VR 设计师:通过身临其境的虚拟服装试穿增强时装展示效果

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Orestis Sarakatsanos, Anastasios Papazoglou-Chalikias, Machi Boikou, Elisavet Chatzilari, Michaela Jauk, Ursina Hafliger, Spiros Nikolopoulos, Ioannis Kompatsiaris
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引用次数: 0

摘要

本文介绍了一款专为时装设计师和零售商量身定制的虚拟现实(VR)应用,通过在迷人的 VR 环境中展示身临其境的数字服装展示,超越了传统服装设计和展示的界限。设计师可以模拟虚拟零售店,自由浏览,从一系列化身-服装组合中进行选择,并从不同角度探索服装。这种身临其境的体验为设计师提供了最终产品在人体上的美感、合身性和功能性的精确呈现。我们的应用可被视为预制造层,使设计师和零售商能够准确了解实际服装的外观和性能。在评估过程中,我们通过可用性测试环节收集了专业和本科时装设计师的综合反馈意见。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

VR Designer: enhancing fashion showcases through immersive virtual garment fitting

VR Designer: enhancing fashion showcases through immersive virtual garment fitting

This paper introduces a Virtual Reality (VR) application tailored for fashion designers and retailers, transcending traditional garment design and demonstration boundaries by presenting an immersive digital garment showcase within a captivating VR environment. Simulating a virtual retail store, designers navigate freely, selecting from an array of avatar-garment combinations and exploring garments from diverse perspectives. This immersive experience offers designers a precise representation of the final product’s aesthetics, fit, and functionality on the human body. Our application can be considered as a pre-manufacturing layer, that empowers designers and retailers with a precise understanding of how the actual garment will look and behave. Evaluation involved comprehensive feedback from both professional and undergraduate fashion designers, gathered through usability testing sessions.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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