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Three dimensional virtual try-on technologies in the achievement and testing of fit for mass customization

Posted on:2010-06-14Degree:Ph.DType:Dissertation
University:North Carolina State UniversityCandidate:Lim, Ho SunFull Text:PDF
GTID:1448390002975608Subject:Business Administration
Abstract/Summary:
Consumers using on-line shopping have increased dramatically and Internet shopping has rapidly grown as a compelling channel for sale of garment products. However, it 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". In this study, the 3D virtual avatars directly transferred from [TC]2 body scan data and manually input from body measurements were created using Optitex and Browzwear software systems. The 2D patterns for tank top, pants, and jacket were developed using the Gerber AccuMark PDS system. The 3D virtual garments made from the imported 2D patterns 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. 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. This study found the similarity of the virtual garments was related to the similarity of the virtual avatars. The real garments with the real body and the virtual garment with the direct avatar were preferred by most respondents. Also, the older subjects reported they less satisfied with the size/fit of ready-to-wear clothing. Therefore, the virtual avatars for the middle aged females are required for the garment fit in the apparel industry.;The findings of this research are important to aid in the development of the 3D virtual try-on technologies and will benefit the apparel industry.
Keywords/Search Tags:Virtual, Using, Real body, Apparel, Garments
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