1,894 research outputs found

    Augmented Reality and Motion Capture E-Shopping Usage for Apparel: Webcam Social Shopper

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    The Webcam Social Shopper is referred to as virtual dressing room software. It features augmented reality (i.e., an interactive method of combining live video with computergenerated data and visualizations) via a webcam and a motion capture system in which hand motions allow the users to virtually navigate backward or forward on-screen to choose clothing (Kincaid, 2009). Augmented Reality and Motion Capture (ARMC) e-shopping focuses on a virtual try-before-buying experience using a webcam (Kincaid, 2009)

    Repurchase Loyalty for Customer Social Co-Creation E-Marketplaces

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    Social co-creation refers to the process of using social networking as a vehicle to carry out customer co-creation engagements (Strohmenger, 2011; Williams, 2010). A market survey of 500 mass customization firms revealed that 73% of mass customizers do not yet provide the ability to share co-creations (co-designs) (Sloan, 2010)

    Customer Interface Design for Co-Creation in the Social Era

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    The term “customer interface” in the context of web-based stores stands for the components offered by e-retailers in order to help customers with easy navigation, information acquisition, and eventually purchasing (Lee & Benbasat, 2001). The purpose of this study was to examine (1) whether aspects of the customer interface design for co-creation, such as (a) character, (b) choice, (c) community, (d) contact interactivity, (e) convenience, and (f) customization, were related to commitment (H2-H7) and (2) whether commitment was related to patronage intention (H1)

    Creation of a 3D Digital Fashion Show with 3D Virtual Prototyping of Clothing

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    The objective of this class project was to (1) create a plan for the product line, (2) develop 3D virtual prototyping of clothing by combining 2D and 3D visualization software such as Adobe Photoshop and Optitex system, and (3) ultimately create 3D digital fashion shows using 3D technology. The students successfully completed the planning of their own collection, the 3D virtual prototyping of the clothing, and the presentation of a 3D digital fashion show. They indicated that the best aspect of the project was that all the students were able to showcase their finished designs and conceptual ideas. They liked being able to develop virtual prototyping without wasting fabric. For simplified 3D virtual prototyping of clothing, the students were able to easily create 3D animations. However, for complicated 3D virtual prototyping of clothing, involving many patterns and details, the process of creating the 3D animations was very slow, or the 3D animations stopped suddenly and eventually failed. The process required a time commitment

    Virtual Prototyping for Planning from Product Design to Retail Store Visualizations and Simulations

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    The objective of this class project was to (1) develop virtual prototyping from product design to overall retail store design by combining diverse 2D and 3D visualization software, such as Adobe Photoshop, Optitex, and Visual Retailing’s MockShop, and to (2) create innovative product development and visual merchandising plans

    Augmented Reality Mobile Apps in Fashion Retail: Expectancy-Value Judgments

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    This study examined (1) the influence of expectancy-value judgments of uses and gratifications including novelty, fashion/status, sociability, and relaxation on trust in AR apps, (2) the influence of trust in AR apps on usage intention toward AR apps and online/offline store patronage intention, and (3) the moderating effect of consumer self-determination. Mobile users (n = 630) from a U.S. consumer panel completed an online self-administered survey. Structural equation modeling and two-way ANOVA were used for data analysis. This study found that novelty and fashion/status were positively related to trust in AR apps. Sociability was negatively related to trust in AR apps. Trust in AR apps was positively related to usage intention toward AR apps and online/offline store patronage intention. Trust in and usage intention toward AR apps were determinants of online/offline store patronage intention. Consumer self-determination moderated the link between trust in and usage intention toward AR apps and the link between trust in AR apps and online/offline store patronage intention

    Showrooming, Webrooming, and User-Generated Content Creation: The Moderating Effect of SoLoMo

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    In comparison with traditional multichannel shoppers, omnichannel shoppers simultaneously use all channels including brick-and-mortar stores, catalogs, web, mobile, and social media, not just one or two channels (Thoma, 2010). Due to the surge in smartphone and tablet purchases as well as increased engagement with user-generated content on social media platforms, showrooming and webrooming are prominent shopping trends among shoppers in omnichannel retail. Showrooming describes the practice of examining products in a brick-and-mortar store but ultimately making the actual purchase online or on a mobile device (Richter, 2013)

    Ortho-Litho Film

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    The purpose of this design was to create modern surface design employing traditional analog photography and chemistry technology with Ortho Litho film, a series of chemical and light exposures, cotton yarn, and sand

    Legacy: the Past to the Present and Men to Women

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    A concept of this design is to revive the disappearing beauty of the kimono and to regain Japanese tradition in clothing design by mixing historical and modern elements together

    Collected, Cut and Recreated Dress

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    The purpose of this design was to create an eco-friendly dress made out of recycled materials, American Spirit cigarette boxes; the design was inspired by the concept of sustainability and motifs of Native American textiles
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