学位论文详细信息
Three Dimensional Virtual Try-on Technologies in the Achievement and Testing of Fit for Mass Customization
Mass customization;Virtual try-on;Body scan;3D avatar
Lim, Hosun ; Dr. Trevor J. Little, Committee Co-Chair,Dr. Jeff Thompson, Committee Member,Dr. Michelle R. Jones, Committee Member,Dr. Cynthia Istook, Committee Chair,Lim, Hosun ; Dr. Trevor J. Little ; Committee Co-Chair ; Dr. Jeff Thompson ; Committee Member ; Dr. Michelle R. Jones ; Committee Member ; Dr. Cynthia Istook ; Committee Chair
University:North Carolina State University
关键词: Mass customization;    Virtual try-on;    Body scan;    3D avatar;   
Others  :  https://repository.lib.ncsu.edu/bitstream/handle/1840.16/3322/etd.pdf?sequence=1&isAllowed=y
美国|英语
来源: null
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【 摘 要 】

Currently, the Internet along with the rapidly growing power of computing has emerged as a compelling channel for sale of garment products. However, online shopping has the problem that garments don’t exactly fit on consumers’ bodies and high product return rates persist because consumers can’t try on garments before purchasing. Therefore, apparel companies currently focus more on providing mass customization and three-dimensional virtual try-on for consumers who shop online. Online apparel shopping currently provides virtual avatars created by manual method, but the avatars aren’t the same as consumers’ bodies. To overcome this disadvantage, the study for virtual avatars directly imported from 3D body scanners is required in the future market. The purpose of this research is to evaluate the fit and appearance of virtual try-on garments and develop an exchange between a database of three-dimensional body scanning systems and virtual try-on software. From all subjects measured using the [TC]2 body scanner, five final subjects were selected to represent the top five body types; “Hourglass†, “Bottom Hourglass†, “Oval†, “Rectangle†, and “Spoon†. The bodyscan data and measurements of the final subjects were then input to Optitex and Browzwear 3D software systems. In this study, the 3D virtual avatars directly transferred from [TC]2 body scan data and manually input from body measurements were created. The 2D patterns for tank top, pants, and jacket were developed using the Gerber AccuMark PDS system. The 2D patterns were transferred into two virtual try-on software systems and fabric properties were input. The 3D virtual garments made by OptiTex and V-stitcher were then tried on the 3D direct and manual virtual avatars. Finally, the fit of the real garments and the virtual garments was compared using a survey instrument. Comparing the virtual avatars, the direct avatar (Avatar 1) was the most similar to the real body, while the manual avatars (Avatar 2 and 3) were different from the real body. In the Oval, Spoon, and Rectangle shapes, the manual avatar was quite different from the real body shape. Also, comparing the virtual garments, the similarity of the virtual garments was related to the similarity of the virtual avatars.In the survey, the older subjects, the less satisfied they are with the size/fit of ready-to-wear clothing in the market. The middle-aged females are proportionately in the Oval and Rectangle body shapes and the virtual avatars for the middle aged females are required for the apparel industry. The manual avatars of Oval, Spoon, and Rectangle shapes were very different from the real body and direct avatars may be required to be used for these (somatotypes).Also, most respondents reported best “real garment (P)â€Âand “virtual garment with the direct avatar (OA)â€Âregardless of types of body and patterns of clothing displayed. The real garments with the real body and the virtual garment with the direct avatar were preferred by most respondents.

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