RMIT University
Browse

Everybody Immersive Fashion_Human-Computer Interaction in VR

chapter
posted on 2024-10-31, 09:44 authored by Kate Kennedy
This paper discusses preliminary research into the use and application of virtual reality (VR) as an immersive design environment for conceptual and technical development of fashion and apparel, for individual bodies. The aim of the research was to investigate participant engagement and response to first, immersion in the VR environment and second to avatars created from 'real' 3d body scan data as an alternative body format to the average, standard or ideal 'fashion' body. The research was undertaken in VR workshops, Everybody: Immersive Fashion Design, at the Slow Fashion Studio during the RMIT Gallery/Goethe-Institut's Fast Fashion: the dark side of fashion exhibition (21 July-9 September 2017). Workshop participants were immersed in a VR environment using HTC VIVE hardware and the creative drawing tool, Google Tilt Brush. Participants were instructed to; first, accustom themselves to the VR (VIVE) environment, second, to learn basic (Tilt Brush) functions and third, to select a 3D database avatar and create a virtual garment. Workshops were open for public participation and no prior VR experience was necessary. Findings suggest the VR domain has potential as a viable Human-Computer Interaction (HCI) domain for both creative and technical apparel design and applicable to a diverse body range.

History

Start page

37

End page

44

Total pages

8

Outlet

Artificial Intelligence on Fashion and Textiles

Editors

Wai Keung Wong

Publisher

Springer

Place published

Switzerland

Language

English

Copyright

© Springer Nature Switzerland AG 2019

Former Identifier

2006089577

Esploro creation date

2020-06-22

Fedora creation date

2019-02-21

Usage metrics

    Scholarly Works

    Exports

    RefWorks
    BibTeX
    Ref. manager
    Endnote
    DataCite
    NLM
    DC