Abstract:The 3D context has taken a wide field of interest: Avatars generation, from scanning real people to virtual avatars for games. Today real bodies are used in kinect™ world for consuming (self esteem). However the virtual space between scan bodies and avatars to virtual shopping opens various opportunities. The virtual world, even built on expert systems skill, get added values to the target users, within the apparel industry an undeniable support for designers and pattern makers daily works and decisions. Manne… Show more
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