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The CT Face:
A New Paradigm for the Fashion Business
DaeHyeon Wi, MyoungUk An SeungSin Yang, GunWoo Yoon and DaHam Park
2008-2 Culture Technology Project
Graduate School of Culture Technology
KAIST, 335 Gwahangno, Youseong-gu, Daejeon 305-701 Korea
http://web.kaist.ac.kr/~chapi79/tc/THECTFACE
Abstract
AR Vending Machine is a Vending Machine which sells clothes and accessories, in which potential
purchasers are able to try on virtually, via the AR display and also embroider patterns on ones clothes
by digital sewing machine. This project titled 'AR vending machine' consists of 3 main parts. One is a
vending machine. Another is digital vending machine. The other is a AR display screen which can
function as a mirror at a clothing shop.
We initiated this project under 2 casual motives. Some people get annoyed and feel hidden pressure
by sales person at a clothing shop or don't want to try on many real clothes. Our goal is to get rid of
these stresses and build store automation systems and be skillfully devised for convenient use to wear
clothes or accessories.
Keywords: AR, AR technology, vending machine, fashion, AR mirror, digital sewing machine
1. Introduction
2. Related Work
3. AR vending machine
3.1. AR mirror
3.2. Digital sewing machine
3.3. Advertisement
3.3.1. Film
3.3.1.1. The Origin Plan for Film
3.3.1.2. Final Plan for Film
3.3.2. Commercial Music
3.4. Etc.
4. Analyze questionnaire
5. User Scenario
6. Conclusion
7. References
http://web.kaist.ac.kr/~chapi79/tc/THECTFACEhttp://web.kaist.ac.kr/~chapi79/tc/THECTFACEhttp://web.kaist.ac.kr/~chapi79/tc/THECTFACE8/14/2019 The CT Face
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1. Introduction
Recently, interest of Augmented Reality is
increasing in the field of virtual reality and
three-dimensional graphics (Kolbe, 2004). AR is
derived from virtual reality that provides
combined images of what users are watching
and what computers are producing to improve
the understanding of reality. Established in
virtual reality, the user who is immersed in
virtual reality which is created by computer is
intercepted with external environment. On the
other hand, AR is a technology which improves
understanding and awareness about reality by
providing these things; spot images which
changes by view of users who are always
moving in the three-dimensional space and
expiations of letters and graphic matrixes. This
subsidiary information intertwined, helps
understand the real world phenomenon .In
addition, it is becoming core user interface in
the people-oriented service society as it helps
improve sense of reality and understand, rather
than replaces real world. So, nowadays many
people have interest at AR. (Zlatanova, 2001;
Kealy, 2006).
The purpose of this research is present a device
how the increase reality technique, a new part of
cyber reality, can apply to shopping. For this, we
analyze a research trend and technique of AR
from literature study. And then, we suggested
the banding machine, medium of marketing, as a
device which an application to shopping.
Among much kind of shopping items, we
choose a fashion item which is the most interest
to young people. The word shopping whichwill appear in this paper means purchasing
fashion item. It has been a long time since
channel of shopping expanded off-line to on-line.
Key point is that not shopping channel has
transferred off-line to on-line but both channels
have done a role actively.
In this study, the reason why we proposed the
vending machine is to make up for the
weaknesses of off-line and on-line shopping.
Customers become under stress when a clerk
interfere in their shopping, and they also feel
inconvenience during their off-line shopping
because they should hang around store to find
what they like. Changing clothes to purchase
them can be the strength of off-line shopping,
but it usually annoys people at the same time.
On the other hand, customers who buy clothes
generally want to look whether clothes are good
on them or not. The technology that helps
people see how they look like with clothes they
selected using 3D body scanner is currently
developed, but people tend to dislike it because
they worry about the exposure of their body size.
The vending machine we propose is free from a
clerks interference because it is a self-service
machine. In addition, it reduces the price of a
product since it does not include personal
expense. People can print the marker and check
their fit, so they dont have to be annoyed to
change their clothing. Also, there is no risk for
the leak of personal information because this
system only have data for the clothing not the
personal body.
Additionally, we suggest the customize service
which is customer can embroider on their T-
shirts by using Digital Sewing Machine.
In this study we think about the commercial
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using of AR Technology by proposing the
vending machine using AR Technology.
2. Related Work
AR(Augmented Reality) is a variation of
Virtual Environments or Virtual Reality as its
more commonly called. VR technologies
completely immerse a user inside a synthetic
environment. While immersed, the user cannot
see the real world around him. In contrast, AR
allows the user to see the real world, with virtual
objects superimposed upon or composited with
the real world. As interacting with users through
live imagery, it can improve usability and
usefulness of information. In short, AR is a
Combination of real-world and 3D graphics in
real-time.
In 2002 World cup, TV stations carried a live
broadcast of the football games using AR
technology. You could watch flags and score on
the real stadium. Also it showed us the distance
from penalty spot to goal line by using AR
Technology in the scene of a penalty kick. It
helped people understand more about the
football game. The name of the system is AR-
CAST that is inserting system virtual images or
movie clips into each kind of broadcast such as
sports game in real-time. It induces viewer to
have fun and create new value as inserting
information of a match or a virtual
advertisement.
Picture 1 AR Cast
Another work, a handheld virtual mirror, is more
similar with our project. A handheld virtual
mirror is a device to simulate a real mirror on a
computer screen, images of the observed world,
consistent with the viewers position, must be
synthesized and displayed in real-time. The
system is build around a flat LCD screen
manipulated by the user, a single camera fixed
on the screen, and a tracking device. Thecontinuous input video stream and tracker data
is used to synthesize, in real-time, a continuous
video stream displayed on the LCD screen. The
synthesized video stream is a close
approximation of what the user would see on the
screen surface if it were a real mirror.
Picture 2 Handheld virtual mirror device
Also, Mark Fiala who is one of ARTag
developer made a Magic Mirror System using
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ARTag. The Magic Mirror System is an AR
system where a camera and display device act as
a mirror where on can see a reflection of oneself
and virtual objects together. Fiducial markers
mounted on a number of hand geld and
wearable objects allow them to be recognized by
computer vision, different virtual objects can be
rendered relative to the objects depending on the
chosen theme. a series of theoretical an practical
problems were overcome to produce a working
system suitable for educational and
entertainment for the public.
Picture 3 the Magic Mirror, some with
augmented suits or hand-held objects
In Virtual Reality, there are many studies of
virtual clothing fitting system. We already took
a seminar of Seungwoo Oh about virtual fitting
system in this class. In virtual environment, user
can try fitting on cloth virtually using users
actual body data. User has to get scan data of
users body before got started. But, we will use
just users image from camera to try fitting
system, and overlap cloths. In a word, our
system is an AR version of Ohs work added a
concept of selling method.
Picture 4 Interactive Cloth Simulation
3. AR vending machine
Picture 5 Core System Architecture
AR vending machine is composed with AR
mirror fitting system and actual vending
machine part. In our work, we implemented AR
mirror part only because making actual vending
machine required too large budget and
sofiscated hardware technology. Moreover, they
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are not important part of our project which
proposes new creative fashion vending machine
business process.
Picture 6 AR Vending Machine prototype
Our AR mirror part has 3 parts; Image receiver,
process unit and display. The image receiver
captures a video image of customer and markers.
Webcam, CCTV, or camcorder can be used as
image receiver. We choose firewire camera
which has large bandwidth for data
communication. So we could have get a higher
frame rate and better capture quality than other
group.
The captured data are sent to the process unit.
These units are composed with 3 sub units. The
first sub unit is marker recognition unit. This
unit searches predefined marker from input
video image source. Some image processing
techniques and software developer kits for
image receiver was used to implement the
marker recognition unit. The second sub unit is
marker matching unit. In the previous sub unit,
positions and images of markers are obtained.
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Marker matching unit selects an appropriate
virtual object for the recognized marker from
predefined object database system. The last sub
unit is synthesis unit. The virtual object from
second unit stage is synthesized into the original
source video from the image receiver unit. As a
result, a mixed video of real-world and virtual
object is generated and displayed on screen.
Whole process unit was achieved by ARTag
SDK and OpenGL was used to display and
Synthesis.
3.1. AR mirror
The AR Mirror paradigm is an augmented
reality system where a camera and display act as
a mirror where one can see a reflection of
oneself and virtual objects together. In the AR
Mirror system, users and onlookers can see
themselves wearing virtual clothing to fit it. A
horizontally flipped video camera image,
merged with computer graphic clothing, is seen
on the AR Vending Machine providing the
illusion of a mirror. The AR Mirror is composed
of a 19 LCD touch monitor, a 1394 camera,
and ARTag(a open source program) that is an
open source program to recognize the markers
and superimpose 3d models matching with the
marker on the images from the camera.
ARTag is the most commonly used software
engine for augmented reality. Ori Inbar who is
the founder of Pookatak Games posted an article
on his blog Games Alfresco that the famous
blog for AR Games. The article brings the
unofficial roundup of the top 10 best augmented
reality. And he ranked them based on thefeedback from visitors at his blog. The ranks are
following:
1. ARMUSEMENT AREngine
2. Artag
3. ARToolKit and ARToolKit Plus
4. Studierstube Tracker, Studierstube ES
5. DARTGoblin XNA (based on ARTag)
6. HP mscape
7. Metaio UnifEye
8. Point & Find (Nokia Research on AR)
9. ToTal Immersion
10. YDreams SimVideo
11. Linceo VR3.0
12. FLARtoolkit
As you can see that, AR users have a high
opinion of ARTag more than ARToolKit another
the most commonly used software. Mark Fiala,
a developer Artag, refers to that Artag has the
lower possible inter-marker confusion rate and
false positive compared with ARToolKit at his
paper [13]. So, another team who make their
project using ARToolkit alters their program to
use Artag by my recommendation.
Our system uses 2 markers to improve the
recognition rate and solve a problem blocking a
marker by users hands, because the marker
should be held by user in working. Then user
can block one of them and the system can
recognize the markers well. When user takes
this marker and hold it in front of the prepared
camera, user can see 3D object such as clothing
or accessory on the marker. Therefore, user can
try to fit on clothing using the AR system.
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Picture 7 Marker
The 3D T-shirt using in prototype was made by
3DMAX program. To make the 3D object, first I
take a picture of real clothing that want to show
people. Second, I get the path line from the
picture. I made a 3D object using the path line in
3DMAX program and covered the object with a
texture form the picture. Finally, to use in the
ARTag program, I converted the 3D file to OBJ
file.
The AR mirror is completed by matching the
OBJ file and the marker in the ARTag program,
and switching horizontally objects and movieclips of camera source.
Picture 8 Working process
Picture 9 Implementation of AR Mirror
3.2. Digital sewing machine
We use Husquvarna VIKING(Designer SE)
for creating customized embroidery design
when customer select the beautiful design at AR
vending machine.
Before we start to embroider the design, we
should make some sample design (e.g. THE CT
FACE emblem) files by using Adobe Photoshop
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CS3 or Adobe illustrator CS3.
Picture 10 the CT Face logo
And we have to use 4D software such as 4D
organizer for adding a whole new dimension to
personal embroidery. In this part, we can make a
beautiful design and care some unbalanced line
of the design and reduce the loss of threads.
Then we convert the file form to vp3 for the
machine to codify our design.
Next, we carry our design file by USB stick and
insert the stick in the upper USB port on the
right side of the sewing machine (Designer SE).
And touch the toolbar, load from USB
embroidery stick. At this moment, we can
choose hoop size, placing part, color of threads
and resize and retain fill type.
When the entire machine, threads, design are
prepared, we can operate the sewing machine
and embroider our THE CT FACE logo on T-
shirts.
Picture 11 Embroidered T-shirt
3.3. Advertisement
This commercial film contains two kinds of
contents. The first one is a film, and the other
one is a commercial music. So, this commercial
film, which lasts roughly 30 seconds, is complex
in terms of information contained in it. To
produce the commercial film, our groups
analyze information on AR vending machine
(concept, characteristics, appeal points, etc.),
consumers (target, characteristics, needs, etc.)
We make full use of our sensitivity to produce
advertising storyboards and commercial film.
Because this commercial film should not only
fulfill its concept and class communication, but
it should also work as cultural contents.
Although the original intention of this
commercial film was to use the Motion Control
Camera and Nuendo (digital audio workstation)
which we had learned about in class, we decided
to take professional advice according to an
expert on Film.
3.3.1. Film
3.3.1.1. The Origin Plan for Film
1) PlanningThe concept of this film is transforming
oneself in a conspicuous way. The topic of this
film is Magical AR vending machine. There
are two casts for this film. One is a girl who
changes soiled clothes into stylish ones. The
other is a boy in rags. We target on twenties.
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2) Storyboard
Picture 12 storyboard1
Concept transforming oneself in a
conspicuous way
Characteristics GirlCool
Boy - Comic
Appeal points Magical AR vending
machine
Target Twenties
Table 1
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-Description
A ragged girl walk toward the AR vending
machine After getting out from AR vending
machine, her way to dress is totally changed.
She is turned into a stylish girl One guy who
stole a glance at her get into the AR vending
machine, and then he is changed, as well. 4
people show up in a one scene. (By using
Motion Control Camera)
3) Film-takingDaehyun Wi (Model, Handling the MCC) and
Daham Park(Director, Model, Handling the
MCC) take this film Using Motion Control
Camera at the MCC tent on Dec. 8th
There was a problem to abstract the AR vending
machine from the blue screen in film. Our plan
fails the reason why color of the AR vending
machine is blue.
Who Daehyun Wi (Model, Handling
the MCC) & Daham
Park(Director, Model, Handling
the MCC)
Where MCC tent
When Dec. 8th.
2008
How Using Motion Control Camera
Result Fail
Reason The color of the AR vending
machine is blue. There was a
problem to abstract the AR
vending machine from the blue
screen in film.
Solution Taking 4 scenes at same angle
with HDV camera
Table 2
3.3.1.2.Final Plan for Film1) PlanningTaking all scenes at same angle to make special
effects as Motion Control Camera
The topic of this film is The life of 4 stylish
girls. We focus on variety of fashion and target
Women in twenties.
Concept 4 Stylish girls life
Characteristics GirlStylish, Cute
Appeal points Varity of fashion
Target Women in twenties
Table 3
2) Storyboard
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Picture 13 storyboard2
-Description
The AR vending machine automatic door is
open - 4 stylish girls pose themselves as a
model- One girl point out the camera with big
smile Walking to the AR vending machine
Pose as an actress with waving hands
3) Film-takingSeungsin Yang (Shooting) and Daham Park
(Director, Model) took this film together at
MCC tent Using HDV camera on Dec. 11th.
2008
Who Seungsin Yang
(Shooting)& Daham
Park (Director,
Model)
Park(Director,
Model, Handling the
MCC)
Where MCC tent
When Dec. 11th. 2008
How Using HDV camera
Result Success
Table 4
4) EditingDaham Park was in charge of editing by using
Adobe Premere, After Effects.
Every scene is taken at the same angle. The
function of Mask which allows you to cut out
objects from a non-green screen environment
and place other objects behind them is mainly
used on each scene. Then, combine the scene
into one shot.
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Who Daham Park
Where Equipment room
When Dec. 12th. 2008
How Using Adobe Premere,
After Effects
Main Tool Mask(allow you to cut
out objects from a
non-green screen
environment and place
other objects behind
them)
Main point While shooting, take
all scenes at same
angle. Then, give the
function of mask on
each scene. Combine
the scene into one
shot.
3.3.2. Commercial Music
1) Music in fast tempo such as rock, hip-hop,and symphonic numbers are usually
produced for the energetic and exciting film.
We decided to compose house music,
because this commercial film targets on a
stylish and active girl.
2) CompositionThis Backbround music is composed by
Daham Park by using Cubase and Nuendo.
The tool of LM-7, Draw and Pitch Shift are
mainly used for this song.
Who Daham Park
Where Da Vinci Lab
When Dec. 1st~ 3rd 2008
How Using Cubase and
Nuendo
Main tool LM-7, Draw, Pitch
Shift
Picture 14
3.4. Etc.
We used Firewire Camera
IMAGINGSOURCE DFK 21AF04 as image
receiver. It was fast enough to implement our
idea, but resolution was lower than our
expectation. LCD Touch Monitor 19TS-RT was
stand for main vending machine display and
input device. ARTag was very useful to
implement process unit of vending machine and
OpenCV was proper choice to get video from
camera. Some GUI interface was implemented
by using VC++ and OpenGL.
To make CF, We used MCC for image and
Nuendo for background music mixing.
Digital sewing machine was used to show how
our work could support customization of
product.
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Picture 15 GUI
4. Analyze questionnaire
We conduct simple survey to estimate our
target market and analyze potential customer
needs. We make three parts of questions (consist
of sixteen single questions) which contain
demographic issues, customer purchasing
pattern issues, customer demand issues
(customization).
Our statistical sample size is 47 (students) that
participate the culture technology project 1 class.
(2008. 10. 28)
We analyze our questionnaires and finally
confirm several facts from the results.
First of all there are 2 major shopping patterns
in our potential customers, on-line shopping
(27.7%) and off-line shopping (department store
36.2%, whole sale store 8.5%, retail sore 6.4%).So we focused on segmentation our potential
market between on-line and off-line shopping
place. Our AR vending machine should look
after their advantages.
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Graph 1 convenience of offline shopping
Graph 2 convenience of online shopping
As a consequence of the questionnaire, ourpotential customers are very sensitive at price
and reliability of the product. So we have to use
AR technology and its use to AR mirror for
enhancing our products reliability and to set low
product price strategy.
Graph 3 inconvenience of offline shopping
Graph 4 inconvenience of online shopping
And depending on our consequence, ourpotential customers feel uncomfortable with
physical distance, limit of time, annoying sales
person when they buy something by off-line
shop. Also they feel nervous when they
shopping at on-line because of lack of reliability
and distrust.
So we can conclude our AR vending machine
should keep it for reference. There are two main
implication of this issues, one is we should
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materialize our AR vending machine to make
customer feel free and win public confidence.
And other thing is we should lift physical
restriction (time, distance) and allow our
customer to access any time for our AR vending
machine which is operating 24 hours nearby,
close to our customer.
5. User Scenario
The user steps into the AR vending machine.
Click to start. Select gender of user. Select the
item (outfit, accessories). Choose the design,
size, and color of the item. Print the items
marker. Put user's marker on his or her outfit.
Try on via AR mirror. If the user wants to
customize ones clothes, select patterns to
embroider. Print the marker again. Try on via
AR mirror. Pay in Cash or Credit Card.
Picture 16 User scenario
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6. Conclusion
We proposed our new whole business process
for new fashion marketing. It was a form of
vending machine. For the business process, we
had done market research and analysis. So we
could get some demographical data of customer
and It said our product was good enough for
them. For marketing, We had taken a short CF,
and it had been very successful to give
impression to customers. A prototype for
vending machine were also made. We applied
current AR technology to implement our idea,
So it turned out that it could be new way to sell
clothes. But current AR technology was not
enough to make high quality result of AR mirror.
And automization of custom embroider might
be impossible currently because digital sewing
machine require too much man power. Iftechnology about AR and sewing machine
advances in later, our proposal of AR vending
machine will be realize easily and give big
impact to the market.
7. References
[1] Mark Fiala: Magic Mirror and Hand-held
and wearable Augmentations, IEEE Virtual
Reality, 2007
[2] N Navab, M Feuerstein, C Bichlmeier:
Laparoscopic Virtual Mirror New Interaction
Paradigm for monitor Based Augmented Reality,
IEEE Virtual Reality Conference, 2007
[3] Ronald Azuma, Yoan Baillot, ReinHold
Behringer: Recent Advances in Augmented
Reality, IEEE Computer Graphics and
Applications, 2001
[4] Alexandre Francois, Elaine Kang and
Umberto Malesci: A Handheld Virtual Mirror,
SIGGRAPH, 2002
[5] Mark Fiala: Comparing ARTag and
ARToolKit Plus Fiducial Marker System, IEEE
International Workshop on Haptic Audio Visual
Enviroments and their Applications, 2005
[6] Seungwoo Oh: Interactive Garment
Animation, KAIST, 2001
[7] Stephen Cawood, Mark Fiala: Augmented
Reality - A Practical Guide, The Pragmatic
Programmers, 2007
[8] Carles E. Hughes: Mixed Reality in
Education, Entertainment, and Training, IEEE
computer Society, 2007
[9] Derek Bradley, Gerhard Roth, Prosenjit
Bose: Augmented Clothing, 2005
[10] Kolbe, T.: Augmented panorama and videos
for pedestrian navigation. Poc. 2nd
Symposium
on. Location Based Services and
TeleCartography, 2004.
[11] Kealy, A. and Stephen Scott-Young: A
technology fusion approach for augmented
reality applications. Transactions in GIS 10(2):
279-300, 2006
[12] Zlatanova, S. and F. van den Heuvel: 3D
city modeling for augmented reality applications,
in: Proceedings of the International Symposium
on architectural photogrammetry, 8-21
September, Postdam, Germany, pp. 152-159,
2001
[13] :
, , 2007
[14] : OpenCV
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,
[15] ARTag: http://www.artag.net/
[16] AR Vision Inc.: http://www.ar-vision.com/
[17] Games Alfresco in pursuit of the ultimate
augmented reality game:
http://gamesalfresco.com/