A Comparative Study of Virtual Footwear Try-on Applications in Virtual and Augmented Reality

Author(s):  
Chih-Hsing Chu ◽  
Yi-An Chen ◽  
Ying-Yin Huang ◽  
Yun-Ju Lee

Abstract Virtual try-on technology (VTO) in virtual reality (VR) and augmented reality (AR) has been developed for years to create novel shopping experiences for users by allowing them to virtually wear fashion products. Compared to garments or facial accessories, fewer studies have focused on virtual footwear try-on, regardless of user study or technical development. Thus, it is necessary to examine the effectiveness of existing VTO applications on the user's affective responses. In this study, we compared the user experience of three different footwear try-on methods (real, VR, and AR) with both physiological and psychological measures. Subjects conducted a try-on experiment on different pairs of sneakers. Each subject's gaze trajectory was recorded using an eye tracker and analyzed to show his/her visual attention in each method. Afterward, the subjects completed questionnaires to assess the sense of presence, usability, and the user experience score for the try-on processes, and subsequently attended a think-aloud procedure to express their thoughts. The analysis results of the collected data showed that the user experience produced by the VR and AR try-on is not comparable to that of the real environment. The results also revealed factors that negatively affect the quality of the user's interaction with the processes. These findings may provide insights into further improvements in VTO technology.

Sensors ◽  
2021 ◽  
Vol 21 (6) ◽  
pp. 2234
Author(s):  
Sebastian Kapp ◽  
Michael Barz ◽  
Sergey Mukhametov ◽  
Daniel Sonntag ◽  
Jochen Kuhn

Currently an increasing number of head mounted displays (HMD) for virtual and augmented reality (VR/AR) are equipped with integrated eye trackers. Use cases of these integrated eye trackers include rendering optimization and gaze-based user interaction. In addition, visual attention in VR and AR is interesting for applied research based on eye tracking in cognitive or educational sciences for example. While some research toolkits for VR already exist, only a few target AR scenarios. In this work, we present an open-source eye tracking toolkit for reliable gaze data acquisition in AR based on Unity 3D and the Microsoft HoloLens 2, as well as an R package for seamless data analysis. Furthermore, we evaluate the spatial accuracy and precision of the integrated eye tracker for fixation targets with different distances and angles to the user (n=21). On average, we found that gaze estimates are reported with an angular accuracy of 0.83 degrees and a precision of 0.27 degrees while the user is resting, which is on par with state-of-the-art mobile eye trackers.


Author(s):  
Elena Spadoni ◽  
Marina Carulli ◽  
Monica Bordegoni

Abstract Museums have been subjected to important changes in the approach they use to involve visitors. Among the other trends, storytelling and interactive exhibitions are two of the most used approaches used to make exhibitions more interesting for users. Virtual Reality and Augmented Reality methods can be effectively used in the context of a museum exhibition to support both storytelling and interaction. The primary objective of the use of these technologies is to make the visit of museums much more engaging, and suitable for different types of visitors. Among the several museums that are moving in this direction, there is the Museo Astronomico di Brera. The museum mainly consists of a corridor, hosting instruments used by astronomers, and the Cupola Schiaparelli, which is an observatory dome. The aim of the research presented in this paper is to develop an interactive Virtual Reality application to be used for improving the users’ experience of visits to the Museo Astronomico di Brera. Specifically, the paper presents a VR application to virtually visit the Dome. Preliminary tests have been carried out for evaluating the users’ sense of presence in the VR environment. An analysis of the collected data is presented in the paper.


2019 ◽  
Vol 19 (1) ◽  
Author(s):  
Ashraf Ayoub ◽  
Yeshwanth Pulijala

Abstract Background Virtual reality is the science of creating a virtual environment for the assessment of various anatomical regions of the body for the diagnosis, planning and surgical training. Augmented reality is the superimposition of a 3D real environment specific to individual patient onto the surgical filed using semi-transparent glasses to augment the virtual scene.. The aim of this study is to provide an over view of the literature on the application of virtual and augmented reality in oral & maxillofacial surgery. Methods We reviewed the literature and the existing database using Ovid MEDLINE search, Cochran Library and PubMed. All the studies in the English literature in the last 10 years, from 2009 to 2019 were included. Results We identified 101 articles related the broad application of virtual reality in oral & maxillofacial surgery. These included the following: Eight systematic reviews, 4 expert reviews, 9 case reports, 5 retrospective surveys, 2 historical perspectives, 13 manuscripts on virtual education and training, 5 on haptic technology, 4 on augmented reality, 10 on image fusion, 41 articles on the prediction planning for orthognathic surgery and maxillofacial reconstruction. Dental implantology and orthognathic surgery are the most frequent applications of virtual reality and augmented reality. Virtual planning improved the accuracy of inserting dental implants using either a statistic guidance or dynamic navigation. In orthognathic surgery, prediction planning and intraoperative navigation are the main applications of virtual reality. Virtual reality has been utilised to improve the delivery of education and the quality of training in oral & maxillofacial surgery by creating a virtual environment of the surgical procedure. Haptic feedback provided an additional immersive reality to improve manual dexterity and improve clinical training. Conclusion Virtual and augmented reality have contributed to the planning of maxillofacial procedures and surgery training. Few articles highlighted the importance of this technology in improving the quality of patients’ care. There are limited prospective randomized studies comparing the impact of virtual reality with the standard methods in delivering oral surgery education.


2016 ◽  
Vol 1140 ◽  
pp. 537-544 ◽  
Author(s):  
Jennifer Brade ◽  
Mario Lorenz ◽  
Philipp Klimant ◽  
Franziska Pürzel ◽  
Matthias Putz

Virtual and augmented reality are two big buzzwords in the industrial context and they are increasingly used. A main argument for the use of virtual techniques are their economic benefits, which are confirmed by pilot studies. However there is a research gap on how virtual techniques influence the user. This study addresses the impacts of virtual environments on presence, usability and user experience compared to a real environment. Therefore two groups of participants take part in a geocaching tour through the real or virtual city center of Chemnitz and rate the presence of the environment as well as the usability and user experience of a mobile navigation application. The results of 60 participants show that there are general differences between the environments and verify the strengths and weaknesses of virtual environments: Virtual techniques have a positive influence on the user, like a more engaging experience and a perceived higher hedonic quality of the product. Beside these benefits the negative effects have to be considered too, because they influence the ratings of the user. This study shows the potential of virtual techniques for the user and also the deficits, that need to be improved.


2020 ◽  
Vol 10 (1) ◽  
pp. 113-119
Author(s):  
Zdeněk Čujan ◽  
Gabriel Fedorko ◽  
Nikoleta Mikušová

AbstractNowadays, virtual reality enters engineering work. It is widely used in various sectors. It brings new possibilities that result is increasing of productivity and reliability of production, quality of products and processes. One of the areas where virtual reality has been used more and more is logistics. Virtual reality and especially augmented reality offer above all in the area of logistics a perspective related with increasing of effectiveness of processes.Wide possibilities for virtual reality use in logistics can be found in the automotive industry. The paper describes an application of the method of video-mapping in storage logistics. The paper also describes its practical use as a tool for increasing the efficiency of logistics processes, which was presented by a reduction of the processing time of the shipment picking by 10%. The paper also points out the possibilities for applying this method in other industrial areas, it is possible to use the experience gained in automotive and described in this paper.


2016 ◽  
Vol 2016 ◽  
pp. 1-12 ◽  
Author(s):  
Yoones A. Sekhavat

This paper presents the architecture of KioskAR, which is a pervasive game implemented using augmented reality (AR). This game introduces a new business model that makes it possible for players to present their artworks in virtual kiosks using augmented reality, while they are having fun playing the game. In addition to competition between the players in the game, this game requires social interaction between players to earn more points. A user study is conducted to evaluate the sense of presence and the usability of the application. The results of experiments show that KioskAR can achieve a high level of usability as well as sense of presence.


Author(s):  
Lu Sun ◽  
Hussein Al Osman ◽  
Jochen Lang

Our augmented reality online assistance platform enables an expert to specify 6DoF movements of a component and apply the geometrical and physical constraints in real-time. We track the real components on the expert’s side to monitor the operations of an expert. We leverage a remote rendering technique that we proposed previously to relieve the rendering burden of the augmented reality end devices. By conducting a user study, we show that the proposed method outperforms conventional instructional videos and sketches. The answers to the questionnaires show that the proposed method receives higher recommendation than sketching, and, compared to conventional instructional videos, is outstanding in terms of instruction clarity, preference, recommendation, and confidence of task completion. Moreover, as to the overall user experience, the proposed method has an advantage over the video method.


2022 ◽  
pp. 261-280
Author(s):  
Danisio Calixto Cavalcante ◽  
Gislaine Carvalho da Fonseca ◽  
Stephanie Bittencourt Joaquim ◽  
Suzana Aristeu Simões

Virtual reality (VR) and augmented reality (AR) have been explored to be an effective alternative to integrating mental health intervention proposals, particularly in eldercare. The objective is to map the usability and applications of VR and AR technologies in interventions for the elderly population. The main areas of interventions in AR and VR applied to the elderly are stimulation and cognitive rehabilitation, physical rehabilitation, treatment of mental diseases, and promotion of quality of life. Despite the need for further studies, VR and AR have strong adherence among the elderly and demonstrate promising potential in interventions that seek to promote mental health and improve the quality of life.


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