半自动化流水线,用于创建具有动作捕捉和布料模拟的虚拟试衣间体验。

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Alberto Cannavo, Giacomo Offre, Fabrizio Lamberti
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引用次数: 0

摘要

科技进步正在推动包括时尚在内的许多行业的数字化。许多品牌都在探索增强顾客体验的方法,例如提供虚拟试衣间(Virtual试衣间)等以购物为导向的新服务。然而,仍然存在一些挑战,阻碍顾客有效地使用这些工具来试穿数字服装。挑战在于难以获得高保真的身体形状重建,并根据客户的实时动作提供逼真的动画服装可视化。本文通过利用最先进的技术来精确描述和重建客户的3D形象,基于动作捕捉的动画以及逼真的服装设计和模拟,提出了一个半自动化的管道来支持VFR体验的创建,从而解决了这些不足。在一项用户研究中,将产生的VFR体验与使用两种现有工具创建的体验进行了比较,结果显示,设计的解决方案在可用性、具体化、模型准确性、感知价值、采用和购买意愿方面都有好处。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Semi-Automated Pipeline for the Creation of Virtual Fitting Room Experiences Featuring Motion Capture and Cloth Simulation.

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.

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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
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.
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