Virtual Dressing Room
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Virtual Dressing Room
A virtual dressing room (also often referred to as virtual fitting room and virtual changing room although they do, on examination, perform different functions) is the online equivalent of an in-store changing room. Having begun to emerge from 2005, fit technologies started to be widely reported from 2010, but are now available from an increasing variety of providers and are in use by a growing number of prominent retailers in their webstores. A fit technology may be categorised according to the problem that it resolves (size, fit or styling) or according to the technological approach. There are many different types of technological approach. Size recommendation services Some recommendation systems use existing garments to recommend a size, while others use measurements taken by the customer. Recommendation systems have been developed for products beyond garments, such as ring sizers. Examples of these recommendation systems include Find My Ring Size. Others still take ...
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Intel Labs Researcher Nola Donato Demonstrates Augmented Reality Dressing Room
Intel Corporation is an American multinational corporation and technology company headquartered in Santa Clara, California. It is the world's largest semiconductor chip manufacturer by revenue, and is one of the developers of the x86 series of instruction sets, the instruction sets found in most personal computers (PCs). Incorporated in Delaware, Intel ranked No. 45 in the 2020 ''Fortune'' 500 list of the largest United States corporations by total revenue for nearly a decade, from 2007 to 2016 fiscal years. Intel supplies microprocessors for computer system manufacturers such as Acer, Lenovo, HP, and Dell. Intel also manufactures motherboard chipsets, network interface controllers and integrated circuits, flash memory, graphics chips, embedded processors and other devices related to communications and computing. Intel (''int''egrated and ''el''ectronics) was founded on July 18, 1968, by semiconductor pioneers Gordon Moore (of Moore's law) and Robert Noyce (1927–1990) ...
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Avatar (computing)
In computing, an avatar is a graphical representation of a user or the user's character or persona. Avatars can be two-dimensional icons in Internet forums and other online communities, where they are also known as profile pictures, userpics, or formerly picons (personal icons). Alternatively, an avatar can take the form of a three-dimensional model, as used in online worlds and video games. The term ' () originates from Sanskrit, and was adopted by early computer games and science fiction novelists. Richard Garriott extended the term to an on-screen user representation in 1985, and the term gained wider adoption in Internet forums and MUDs. Nowadays, avatars are used in a variety of online settings including social media, virtual assistants, instant messaging platforms, and digital worlds such as ''World of Warcraft'' and ''Second Life''. They can take the form of an image of one's real-life self, as often seen on platforms like Facebook, or a virtual character that diverge ...
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Paxar
Avery Dennison Corporation is a multinational manufacturer and distributor of pressure-sensitive adhesive materials (such as self-adhesive labels), apparel branding labels and tags, RFID inlays, and specialty medical products. The company is a member of the Fortune 500 and is headquartered in Mentor, Ohio. History The company was founded in Los Angeles, California in 1935 as Kum Kleen Products, a partnership of Mr. and Mrs. Ray Stanton Avery. The name was changed to Avery Adhesives in 1937. In 1946, the company was incorporated as Avery Adhesive Label Corp., and the name was subsequently changed to Avery Adhesive Products, Inc. in 1958, and to Avery Products Corporation in 1964. The name was changed again to Avery International Corporation in 1976, and it became Avery Dennison after the company merged with the Dennison Manufacturing Company in 1990. H. Russell Smith, a college friend of Avery's, joined the company in 1946 as a one-third owner and for nearly 40 years was ...
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Virtual Mirror
A virtual mirror or smart mirror is a device that displays a user's own image on a screen as if that screen were a mirror. Some versions feature augmented reality additions to the video display, or use an entirely virtual graphical avatar of the user. Virtual mirrors are available as mobile phone applications, with some allowing users to modify the appearance of their hairstyle, make-up or accessories. The technology is also used in online shopping and in-store shopping to show people how an item of makeup, clothing, handbag or accessory might look on them. Some major retailers use the technology to provide virtual dressing rooms to customers. These smart devices are used to enhance in-store experience, provide product information to customers and to display marketing and promotional messaging. Many color contact sites feature a similar virtual try-on environments to simulate the look a user will achieve when actually wearing the contact lenses. Technology Virtual mirrors usuall ...
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Webcam Social Shopper
The Webcam Social Shopper, often referred to as virtual dressing room software, debuted online in June 2009 and was created by Los Angeles-based software company, Zugara. Cited initially as an "augmented reality dressing room", The Webcam Social Shopper allows online shoppers to use a webcam to visualize virtual garments on themselves while shopping online. The software also uses a motion capture system that allows users to use hand motions to navigate the software while standing back from their computer. Social media integration with Facebook and Twitter also allows users of the software to send pictures of themselves with the virtual garments for immediate feedback. Though the Webcam Social Shopper has also been called virtual fitting room or virtual dressing room software, Zugara has referred to the software as an advanced product visualization tool for retailers. On September 25, 2012, Zugara was granted US Patent No. 8,275,590 for "Providing a simulation of wearing items s ...
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Zugara
Zugara is an American corporation headquartered in Los Angeles, California, United States that develops and licenses augmented reality software and creates Natural User Interface experiences for brands. Zugara was founded in March 2001 as an interactive marketing company with a focus on interactive strategy and web application development. From 2001 to 2008, the company created award-winning interactive campaigns for Fortune 500 brands including Sony PlayStation, Activision Blizzard, Reebok, Toyota, Lexus, Casio and the U.S. Air Force."Creativity 50"
Creativity, March 11, 2010. Retrieved July 14, 2012
In early 2009, Zugara shifted focus to augmented reality software development and began development on augmented reality technologies and Software development kit, SDK's. ...
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Smartphone
A smartphone is a portable computer device that combines mobile telephone and computing functions into one unit. They are distinguished from feature phones by their stronger hardware capabilities and extensive mobile operating systems, which facilitate wider software, internet (including web browsing over mobile broadband), and multimedia functionality (including music, video, cameras, and gaming), alongside core phone functions such as voice calls and text messaging. Smartphones typically contain a number of metal–oxide–semiconductor (MOS) integrated circuit (IC) chips, include various sensors that can be leveraged by pre-included and third-party software (such as a magnetometer, proximity sensors, barometer, gyroscope, accelerometer and more), and support wireless communications protocols (such as Bluetooth, Wi-Fi, or satellite navigation). Early smartphones were marketed primarily towards the enterprise market, attempting to bridge the functionality of ...
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Webcam
A webcam is a video camera which is designed to record or stream to a computer or computer network. They are primarily used in videotelephony, livestreaming and social media, and security. Webcams can be built-in computer hardware or peripheral devices, and are commonly connected to a device using USB or wireless protocols. Webcams have been used on the Internet as early as 1993, and the first widespread commercial one became available in 1994. Early webcam usage on the Internet was primarily limited to stationary shots streamed to web sites. In the late 1990s and early 2000s, instant messaging clients added support for webcams, increasing their popularity in video conferencing. Computer manufacturers also started integrating webcams into laptop hardware. In 2020, the COVID-19 pandemic caused a shortage of webcams due to the increased number of people working from home. History Early development (early 1990s) First developed in 1991, a webcam was pointed at the Trojan ...
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Augmented Reality
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.e. masking of the natural environment). This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is largely synonymous with mixed reality. There is also overlap ...
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Brand
A brand is a name, term, design, symbol or any other feature that distinguishes one seller's good or service from those of other sellers. Brands are used in business, marketing, and advertising for recognition and, importantly, to create and store value as brand equity for the object identified, to the benefit of the brand's customers, its owners and shareholders. Brand names are sometimes distinguished from Generic brand, generic or store brands. The practice of branding - in the original literal sense of marking by burning - is thought to have begun with the ancient Egyptians, who are known to have engaged in livestock branding as early as 2,700 BCE. Branding was used to differentiate one person's cattle from another's by means of a distinctive symbol burned into the animal's skin with a hot branding iron. If a person stole any of the cattle, anyone else who saw the symbol could deduce the actual owner. The term has been extended to mean a strategic personality for a produ ...
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Database
In computing, a database is an organized collection of data stored and accessed electronically. Small databases can be stored on a file system, while large databases are hosted on computer clusters or cloud storage. The design of databases spans formal techniques and practical considerations, including data modeling, efficient data representation and storage, query languages, security and privacy of sensitive data, and distributed computing issues, including supporting concurrent access and fault tolerance. A database management system (DBMS) is the software that interacts with end users, applications, and the database itself to capture and analyze the data. The DBMS software additionally encompasses the core facilities provided to administer the database. The sum total of the database, the DBMS and the associated applications can be referred to as a database system. Often the term "database" is also used loosely to refer to any of the DBMS, the database system or an appli ...
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Mannequin
A mannequin (also called a dummy, lay figure, or dress form) is a doll, often articulated, used by artists, tailors, dressmakers, window dressers and others, especially to display or fit clothing and show off different fabrics and textiles. Previously, the English term referred to human models and muses (a meaning which it still retains in French and other European languages); the meaning as a dummy dating from the start of World War II. Life-sized mannequins with simulated airways are used in the teaching of first aid, CPR, and advanced airway management skills such as tracheal intubation. During the 1950s, mannequins were used in nuclear tests to help show the effects of nuclear weapons on humans. Also referred to as mannequins are the human figures used in computer simulation to model the behavior of the human body. ''Mannequin'' comes from the French word ', which had acquired the meaning "an artist's jointed model", which in turn came from the Flemish word ', meaning " ...
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