The Mixed Tangible Catalog: Toward Tangible and Sustainable B2B Metaverse Fashion Showrooms.

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING IEEE Computer Graphics and Applications Pub Date : 2024-07-01 Epub Date: 2024-08-20 DOI:10.1109/MCG.2024.3424247
Fabio Vangi, Marina Ricci, Mine Dastan, Michele Fiorentino
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Abstract

The metaverse, driven by mixed reality (MR), is positioned as the future market, revolutionizing product exploration in virtual space. Existing literature on this subject mainly focuses on business-to-consumer perspectives, leaving a gap in understanding business-to-business (B2B) applications, particularly in the fashion industry. This article introduces a "Mixed Tangible Catalog" (MTC) for B2B that combines a physical, foldable cardboard booth with an MR application linked to a head-mounted display. Targeting the fashion sector's need for high standards in material evaluation, the MTC allows retailers and distributors to browse garments, customize material attributes, and receive visual and tangible feedback. Evaluation through a focus group of 10 industry experts revealed positive feedback. The MTC maintains the tangibility of traditional B2B showrooms and reduces the environmental impact by minimizing transportation, samples, and waste. This innovative approach offers an efficient and sustainable alternative to conventional physical showrooms, enhancing both economic and ecological aspects.

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混合触觉目录:打造有形且可持续的 B2B Metaverse 时装展示厅。
由混合现实(MR)驱动的元宇宙被定位为未来市场,将彻底改变虚拟空间中的产品探索。有关这一主题的现有文献主要侧重于企业对消费者(B2C)的视角,对企业对企业(B2B)应用的理解存在空白,尤其是在时尚行业。本文介绍了一种适用于 B2B 的 "混合触觉目录"(MTC),它将可折叠的实体纸板展台与与头戴式显示器(HMD)相连的磁共振应用相结合。针对时尚界对材料评估高标准的需求,MTC 允许零售商和分销商浏览服装、定制材料属性并获得视觉和触觉反馈。由 10 位业内专家组成的焦点小组进行的评估显示了积极的反馈。MTC 保持了传统 B2B 展厅的有形性,并通过最大限度地减少运输、样品和废物来降低对环境的影响。这种创新方法为传统的实体展厅提供了一种高效、可持续的替代方案,既提高了经济效益,又改善了生态环境。
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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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