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Augmented Reality Application for the Clothing Consumer in an Emergency Context

  • Sandra Jacqueline Solís-Sánchez,
  • Aylen Karina Medina-Robalino,
  • Nancy Margarita López-Barrionuevo,
  • David Estuardo Moscoso-Jurado

摘要

All the changes that the COVID-19 pandemic produced in human beings have yet not been quantified. People acquired new commercial habits which are reflected in a new and different lifestyle. Therefore, in this manuscript, the ethnographic method to obtain quantitative and qualitative data from 122 participants is conducted. The proposed methodology allows the presentation of information on the clothing garments preferred during a confinement period. This information was used to develop an augmented reality (AR) application where certain details and the three-dimensional garment is shown. Blender was used to develop the garment and Unity was the selected software to develop the application. In addition, modules such as AR Foundation, ARCore XR Plug-in, and DOTween were also used to create the augmented reality environment for Android smartphones. Statistical analysis reveals the relationship between the economic situation vs. the consumer behavior. It highlights the usage of comfortable and informal clothes with neutral colors such as white, black, gray, and brown. To validate this proposal, the corresponding tests were performed on 111 smartphones of the initial participants. Subsequently, through the usability SUS test, the operation of the application was verified obtaining 84.46/100 as a total score. Finally, this manuscript contributes to the definition of the consumer’s psychographic profile during and after being confined.