Research of Virtual Try-On Technology Based on Two-Dimensional Image
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Virtual actor
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The purpose of the study was to investigate adolescents' attitudes toward clothing advertisements and, to examine how much the influence of clothing ads on their clothing purchase depends on their clothing involvements. This research was based on a survey method using questionnaires. The subjects for the research were 508 middle and high school students in the area of Daegu City and Gyungbuk Province. Such methods as factor analysis, correlations, ANOVA, T-test and Scheff's test were used to analyze the collected data. The results of this study can be summarized as follows: 1. Adolescents' clothing involvements showed three dimensions such as interest and symbolism, fashion and danger perception. 2. They showed three different attitudes toward clothing ads: positive, negative, and reliant. 3. The degree of the influence of clothing ads on adolescents' clothing purchase was great in the order of media ads, shop ads, discount ads and brand ads. 4. The more interested they were in clothing, the more likely they were to purchase their clothing on their will and the more positive and reliant on clothing ads they were, which they recognized as useful information.
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The present research was undertaken to find out the analysis of available clothing in wardrobe of daily wear clothing of college going girls. It examines clothing preferences, apparel buying habits, and shopping behaviors. A self developed questionnaire was used to collect data. The purpose of this study is to identify major factors that influence clothing preference and selection. 30 sample size (College going girls) was selected from Home Science girls hostel, MPUAT, Udaipur. Results were systematically illustrated with the help of tables. Results confirmed that the respondents cared about their appearance. They indicated that they love to purchase quality fashionable clothing but were neutral about spending a large percentage of their monthly budget on clothing.
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This paper discusses the relationship between fabrics and clothing and advances the fabric factor in home clothing design. Considering the specific characteristics of new fabrics, this paper analyzes the uses of new fabrics in home clothing design, aiming at promoting the use of new fabrics in home clothing. This paper serves as a reference and direction for home clothing design in a sense.
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While studying the development of clothing,if we regard Chinese clothing as an example,we will find that the development of clothing can be divided into two ways.One is chronological way.That is,a long history in which clothing changes as time goes on,but the basic characteristics are carried on.The other is the fusion among Chinese clothing,clothing of minority nationalities,and those of foreign nationalities.The latter will certainly become the main trend in the present world,and will be the main tendency of clothing development.
Clothing industry
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Virtual actor
Immersion
Artificial reality
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The relatedness of the clothing patten and the clothing style manifests the integrity and the unity of the clothing design directly.On the one hand,the clothing patten is subordinated the clothing style.On the other hand,the clothing design also take follows own rule as a foundation,serves as contrast,the strengthening promotes the whole esthetic value of clothing is a goal.Through analyzes seven kinds of typical clothing styles and the clothing patten relatedness,this article is a kind of foundation which using the examples to make sure the elaboration of the clothing patten and the clothing style.
Foundation (evidence)
Value (mathematics)
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The paper discusses the implication of clothing science,clothing culture and clothing business which are concerned with the course of clothing specialities of Japans some typical colleges.Finally,the author concludes new several characters of Japans colthing education for reference to the course of our clothing education.
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Virtual Reality (VR) could be used to develop more representative Digital Human Modeling (DHM) simulations of work tasks for future Operators 4.0. Although VR allows users to experience the manikin as rather realistic in itself, there are still several aspects that need to be considered when shifting from tasks performed in the real world into a virtual one, adding cognitive and user experience (UX) aspects. Currently, there is limited research of UX in VR. The overall aim was to gain deeper insights into how users' experiences can ultimately help us to improve how VR can aid in DHM. A pilot study examined how users perceived and experienced actions performed by a humanoid hand (manikin) in VR. Users' perceived presence indicates how well they are immersed in the virtual environment, and Proactive eye gaze (PEG) was used to measure the realism of the virtual hand. The obtained findings indicate some potentially surprising outcomes and some tentative explanations for these are discussed. The lessons learned from this pilot will be used as input to a future larger study that continues to highlight how UX aspects can be useful in a DHM context.
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Introduction - in context: Clothes, coupons and concentration - civilian clothing policy in general standard, essential, utility - origins and development of cloth and clothing :they're beauties...they're utilities - press and public reaction to clothes the bugbear of every mother - boots and shoes post-war and new look.
Fashion design
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