• Title/Summary/Keyword: avatar fitting model

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The Effects of the Virtual Avatar Fitting Models for Apparel e-Commerce in Consumer's Purchasing Behavior: Comparing Traditional Model with Virtual Avatar Model (의류 인터넷 쇼핑몰의 가상 아바타 피팅 모델이 소비자 구매행동에 미치는 영향연구: 기존 온라인 쇼핑몰 모델과 가상 피팅 아바타 모델 비교)

  • Hwang, Suyeon;Shin, Sangmoo
    • Journal of Fashion Business
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    • v.17 no.5
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    • pp.57-69
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    • 2013
  • The purpose of this study is to compare the traditional shopping model and virtual avatar fitting model with regards to credibility and favorable impression effects on shopping mall satisfaction, product preferences, and purchasing intentions of apparel e-commerce. Questionnaires are distributed to 10-30s years old consumers who live in Seoul. Data are analyzed by descriptive statistics, Cronbach's ${\alpha}$, and regression analysis. The results are that the provoked credibility and favorable impression from the traditional shopping model affects the consumers' shopping mall satisfaction and buying intention in descending order. In additional, the credibility from traditional shopping model affects the product preference. The provoked credibility from the virtual fitting model influences the consumers' product preferences, and buying intentions. The favorable impression from the virtual fitting model affects shopping mall satisfaction. In general, provoked credibility from virtual avatar fitting model and traditional shopping model play key roles which could influence the consumers' buying intention.

A Study on the Body Shape Analysis for an Avatar Generation of the Virtual Fitting System -Focusing on Korean Women in their 20's-

  • Jang, Heekyung;Chen, Jianhui
    • Journal of Fashion Business
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    • v.22 no.3
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    • pp.122-142
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    • 2018
  • In the virtual fitting system, the use of a 3D avatar is not a simple garment model, but it should be able to reproduce the size and shape of the customer using a fitting system. Although various virtual fitting systems have their own 3D avatar sizing systems and provide 3D avatars that match the size of the customer, there are limitations in realizing the actual body shape in actual use by the consumer. The purpose of this study is to realize a 3D avatar with excellent size and conformity for customer use. Therefore, this study aims to provide basic data for the formation of a 3D standard avatar of Korean women aged in their 20's, by comparing and analyzing the degree of the consumer user friendly system change of a body type, and the consumer's ability in selecting a consumer representative body type. Based on the survey data of 'Size Korea' conducted from 2004 to 2015 at three times, we examined the change of body shape over 10 years. Then, based on the results of 6th and 7th data, 4 factors of the concurrent body shape change of women of the consumer demographic studied were selected through the use of a factor analysis. Following this analysis, the 4 extracted factors were clustered again and finally released 7 representative body types, which were obtained based on height and weight. The size of each representative figure is derived by the use of a regression analysis, and it is used as a basic data for 3D avatar formation of the virtual fitting system.

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
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    • v.38 no.6
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    • pp.896-912
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    • 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.

An Analysis of Women's Somatotype and Virtual Fitting Model Size for the Development of Virtual Fitting Models for Consumer (소비자용 가상모델 개발을 위한 성인여성 체형구분 및 가상모델치수 분석)

  • Kang, Yeo Sun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.5
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    • pp.894-909
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    • 2016
  • This study analyzed a somatotype that was more suitable to a virtual fitting model and to improve the reality of a virtual model size. We analyzed 1,868 women 18-59 years old from the 6th Size Korea data. First, factor analysis was done for abstracting new criteria for dividing the somatotype; subsequently, we selected the waist height proportion to stature (body proportion) and drop (torso shape). Next, the cluster analysis was done with these criteria and 7 body proportion types and 11 torso shapes were distinguished. A virtual model size for the most common somatotype was also developed by a regression analysis of constituting sizes of each factor that was compared with body sizes well as with Clo's virtual model size. The model of this research showed a high similarity in sizes with body as well as improved better realisty than the Clo model which presented size problems such as longer limbs, bigger bust, smaller waist and a smaller arm circumference than the real body.

Understanding factors influencing usage intention of virtual fitting services - An application of the UTAUT2 model - (가상 피팅 서비스 사용의도에 영향을 미치는 요인 연구 - UTAUT2를 중심으로 -)

  • Seri Jung;Jera Jung;Eunjung Shin
    • The Research Journal of the Costume Culture
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    • v.31 no.4
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    • pp.489-503
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    • 2023
  • This study utilized the unified theory of acceptance and use of technology 2 (UTAUT2) to examine usage intentions associated with virtual fitting services. Six independent variables were examined: performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, and habit. The study collected responses from 445 participants who had utilized virtual fitting services. Regarding factors related to usage intentions associated with these services, performance expectancy and social influence were found to significantly influence the usage intentions associated with photo-based virtual fitting services. Furthermore, performance expectancy, social influence, and habit significantly influenced the usage intention of avatar-based virtual fitting services. This suggests that higher levels of performance expectancy and social influence positively impact the usage intentions associated with both types of virtual fitting services, while habit influences only avatar-based virtual fitting services. Moreover, the findings confirm that effort expectancy, facilitating conditions, and hedonic motivation from UTAUT2 do not significantly influence usage intentions associated with virtual fitting services. By analyzing factors influencing potential customers' virtual fitting service usage intentions, this study can suggest effective strategies to increase usage intentions for companies providing virtual fitting services. Additionally, these findings can be utilized in the formulation of virtual fitting service marketing strategies.

Size Specification for Customized Production Size and 3D Avatar : An Apparel Industry Case Study

  • Choi, Young Lim
    • Fashion & Textile Research Journal
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    • v.17 no.2
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    • pp.278-286
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    • 2015
  • Fashion industry has tried to adopt the virtual garment technology to reduce the time and effort spent on sample creation. For garment manufacturers to adopt the virtual garment technology as an alternative to sample creation, 3D avatars that meet the needs of each brand should be developed. Virtual garment softwares that are available in the market provide avatars with standardized body models and allow to modify the size by manually entering size specifications. This study proposed a methodology to develop size specifications for 3D avatars as well as brand-customized production sizes. For this, a man's fashion brand which is using virtual garment technology is selected. And the Size Korea database is used to develop size specification based on the customers' body shape. This study developed regression equations on body size specifications, which in turn proposed a regression model to proportionately change size specifications of 3D fitting-models. Based on the each body size calculated by the regression model, a standard model is created, and the skeleton-skin algorithm is applied to the regression model to obtain the results of size changes. Then, the 3D model sizes are tested for size changes as well as measured, which verifies that the regression model reflects body size changes.

Realtime Facial Expression Representation Method For Virtual Online Meetings System

  • Zhu, Yinge;Yerkovich, Bruno Carvacho;Zhang, Xingjie;Park, Jong-il
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • fall
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    • pp.212-214
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    • 2021
  • In a society with Covid-19 as part of our daily lives, we had to adapt ourselves to a new reality to maintain our lifestyles as normal as possible. An example of this is teleworking and online classes. However, several issues appeared on the go as we started the new way of living. One of them is the doubt of knowing if real people are in front of the camera or if someone is paying attention during a lecture. Therefore, we encountered this issue by creating a 3D reconstruction tool to identify human faces and expressions actively. We use a web camera, a lightweight 3D face model, and use the 2D facial landmark to fit expression coefficients to drive the 3D model. With this Model, it is possible to represent our faces with an Avatar and fully control its bones with rotation and translation parameters. Therefore, in order to reconstruct facial expressions during online meetings, we proposed the above methods as our solution to solve the main issue.

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An Analysis of Young Girls' Somatotype and the Design for Virtual Fitting Model (여자 청소년용 가상모델 개발을 위한 체형구분 및 설계방법 연구)

  • Kang, Yeo Sun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.41 no.6
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    • pp.1109-1123
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    • 2017
  • This study analyzed a somatotype of teenager's that was suitable to improve the reality of a virtual model size. We analyzed 843 teenagers 12-18 years old from the 6th Size Korea data. First, factor analysis was done for abstracting new criteria and dividing the somatotype; subsequently, we selected the waist height proportion to stature (body proportion) and drop (torso shape). Next, the cluster analysis was done with these criteria; subsequently, 5 body proportion types and 7 torso shapes were distinguished. A virtual model size for 4 somatotype with more than 50 persons was also designed by a regression analysis that constituted sizes for each factor. The designed model size was compared with body size as well as with Clo's virtual model size. The research model showed a high similarity in sizes with body as well as improved reality over the Clo model that presented size problems such as low waist height, bigger bust, and smaller thigh circumference than the real body.

K-SMPL: Korean Body Measurement Data Based Parametric Human Model (K-SMPL: 한국인 체형 데이터 기반의 매개화된 인체 모델)

  • Choi, Byeoli;Lee, Sung-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.4
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    • pp.1-11
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    • 2022
  • The Skinned Multi-Person Linear Model (SMPL) is the most widely used parametric 3D Human Model optimized and learned from CAESAR, a 3D human scanned database created with measurements from 3,800 people living in United States in the 1990s. We point out the lack of racial diversity of body types in SMPL and propose K-SMPL that better represents Korean 3D body shapes. To this end, we develop a fitting algorithm to estimate 2,773 Korean 3D body shapes from Korean body measurement data. By conducting principle component analysis to the estimated Korean body shapes, we construct K-SMPL model that can generate various Korean body shape in 3D. K-SMPL model allows to improve the fitting accuracy over SMPL with respect to the Korean body measurement data. K-SMPL model can be widely used for avatar generation and human shape fitting for Korean.

A Study on Virtual Fitting Model System for Internet Fashion Shopping Mall (인터넷 패션 쇼핑몰을 위한 가상 피팅 모델 시스템 연구)

  • Tak Myung-Ja;Kim Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.9 no.9
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    • pp.1184-1195
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    • 2006
  • The Internet has brought many changes in our daily lives. Now the recognition on the Internet fashion shopping matt has increased and it requires scientific and systematic research to understand the Internet fashion marketing system more correctly and to strengthen the marketing activity at the virtual space. A big shortcoming of an Internet fashion mall is that the consumers can't wear clothes themselves. Currently there is no system to cover the shortcoming, It would be nice if a 3D avata wears the clothes on behalf of a consumer after inputting the information of physical sizes of a consumer. The consumers can select many clothes, accessories and even the background. After establishing a complete virtual fashion shopping mall, the consumers who sue the Internet fashion shopping mall could wear the clothes at an online shop establishing an online shopping environment. It will be a sole way to ensure the trust of the consumers. This paper studies the read in reflection by PC camera and sample the edge detection. Virtual fitting system that wears virtual fitting model some clothes is establishment.

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