social solidarity online in ways that male scholars and commentators do not seem to either recognize or deem important. Internet specific content restrictions for the purposes of protecting copyrights and protecting children jeopardize online freedoms for women in diverse ways, and sometimes for different reasons than they do for men. Disparities in the ways women and men use, experience and communicate over the Internet need to be recognized, studied, and accommodated by those who would theorize cyberspace law and advocate directions for its evolution

    Spartan Daily, October 22, 2009

    Get PDF
    Volume 133, Issue 28https://scholarworks.sjsu.edu/spartandaily/2101/thumbnail.jp

    Grading zero waste design using digital and virtual methods

    Get PDF
    Doctor of PhilosophyDepartment of Apparel, Textiles, and Interior DesignSherry J. HaarTraditional practices of pattern cutting within the apparel industry result in a considerable portion of fabric waste that negatively impacts the environment. Currently, garment manufacturers make responding to fashion trends, at the lowest possible cost, the main priority, regardless of fabric waste, to ensure economic profit. Besides, one of the sustainable challenges when working with zero waste design (ZWD) is the feasibility of pattern grading under the current apparel production system. Thus, the purpose of this experimental study was to explore the feasibility of grading zero waste garments for industry production using digital and virtual methods. The main research questions in this study were: What pattern piece adjustments and marker layouts achieve both 100% marker efficiency and accurate virtual visual appearance? Can digital 3D simulation be used as an effective and sustainable sizing and fit assessment tool? Does attachment and appreciation of ZWD influence expert judges’ evaluation of visual accuracy? The first research question was answered through a functional design process that included three phases: sample development, grading and marker making, digital and virtual testing of marker adjustments, and marker refinement. The application of typical and novel marker making and design tactics for functional utilization of the cuts offs resulting in no fabric waste of the mixed marker of the graded sizes was explored. As a result, a system of four different adjustment methods were applied to reach 100% marker efficiency while maintaining visual accuracy. Multiple challenges regarding the use of 3D simulation to create virtual samples were encountered. To answer the second and third research questions, an online questionnaire was utilized to collect assessment related to the efficiency of the graded virtual samples compared to the physical based on particular design criteria. Two judge groups participated in this study, zero waste design academic researchers and industry technical designers. The judges compared the samples via video, between and across groups. The findings indicated that the use of 3D simulation was mostly challenging for grading ZWD while maintaining 100% marker efficiency and visual accuracy. Judges suggested that the 3D simulation would be a useful, sustainable tool for fit and appearance assessment to decrease the number of physical samples; however, major improvements for the software were recommended before the physical sample could be eliminated. These findings contribute to understanding the effectiveness of sizing zero waste design and use of 3D virtual simulation as an assessment method, which promotes sustainable development through pattern making within the production methods in the apparel industry. Technical judges had more agreement than ZWD judges regarding the similarity between virtual and physical samples, and the sufficiency of information provision by virtual samples that would replace physical samples. Thus, ZWD judges had higher expectations for virtual technology. This finding indicated a relationship between attachment and appreciation of sustainability in fashion with the adoption of advanced practices to develop sustainable fashion design through the functional design process
    corecore