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The CT Face

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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/THECTFACE
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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/