{"title":"A Semi-Automated Pipeline for the Creation of Virtual Fitting Room Experiences Featuring Motion Capture and Cloth Simulation.","authors":"Alberto Cannavo, Giacomo Offre, Fabrizio Lamberti","doi":"10.1109/MCG.2024.3521716","DOIUrl":null,"url":null,"abstract":"<p><p>Technological advancements are prompting the digitization of many industries, including fashion. Many brands are exploring ways to enhance customers' experience, e.g., offering new shopping-oriented services like Virtual Fitting Rooms (VFRs). However, there are still challenges that prevent customers from effectively using these tools for trying on digital garments. Challenges are associated with difficulties in obtaining high-fidelity reconstructions of body shapes and providing realistic visualizations of animated clothes following real-time customers' movements. This paper tackles such lacks by proposing a semi-automated pipeline supporting the creation of VFR experiences by exploiting state-of-the-art techniques for the accurate description and reconstruction of customers' 3D avatars, motion capture-based animation, as well as realistic garment design and simulation. A user study in which the resulting VFR experience was compared with those created with two existing tools showed the benefits of the devised solution in terms of usability, embodiment, model accuracy, perceived value, adoption and purchase intention.</p>","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"PP ","pages":""},"PeriodicalIF":1.7000,"publicationDate":"2024-12-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Computer Graphics and Applications","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1109/MCG.2024.3521716","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 0
Abstract
Technological advancements are prompting the digitization of many industries, including fashion. Many brands are exploring ways to enhance customers' experience, e.g., offering new shopping-oriented services like Virtual Fitting Rooms (VFRs). However, there are still challenges that prevent customers from effectively using these tools for trying on digital garments. Challenges are associated with difficulties in obtaining high-fidelity reconstructions of body shapes and providing realistic visualizations of animated clothes following real-time customers' movements. This paper tackles such lacks by proposing a semi-automated pipeline supporting the creation of VFR experiences by exploiting state-of-the-art techniques for the accurate description and reconstruction of customers' 3D avatars, motion capture-based animation, as well as realistic garment design and simulation. A user study in which the resulting VFR experience was compared with those created with two existing tools showed the benefits of the devised solution in terms of usability, embodiment, model accuracy, perceived value, adoption and purchase intention.
期刊介绍:
IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.