• Title, Summary, Keyword: 3D Avatars

Search Result 49, Processing Time 0.032 seconds

A Study on i-Fashion 3D Avatar's Consumer satisfaction & Comparison of 3D and Direct Masurement - Based of Domestic University Students

  • Choi, Eunhee;Do, Wolhee
    • Fashion & Textile Research Journal
    • /
    • v.17 no.3
    • /
    • pp.421-428
    • /
    • 2015
  • This research is to understand customer satisfaction with virtual fitting based on a 3D body scanner and avatars as well as differences between avatars and the 'real me'. To this end, this research examined Korean college students to facilitate 3D body scanning, avatar generation and surveys. The author used 3D body scan data with direct measurements to identify differences between the 3D body scan data-based 'my avatar' and 'real me' in the virtual dress fitting system. The survey results on 'the level of customer awareness on 3D body scanner' found that the majority of both genders did not know about it and indicated a lower usability to incorporate IT technology into the fashion industry. The question in the 3D body scanning and avatar found an affirmative attitude. Satisfaction levels on the 3D avatars' similarity with 'own body' and garment fitting were positive and indicated a need for further technological improvements to express the avatars identical to customers' own body. More research is necessary for the accuracy of sizes for 3D body scanning that measure body sizes while wearing clothes. Avatars based on such datamay be less similar to 'own body' and cause customer dissatisfaction. Thus, further technology development is required to narrow gaps using data to make avatars that provide more accurate virtual fitting simulation services to customers.

Empirical Analysis of the Effect of 3D Avatars on Consumer's Online Purchasing Behavior in Virtual World : Emphasis on Trust Transference (가상세계에서 3차원 아바타 판매원이 소비자 온라인 구매 행위에 미치는 영향에 관한 실증연구 : 신뢰전이를 중심으로)

  • Chae, Seong-Wook;Lee, Kun-Chang;Lee, Keun-Young
    • Knowledge Management Research
    • /
    • v.10 no.3
    • /
    • pp.153-173
    • /
    • 2009
  • Virtual world typically characterized by Second Life (www.secondlife.com) has been successfully drawing a great deal of potential users all around the world. Attention towards 3D avartars has been increasing exponentially especially in the electronic commerce world. 3D avatars have firm position in the virtual world. This study is launched to explore this research void in which trust transference from 3D-avatars-sales representative to customers purchase intention will be especially analyzed on. To perform experiments, a research model was built in a form of path analysis. Two types of 3D avatars were designed and implemented-at-tractive type and professional type. Questionnaire survey was adopted, and empirical analysis results were obtained from the research model. Results reveal that the proposed hypotheses are proven with statistical significance.

  • PDF

A Study of the Relationship between 3D Model and 3D Garment Simulation

  • Kim, Yeo-Sook;Park, Hye-Won
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.36 no.6
    • /
    • pp.631-640
    • /
    • 2012
  • This research project investigates the differences of various body locations (between 3D body models) and drapes garments digitally onto 3D body models. Three different subject models will be given explication. It consisted of (1) data collection of three-dimensional scans (2) creation of 3D body representations (3) comparison of avatar shapes and measurements (4) visualization and assessment of 3D body models and their 3D virtual garments. The study tests a theory of impact by differences in avatars by pattern design. A visual inspection of avatars showed clear differences between the six avatar types (in the generating process); however, there was notably less difference between 3D garment simulations based upon the six avatars produced. This demonstrated that there was less influence on the 3D garments than was predicted after a visual inspection of the avatars.

An Empirical Study Approach to Investigating Impact of 3D Avatars on Customer Trust and Purchase Intention : Second Life Environment (3차원 아바타가 소비자 신뢰 및 구매의도에 미치는 영향에 관한 실증연구 : 세컨드라이프를 중심으로)

  • Lee, Kun-Chang;Lee, Keun-Young;Chae, Seong-Wook;Seo, Young-Wook
    • Knowledge Management Research
    • /
    • v.9 no.4
    • /
    • pp.91-112
    • /
    • 2008
  • Recently, the virtual world where avatars are playing crucial roles in connecting users with each other receives much attention from practioners as well as academicians. Especially, Second Life is one of the most prevailing website where 3-D avatars can be easily designed in line with for users' personal tastes. However, there are no studies showing how the selling agents designed in 3-D avatars can affect customer trust and purchase intention in the context of virtual world. This study is concerned with suggesting the empirical results to fill in the research void like this. Results reveal that the proposed hypotheses are proven with statistical significance.

  • PDF

A Comparative Analysis of the Different between CLO 3D Avatar Sizing and Actual Body Measurement Shapes (CLO 3D 아바타 사이징과 실제인체간의 치수 및 형태 차이 비교 분석)

  • Lee, Min-Jeong;Sohn, Hee-Soon
    • Journal of Fashion Business
    • /
    • v.16 no.4
    • /
    • pp.137-151
    • /
    • 2012
  • This study aims to use the avatar sizing system of the 3D apparel CAD program instead of the existing 3D body scanners, and to commercialize 3D personal avatars. Towards these ends, the study examined a difference between a 3D avatar and actual body was determined to verify the 3D avatar sizing system. For the experiment, three subjects were selected, were measured as they were, and were made to undergo 3D body scanning and photographing. Then, using avatar sizing system on the 3D apparel CAD program, three types of virtual bodies, namely 3D avatars. The 3D avatar and actual body measurements were compared, and 3D avatars and 3D body-scanned shapes were likewise compared. As a result, the three types of actual bodies and their 3D avatars that were created based on the sizing system of the 3D apparel CAD program were overall similar. but, the thin body-YY type and the normal body-A type were different from their avatars. In the case of type B, who had a bulging abdomen, the 3D avatar was bigger than the actual body as measured. Also, in all body shapes, the girths around the chest, waist and abdomen were produced with exaggerated muscular amounts compared to their actual muscular amounts.

A Interactive Virtual Reality for 3D Avatar Community Representation (3D 아바타 커뮤니티 표현을 위한 인터렉티브 가상현실)

  • Won, Yong-Tae;Lee, Malrey;Kwa, Hoon-Sung
    • Journal of Advanced Navigation Technology
    • /
    • v.11 no.1
    • /
    • pp.99-104
    • /
    • 2007
  • On-line avatar community service requires natural representation of communication, emotional expression, and popular dances and various kinds of services. The space should be dynamic, and the interaction between the motions of avatars and the space is required. The avatars with their national, interesting, and various motions should be implemented togetherwith interaction with virtual spaces, in order to have competition in developing 3D avatars. It is expected for 3D avatars to be broadly applied for 3D shopping malls for e-commerce, cyber model houses, 3 D simulations, and 3D virtual reality game. Therefore, for one line 3D avatar community services, we try to provide the scheme for making interactive virtual spaces, together with 3D avatar animations.

  • PDF

Analysis of Personal Messenger Contents Design as Digital Contents (디지털 콘텐츠로서 개인형 메신저 콘텐츠 디자인 분석에 관한 연구)

  • Oh, Moon Seok;Won, Jong Wook
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.6 no.4
    • /
    • pp.183-192
    • /
    • 2010
  • Digital communities' spaces have been very popular through communication contents provide entertainment and usability. Emoticons provide simply emotional expressions and intension, so they weakly convey a realistic sense as they are designed by 2D graphics. However, 3D Avatars presented by 3D Computer Graphics make users interesting because of delivering senses of reality and three-dimension and amuse users because of representing their characters. It is the purpose of this study to analyze design examples of emoticons and avatars applying to personal messengers and propose the development of them. In addition, this paper researches various characteristics of emoticons and avatars for web and mobile phones, and suggests a strategy to usefully and properly apply emoticons and avatars to design.

A Comparative Study on Virtual Try-on Systems using Body Measurement Input

  • Lim, Ho-Sun;Istook, Cynthia
    • The International Journal of Costume Culture
    • /
    • v.13 no.2
    • /
    • pp.118-129
    • /
    • 2010
  • Digital technology introduced into the clothing and fashion industry is evolving to digital virtual fashions and consumer-centered mass-customized production systems. Today the application of such 3D virtual try-on systems is being expanded gradually in the clothing industry. This study purposed to make virtual avatars and virtual garments using OptiTex and V-stitcher virtual software and compared the appearance of the virtual garments put on the virtual avatars. For this, we created virtual avatars and virtual garments using body measurements obtained from jive subjects of top jive body shapes, respectively, using $[TC]^2$ body scanner. According to the results of comparing the outcomes of the two different virtual software systems, virtual avatar II of V-Stitcher tended to have a more round and lifted hip and the waist line at a higher position. In addition, the body curves and shapes of a virtual avatar affect the appearance of virtual garments. This study applied the same body measurements to virtual avatars and the same pattern to virtual garments, but when different kinds of virtual software were used, the virtual avatars and virtual garments showed different appearance and fit. This result may mean that when customers buy apparel products using different kinds of virtual try-on systems, their evaluation of appearance can vary depending on the virtual try-on system. Therefore, research needs to be made actively for the development and use of linkage programs that can reflect actual body measurements between virtual software systems and 3D body scanning systems.

  • PDF

Intellectual Property Rights Analysis of 3D Avatars for Ubiquitous Fashion Business (유비쿼터스 패션 비즈니스를 위한 3차원 Avatar의 지적재산권 분석)

  • Park, Ha-Jin;Chang, Sue-Hyun;Park, Chang-Kyu
    • Journal of Fashion Business
    • /
    • v.13 no.4
    • /
    • pp.37-50
    • /
    • 2009
  • Recently, as individual 3D avatars are rapidly generalized in internet sites, its commercial applications for fashion business are being tried in ubiquitous fashion shopping era. In this research, we have investigated and analyzed patent problems of 3D avatar including personal body data to activate the fashion business using 3D avatars. Here, considering the patents for 3D face and body generation methods are already published, this research is focused on whole 3D body avatar obtained from individual body information. Firstly, definition of 3D avatar and its application cases have been investigated and then it has been researched whether or not legal protections by patent law, copyright law, computer program protection law, design protection law and fair competition laws are feasible in view of the subjects to be protected in each law and requirements for such protections. It was revealed that patent law may provide legal protections for 3D avatar and domestic and foreign patents related to 3D avatar have been researched.

A Study on the Reality of Avatar Sizes Comparing with Body Sizes of Women Aged 19 to 59 (19~59세 성인여성과 비교한 가상인체의 부위별 치수분석)

  • Kang, Yeosun
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.38 no.6
    • /
    • pp.896-912
    • /
    • 2014
  • This study analyzed the reality of avatar size when it was automatically changed by different height and waist circumference inputs. This study focused on analyzing 22 of 28 avatar parts created by the 3D Clo virtual fitting program, based on the height and 'waist circumference of 2,247 woman samples from the $6^{th}$ Size Korea survey data. The 'waist back L'. and 'bishoulder L'. of the avatars were shorter than the bodies; however, the avatars' 'waist H'. and 'arm L'. were longer. Differences between the avatar and body increased in the taller groups. The body proportion of tall avatars was more distorted than small avatars. There were also some exaggerations in some circumferences. The 'bust C'. of the avatar was larger in the group with thin upper torsos; however, the 'hip C'. and 'upper arm C'. were larger in the group with thick upper torsos. The avatar torso silhouette of each somatotype was not representative of the real body silhouette as the 'hip C'. and 'bust C'. always increased together.