Abstract
As a unique approach to the task of marketing goods and services, experiential marketing is a concept that integrates elements of emotions, logic, and general thought processes to connect with the consumer. The goal of experiential marketing is to establish the connection in such a way that the consumer responds to a product offering based on both emotional and rational response levels. When people meet the available garment styles and sizes from virtual try-on rooms, it still cannot allow consumers with more substantial experience sentiment. However, the augmented reality (AR) is an extension of virtual reality (VR) and it emphasizes the real-time interaction with the experience under real environment. This research will focus on consumer garment try-on experience integrated with AR. The research is designed with the graphical user interface (GUI) theory to implement the design of graphic vision and interface. Through the construction of AR systems, the interaction between operation models and processes of consumer garment try-on can be well improved. Also, the feedback on human-machine interactive system (HMIS) perception, information, storage, decision-making and mobile functions can be reached with the reference available for upcoming effort in relevant garment digitalizing and consumer researches.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Pine II, B.J., Gilmore, J.H.: Welcome to the experience economy. Harvard Business Review 4(1), 97–105 (1998)
Schmitt, B.: Experiential Marketing. Journal of Marketing Management 15(1-3), 53–67 (1999)
Galbraith, J.K.: The management of specific demand. The New Industrial State, 2nd edn. Mentor, NY (1971)
Hirschman, E.C., Holbrook, M.B.: Hedonic Consumption: Emerging Concepts, Methods, and Prepositions. Journal of Marketing 46, 92–101 (1982)
Abbott, L.: Quality and Competition. Columbia University Press, New York (1955)
Milgram, P., Kishino, F.: A taxonomy of mixed reality visual displays. IEICE (Institute of Electronics, Information and Communication Engineers) Transactions on Information and Systems, Special issue on Networked Reality (1994)
Azuma, R.T.: A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments 6(4), 355–385 (1997)
Christopher, S., Charles, H., Michael, M., Paulius, M., Marty, A.: Applying Mixed Reality to Entertainment. IEEE Computer 35(12), 122–124 (2002)
Rekimoto, J.: Matrix: A Realtime Object Identification and Registration Method for Augmented Reality. In: APCHI, pp.63–69 (1998)
Bimber, O., Encarnação, L.M., Stork, A.: A Multi-Layered Architecture for Sketch-based Interaction within Three-dimensional Virtual Environments Computers and Graphics. The International Journal of Systems and Applications in Computer Graphics 24(6), 851–867 (2000)
Wang, Y., Biderman, A., Piper, B., Ratti, C., Ishii, H.: Get in Touch exhibition. Ars Electronica Center in Linz, Austria (2002)
Ulbricht, C., Schmalstieg, D.: Tangible Augmented Reality for Computer Games. Master’s Thesis. Vienna University of Technology (2003)
Billinghurst, M.: Designing Augmented Reality Experiences. HITLabNZ (2006), http://prius.ist.osaka-u.ac.jp/en/pdf/20060605-MarkBillinghurst-PRIUSlecture.pdf (retrieve January 03, 2008)
Chen, Liu, S.-F., Kao, C.-Y.: The Research of Possibility of Tangible Augmented Reality in the Application of Panel Design for Non-store Vending Machine. In: The 2007 International Joint Conference on e-Commerce, e-Administration, e-Society, and e-Education, Hong Kong, pp. 1–24 (2007)
A. Chen, C.-Y. Kao, Y.-H. Chen, W.-C. Wang,” Applying Augmented Reality to Consumer Garment Try-on Experience,” Lecture Notes in Computer Science (LNCS), accepted on November 26, 2010 for publication. (EI)
Klein, L.R.: Creating Virtual Experiences: The Role of Telepresence. In: Biocca, F. (ed.) Proceedings of the 2001 Experiential E-commerce Conference, The MIND Lab at Michigan State University, East Lansing (2001)
Biocca, F., Harms, C., Burgoon, J.K.: Toward a more robust theory and measure of social presence. Review and suggested criteria. Presence: Teleoperators Virtual Environment 12, 456–480 (2003)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2012 Springer-Verlag Berlin Heidelberg
About this chapter
Cite this chapter
Wang, WC., Chen, YH., Kao, CY. (2012). The Digital Design Applied to Consumer Garment Try-On Experience Integrated with Augmented Reality. In: Qian, Z., Cao, L., Su, W., Wang, T., Yang, H. (eds) Recent Advances in Computer Science and Information Engineering. Lecture Notes in Electrical Engineering, vol 124. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-25781-0_18
Download citation
DOI: https://doi.org/10.1007/978-3-642-25781-0_18
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-25780-3
Online ISBN: 978-3-642-25781-0
eBook Packages: EngineeringEngineering (R0)