Final Black Book
Final Black Book
Final Black Book
EDUCATION, (MUMBAI)
A
Project Report
On
“Virtual Try-On”
Submitted by
Certificate
Certified that the project report entitled “Virtual Try-On” has been
successfully completed by:
Name of student Class Enrolment No. Exam Seat No.
1. Purushottam Dilip Medhe TYAN 2100780311 399313
2. Harshal Sanjay Kumawat TYAN 2100780305 399305
3. Sarthak Yadav Sonar TYAN 2200780816 399343
4. Dev Depak Pathak TYAN 2100780317 399317
as partial fulfillment of Diploma course in Artificial Intelligence and Machine
Learning under the Maharashtra State Board of Technical Education, Mumbai
during the academic year 2023-2024.
The said work has been assessed by us and we are satisfied that the same
is up to the standard envisaged for the level of the course. And that the said
work may be presented to the external examiner.
H.M.Gaikwad H.M.Gaikwad
GUIDE HOD
i
Achievements / Participation Certificates
ii
iii
Technophilia Project Competition
iv
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Acknowledgment
With deep sense of gratitude we would like to thanks all the people who have lit our path with
their kind guidance for our Project Selection, Design and Development. We are very grateful to these
intellectuals, experts, who did their best to help during our completion of project work.
It is our proud privilege to express deep sense of gratitude to, Prof. P. T. Kadave-Principal,
K. K. Wagh Polytechnic, Nashik for his comments and kind permission to complete this project. We
remain indebted to Prof. H. M. Gaikwad, Head of Artificial Intelligence & Machine Learning
Department for his timely suggestion and valuable guidance.
The special gratitude goes to our Internal Faculty Guide Mr. H. M. Gaikwad, staff members,
technical staff members, of Artificial Intelligence & Machine Learning Department for his/her
technical, timely, excellentand coercive guidance in completion of this project work. We thanks to
all the class colleagues for their appreciable, encouraging help for completion of our project.
We are also thankful to our parents who providing their wishful support for our project
completion successfully. Lastly we thanks to our all friends and the people who are directly or
indirectly related to our project work.
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Vision & Mission
Institute Mission: Committed to develop students as Competent and Socially Responsible Diploma
Engineers by inculcating learning to learn skills, values and ethics, entrepreneurial attitude, safe and
eco-friendly outlook and innovative thinking to fulfill aspirations of all the stakeholders and
contribute in the development of Organization, Society and Nation.
Department Vision: (Version – 1.2) To Develop Technocrats in the field of Computer Engineering
and Artificial Intelligence by imparting quality technical education.
M1: To provide quality technical education to students to help them to achieve good
academic growth.
M2: To impart technical education to meet the requirements of the industry and society.
M3: Develop technical & soft skill through co–curricular and extra-curricular activities for
improving personality.
Program Educational Objectives: (Version – 1.2)
PEO1: Provide IT and AI solutions to variety of industrial & social problems adapting
Profession ethics.
PEO2: Adapt state-of-the-art Computer Engineering and Artificial Intelligence broad-based
technologies to work in multi-disciplinary work environments.
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Course Outcomes: (COs)
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Table of Contents
Certificates I
Achievements/Participation certificate II
Acknowledgment VI
Vision and Mission VII
CO & PO Mapping VIII
Abstract IX
Table of contents X
1. Introduction
1.1. Literature Survey 1
1.2. Existing System Overview 2
1.3. Proposed Concept and Working 3
1.4. Proposed System Architecture 3
2. Project Requirements and feasibility analysis
x
3.4 Class Diagram 19
3.5 Module Analysis and Description 20
4. Results and Outputs/ Screenshots 26
4.1 Virtual Try-On Interface 26
4.2 Menu 27
4.3 Male Clothes Section 29
4.4 Female clothes section 30
5. Testing of software application 32
5.1 Unit Testing of Individual Modules 32
5.2 Integration Testing 32
5.3 User Acceptance Testing (UAT) with Kinect Sensor 33
6. Costing Of Project 35
7. Application of virtual try-on system 36
7.1 Retail Industry 36
7.2 Fashion Designers and Brands 36
7.3 Online Marketplaces 36
7.4 Personal Styling Services 37
8. Future Scope 38
8.1 Deeper Integration with AI and Machine Learning 38
8.2 Expanding the virtual Wadrobe 38
8.3 Integration with augumented Reality 38
8.4 Advanced Data Analytics 38
9. Conclusion 39
10. References 40
xi
Index of Figures
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Chapter 1
INTRODUCTION
1. Introduction
This project aims to revolutionize the shopping experience by allowing users to virtually try on
various clothes and accessories. Through the use of advanced image processing and augmented
reality techniques, users can visualize how different garments look on them without physically
trying them on. Our project holds the ability to transform the way people shop for clothes and
accessories. Not only does this enhance the online shopping experience, but it also saves time
and reduces the need for physical try-ons. Let's dive in and explore the exciting world of virtual
fashion.
1. Lenskart:
• Description: Lenskart, an eyewear retailer, offers a virtual try-on feature through its website and
mobile app. Users can upload a photo or use their device's camera to virtually try on different
styles of eyeglasses and sunglasses. The system uses augmented reality technology to
superimpose virtual glasses onto the user's face, allowing them to see how each frame looks in
real-time. Lens kart’s virtual try-on feature also includes tools for adjusting frame fit, color, and
lens options.
• Literature Review: Research on virtual try-on systems for eyewear, such as Lenskart's, has
examined the impact of virtual try-on technology on consumer purchase behaviour and
satisfaction. Studies have investigated factors influencing the perceived accuracy and realism of
virtual try-on experiences, including frame alignment, lens distortion correction, and user
interface interactivity. Additionally, research has explored the role of virtual try-on systems in
reducing the uncertainty associated with online eyewear purchases and increasing user
confidence in selecting frames.
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3. Warby Parker:
• Description: Warby Parker, an eyewear retailer, offers a virtual try-on feature on its website and
mobile app. Users can use their device's camera to virtually try on different styles of glasses and
sunglasses. The system uses facial recognition technology to accurately position the virtual
glasses on the user's face, allowing them to see how each style looks from various angles.
• Literature Review: Studies examining virtual try-on systems for eyewear, such as Warby
Parker's, have explored the impact of virtual try-on experiences on consumer purchase behaviour
and decision-making. Research has investigated factors influencing the perceived realism of
virtual try-on experiences, including accurate rendering of frames, facial tracking precision, and
user interface design. Additionally, studies have evaluated the effectiveness of virtual try-on
systems in reducing the perceived risk of online eyewear purchases and increasing user
confidence in selecting frames.
The existing system utilizes physical fitting rooms. Customers locate desired items on the
shopping floor and take them to fitting rooms. This approach has limitations such as:
• Limited availability: Fitting rooms can become crowded during peak hours, leading to waiting
times and customer frustration.
• Inefficiency: Customers may need assistance from staff to retrieve different sizes or styles,
impacting staff workload.
• Lack of customization: The current system doesn't allow customers to experiment with various
combinations of clothing or visualize different looks."
By outlining the limitations of the existing system, you can effectively highlight the potential
benefits that VTO technology can bring to your store.
Additional Considerations
• If your store uses any basic tools like size charts or recommendation mirrors, you can briefly
mention them here.
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• Focus on how the existing system creates friction or limitations in the customer experience.
• Ensure a smooth transition by acknowledging the existing system and then presenting VTO as a
solution for improvement.
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Chapter 2
PROJECT REQUIREMENTS AND FEASIBLITY ANALSYSIS
Leveraging the power of computer vision and augmented reality (AR), we aim to create a platform
that allows users to virtually try on clothing and accessories in an immersive and realistic way.
Imagine browsing online stores and being able to see how clothes would look on you without ever
having to step into a fitting room. This innovative system utilizes cutting-edge technologies:
• Computer Vision: Sophisticated algorithms will analyse a user's body pose and dimensions through
their webcam or smartphone camera.
• Augmented Reality: The chosen clothing or accessory will be virtually overlaid onto the user's
image, providing a realistic representation of how the item would fit and appear.
By providing this virtual try-on experience, we hope to achieve several key benefits:
• Enhanced Customer Confidence: Users can shop online with greater confidence, knowing exactly
how clothes will look on them before they buy.
• Reduced Return Rates: The ability to virtually try-on items can significantly reduce the number of
returns for e-commerce businesses.
• Improved User Experience: This innovative approach will make online shopping more engaging,
interactive, and enjoyable for users.
Overall, our proposed project has the potential to empowers informed clothing purchases, boosting
confidence and potentially reducing retailer returns. This innovative approach, with effective
implementation and marketing, has the potential to reshape online fashion shopping.
• User Interface: The user interface will allow users to browse through a catalog of clothing and
accessory items, select items for virtual try-on, and see their live image from the webcam or
smartphone camera.
• Computer Vision: The system will utilize computer vision algorithms to accurately detect and
analyze the user's body pose and dimensions.
• Augmented Reality Integration: The chosen clothing or accessory item will be virtually
overlaid onto the user's image in real-time using AR technology. This overlay should provide a
realistic representation of how the item would fit and appear on the user's body.
• Pose Estimation: The system should be able to adapt to different user poses (standing, sitting,
etc.) to ensure an accurate virtual try-on experience.
• Size and Style Variations: Users should be able to select different sizes and styles for the virtual
try-on items.
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• Performance: The virtual try-on experience should be smooth and responsive, with minimal
latency between user actions and visual updates.
• Accuracy: The system should accurately detect and analyze user body dimensions to provide a
realistic virtual try-on experience.
• Security: User privacy should be a priority. The system should handle user data securely and
comply with relevant data protection regulations.
• Usability: The user interface should be intuitive and easy to navigate, allowing users to easily
explore the virtual try-on functionalities.
• Scalability: The system should be scalable to accommodate a growing user base and future
feature additions.
• Visual Studio Code: A source-code editor made by Microsoft with the Electron Framework, for
Windows, Linux and macOS.
• Blender: Free and open-source 3D creation suite for modeling, sculpting, animating, simulating,
rendering, and compositing 3D assets (potentially useful for creating virtual clothing models for
try-on).
• OpenCV: Open Source Computer Vision Library offering a comprehensive set of algorithms for
real-time computer vision tasks (potentially used for user pose estimation in your virtual try-on
system).
• Firebase: Google's mobile development platform providing a suite of backend services like
databases, authentication, storage, analytics, and machine learning (could be used to manage user
data, store virtual try-on preferences).
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The Microsoft Kinect for Xbox 360, a revolutionary motion sensing input device, boasts a depth sensor
with a resolution of 640x480 at 30 frames per second (fps) and a colour sensor of the same specifications,
providing a comprehensive understanding of the user's environment. The device excels in skeleton
tracking, recognizing multiple users simultaneously and associating them with individual profiles. It
further extends its capabilities through facial recognition. Compatible with both Xbox 360 and Windows
PC, Kinect's software development kit (SDK) empowers developers to harness its potential in various
applications, ranging from human-computer interaction to virtual reality and robotics.
Specifications:
1. Depth Sensor: 640x480 resolution at 30 frames per second (fps)
2. Colour Sensor: 640x480 resolution at 30 fps
3. Field of View: Horizontal field of view is 57 degrees, vertical field of view is 43 degrees
4. Audio: Four microphone array
5. Connectivity: USB 2.0
6. Power: AC adapter with USB connector
7. Dimensions: 250 x 75 x 88 mm (9.8 x 3.0 x 3.5 in)
8. Weight: 275 grams (9.7 oz)
9. Compatibility: Xbox 360, Windows PC (with appropriate drivers and software)
10. Operating Range: Approximately 1.2m to 3.5m (4 ft to 12 ft)
Features:
1. Motion Sensing: Kinect can detect the movement of users in its field of view, allowing for
gesture-based control.
2. Depth Sensing: Utilizes infrared technology to create a depth map of the scene, enabling
accurate tracking of objects and users in three dimensions.
3. Voice Recognition: Incorporates a microphone array for voice commands, allowing users to
interact with the system using speech.
4. Skeleton Tracking: Can identify and track multiple users simultaneously, recognizing their
bodies and movements to enable interactive experiences.
5. Facial Recognition: Capable of recognizing faces and associating them with user profiles.
6. Software Development Kit (SDK): Provides developers with tools and libraries to create
applications and experiences utilizing Kinect's capabilities.
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Project Details:
1. Objective: Clearly state the purpose of using Kinect in your project. Whether it's for human-
computer interaction, gesture recognition, virtual reality, robotics, or any other application.
2. Implementation: Describe how you integrated Kinect into your project setup. Detail any
hardware configurations and software libraries used.
3. Functionality: Explain the functionalities enabled by Kinect in your project. For example, if
you're using it for gesture recognition, describe the gestures recognized and corresponding
actions.
4. Challenges: Discuss any challenges faced during the implementation process, such as calibration
issues, noise interference, or limitations of the Kinect sensor.
5. Results and Evaluation: Present the results of your project and evaluate its performance.
Include any quantitative metrics or qualitative assessments.
6. Future Work: Propose potential enhancements or future directions for your project. This could
involve improving accuracy, expanding functionality, or exploring new applications.
o These systems use computer technology to assist users in trying on garments virtually.
o Users can see how clothes look on themselves, how different pieces match together, and
how the size fits.
o Deep learning methods play a crucial role in developing these systems.
o Challenges include accurate body representation, realistic cloth simulation, and efficient
rendering.
2.6.1 Operational Feasibility Assessment
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▪ In-Store Try-On: Customers visit physical stores where they can virtually try on
clothes.
o The process involves computer vision, artificial intelligence, recommendation
algorithms, and augmented reality (AR) or virtual reality (VR).
o 3D body scanning combined with AR technology can revolutionize the fashion store
experience.
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Chapter 3
PROJECT DESIGN & IMPLEMENTATIONS
• Kinect Sensor: This depth camera captures a three-dimensional image of the user. It provides
more information than a regular webcam, allowing for a more accurate estimation of the user's
body pose.
• Positioning and Measurements: This block likely refers to the process of using the Kinect
sensor data to determine the user's position and body measurements in 3D space.
• Look for dress in database: This block searches a database of clothing items for a dress that
matches the user's body dimensions (potentially based on the measurements obtained from the
Kinect sensor).
• 3D dress Trial: This block represents the virtual try-on experience itself. The system retrieves a
3D model of the dress from the database and virtually drapes it onto the user's 3D body model
(created from the Kinect data).
• LCD Screen: This displays the final virtual try-on image or video, showing the user how the
dress would look on them in real-time.
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1. User: The user interacts with the system and provides input data, such as images or videos.
2. Virtual Dressed-Up System: This process takes user input and creates a virtual dressed-up view
based on the provided clothing items.
3. Video: An external source of video input, which is part of the user's input.
4. Analysis: It takes the video input and performs several tasks, as described in explanation.
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Use case diagram is a graph of actors, a set of use cases enclosed by a system boundary, communication
associations between the actor and the use case. The use case diagram describes how a system
interacts with outside actors; each use case represents a piece of functionality that a system
provides to its users. A use case is known as an ellipse containing the name of the use case and an actor
is shown as a stick figure with the name of the actor below the figure.
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The diagram shows the following steps in the virtual try-on process:
1. Input Video: The system takes a video input from the user. This video is presumably of the user
themselves.
2. Convert into Frames: The video is then divided into individual frames.
3. Apply Euclidean Distance Formula: A mathematical formula is applied to each frame to likely
calculate the distance between different points on the user's body. This helps create a body map.
4. Shrink Image: The image frames are likely resized to a smaller dimension to reduce processing
power needed.
5. Build Model: A model is built, possibly a 3D model, based on the processed image frames.
6. Prediction: The system predicts how clothing would look on the user's body based on the 3D
model.
7. Result: The final result is displayed to the user, which is likely an image or video of the user
with virtual clothing on.
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The above sequence diagram shows the process of the virtual try-on. Here's a breakdown of the
steps involved:
1. Input Video: The first step involves the user inputting a video.
2. Load Data: The system loads the video data for processing.
3. Convert into Frames: The video is then divided into individual frames.
4. Image Classification: An image classification process is performed, likely to identify different
parts of the user's body in each frame.
5. Build Model: A 3D model of the user's body is built based on processed image frames.
6. Check for Accuracy: The accuracy of the 3D model is evaluated.
7. Classification: If the accuracy is acceptable, the classification process is likely used to overlay
virtual clothing onto the 3D model.
8. Output: The final result, which is an image or video of the user with virtual clothing on, is
displayed.
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The above activity diagram illustrates the steps involved in the image pre-processing stage
of the virtual try-on. Here's a breakdown of the process:
1. Datasets: The process begins with datasets, which are collections of images used to train the
system.
2. Pre-processing: The images undergo pre-processing, which involves several steps including
resizing, image analysis, and feature engineering.
• Image Analysis: An analysis is performed on the images, possibly to identify key points
like body landmarks.
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• Feature Engineering: New features are extracted from the images that are relevant to
the task of virtual try-on, such as body measurements or posture.
4. Validation: The pre-processed images are validated to ensure they meet the required quality
standards.
5. Output: The validated pre-processed images are then used for the next stage of the virtual try-
on process.
The above class diagram illustrates the classes and their relationships in a virtual try-on system.
Here's a breakdown of the classes and their functionalities:
• User: This class represents the system's user and likely has attributes such as username, name, and
preferences.
• Garment: This class represents the clothing items that can be virtually tried on. It likely has attributes
such as garment ID, name, size, color, type (e.g., dress, shirt), and potentially a list of images.
• BodyPose: This class represents the user's body posture in an image or video frame. It might have
attributes like a list of body landmarks (e.g., wrist, ankle) and their corresponding positions.
• GarmentFitting: This class likely handles the logic of virtually trying on garments on the user's body.
It has methods like drapeGarment that takes a BodyPose object and a Garment object as inputs and
returns a VirtualTryOnResult object.
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• VirtualTryOnResult: This class likely represents the result of the virtual try-on process. It might have
methods to display the result (image or video) and potentially information about the fit of the garment.
• GarmentDatabase: This class stores information about the garments in the system. It likely has
methods for searching garments based on criteria like type, size, or color.
• BodyLandmark: This class likely represents a specific landmark on the user's body, such as a wrist or
ankle. It might have attributes like its name and position (x, y coordinates).
• UserInterface: This class likely represents the user interface of the virtual try-on system. It might
have methods for displaying garment lists, receiving user input, and showing the virtual try-on results.
• Purpose: Provides a user-friendly interface for interacting with the virtual try-on system.
• Algorithm:
1. Presents a user interface for browsing garments.
2. Allows users to select garments and potentially provide additional details.
3. Provides options for capturing user images/videos (optional).
4. Displays the virtual try-on results after processing.
5. Offers functionalities like zooming, rotating the virtual garment (optional).
• Purpose: Handles user-provided images or video for the virtual try-on process.
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• Algorithm:
1. Provides an interface for users to capture an image or video of themselves.
2. Uses device camera APIs to capture the image/video data.
3. Saves or transmits the captured image/video data for further processing.
• Purpose: Performs the core virtual try-on functionality, simulating how garments would look on
the user.
• Used by Module: Image processing libraries (e.g., OpenCV, Pillow) - 3D modeling frameworks
(e.g., Blender, Three.js) - Garment fitting algorithms.
• Algorithm:
1. Receives user input (garment selection, size) and potentially user image/video or pose data.
2. Processes user data (e.g., pose estimation from image/video).
3. Uses garment data and user information to simulate garment drape on the user's body (using
image manipulation or 3D modeling techniques).
4. Generates the final image or video representation of the virtual try-on experience.
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• Purpose: Analyzes user-provided images or videos to extract relevant information for the virtual
try-on process.
• Used by Module: Computer vision libraries (e.g., OpenCV) - Machine learning models for pose
estimation and image segmentation
• Algorithm:
1. Takes user image/video as input.
2. Applies image processing techniques to extract user pose information (e.g., joint locations).
3. Optionally performs background segmentation to isolate the user from the background
image.
4. Outputs the extracted information for further processing by the virtual try-on engine.
• Purpose: Stores information about available garments for the virtual try-on system.
• Algorithm:
1. Provides functionalities to add new garment information to the database (if applicable).
2. Responds to requests from other modules, retrieving relevant garment data (images, size
charts) based on garment selection.
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• Algorithm:
1. Receives the processed image or video data from the virtual try-on engine.
2. Uses UI elements or multimedia players to display the virtual try-on result to the user.
3. Optionally offers functionalities like zooming, rotating the virtual garment on the
displayed image/video.
7. Module Name: User Interaction Module
• Purpose: Handles user interaction with the virtual try-on system beyond basic UI elements.
• Algorithm:
1. Listens for user interactions within the virtual try-on interface (e.g., selecting different
garments, adjusting size options).
2. Translates user interactions into specific actions within the system (e.g., fetching new
garment data, re-running the virtual try-on with different parameters).
3. Provides feedback to the user based on their interactions (e.g., updating the display with new
results).
• Purpose: Tracks user interactions and virtual try-on behavior for analysis and improvement.
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• Algorithm:
1. Collects data on user interactions and virtual try-on sessions (e.g., selected garments, viewed
results).
2. Stores or transmits the collected data for further analysis.
3. Optionally generates reports or insights on user behavior and virtual try-on trends.
• Purpose: Overlays the virtual garment onto a live video stream of the user for a more immersive
experience.
• Inputs and Outputs:
o Inputs: Live video stream from the device camera, user pose information.
o Outputs: Augmented reality view with the virtual garment overlaid on the user's live
video feed.
• Used by Module: AR frameworks (e.g., ARKit, ARCore) - Computer vision libraries for real-
time processing
• Algorithm:
1. Captures a live video stream from the device camera.
2. Estimates user pose information from the video stream.
3. Overlays the virtual garment onto the live video feed in real-time, considering user
pose and movement.
4. Displays the augmented reality view with the virtual garment on the user.
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Chapter 4
RESULT AND OUTPUTS/ SCREEN SHOTS
This image showcases the initial interface of the VTO system. The screen displays a prominent 'MENU'
selection, allowing users to navigate different functionalities within the system. Additionally, the
interface defaults to a 'Ladies Clothes' selection, indicating a clear starting point for browsing virtual
try-on options. This caters to a common customer demographic while still offering the flexibility to
explore other categories through the menu.
• Prominent 'MENU' Selection: A strategically placed "MENU" button serves as the central
navigation point. This easily identifiable icon ensures users can readily access various
functionalities within the VTO system, fostering a sense of control and exploration.
• Default 'Ladies Clothes' Selection: The interface defaults to displaying "Ladies Clothes,"
catering to a statistically common customer demographic. This jumpstarts the virtual try-on
process without overwhelming users with options. It also acts as a visual cue, instantly conveying
the purpose of the system.
• Flexibility and Personalization: Despite the default selection, the menu offers clear access to
other clothing categories (e.g., Men's, Unisex). This caters to diverse customer preferences and
fosters inclusivity.
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4.2. Menu
Icon Description
Icon Description
Icon Description
Enables users to select their desired size for the virtual try-on
experience, providing a more accurate representation of how
the garment would fit.
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Icon Description
Icon Description
Icon Description
Gives users control over the audio within the VTO system,
allowing them to mute or unmute sounds associated with button
clicks or virtual interactions.
1.2.7 Exit:
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Customization Options:
• Each garment category features a selection of thumbnails or icons representing different styles,
colors, and patterns. Users can easily tap or click on these options to virtually dress the avatar in
their chosen item.
• Size Selection: A dedicated size selection panel allows users to choose their desired size for each
garment, ensuring an accurate representation of fit during the virtual try-on experience.
Accessory Selection:
• The "Accessories" section features a variety of sunglasses and handbags.
• Users can select and virtually try on different sunglasses styles (e.g., aviators, cat-eye, wayfarers)
and colors to complement their chosen outfit.
• Handbag options can be displayed based on size (e.g., clutch, tote, crossbody), style (e.g., formal,
casual), and color. Users might be able to virtually "hold" the bag to see how it scales with the
outfit.
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Chapter 5
TESTING OF SOFTWARE APPLICATION
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o Verify that UI elements like size selection dynamically adjust based on user body
dimensions captured by the Kinect sensor.
• VTO System with Inventory Management System (optional):
o Integrate the VTO system with a mock inventory system to simulate real-time stock
checks based on garment selection and user body dimensions.
Sample Test Scenarios:
• Simulate user interaction with the UI (e.g., selecting a garment) and verify that the system
displays the garment virtually on the user model generated from Kinect data.
• Test data exchange between the VTO system and the inventory management system to ensure
stock availability checks consider user body dimensions captured by the Kinect sensor
(optional).
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• Store Employees:
o Simulate customer interactions using the VTO system with the Kinect sensor to guide
virtual try-on experiences.
o Test functionalities like recommending outfits or suggesting size adjustments based on
the user's virtual image generated by the Kinect sensor.
o Identify any potential challenges customers might face using the Kinect sensor and
provide feedback on system ease of use from an employee standpoint.
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Chapter 6
COSTING OF PROJECT
- Size of the project: Let's reduce the estimated size to 2,000 lines of code (LOC).
- Effort Multiplier: 1.0 (standard value).
- Labor rates: 500 INR per hour.
Where:
- (a = 2.8) for Intermediate COCOMO
- (b = 1.20) for Intermediate COCOMO
- (Size) is the estimated size of the project in KLOC (Kilo Lines of Code)
- (EAF) is the Effort Adjustment Factor (effort multiplier)
[ Effort ≈ 6.4314]
So, the estimated cost of your project using the adjusted COCOMO model is approximately 51,451.20
INR.
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Chapter 7
APPLICATION OF VIRTUAL TRY-ON SYSTEM
Virtual try-on technology offers a range of exciting possibilities across various sectors. Here's a
breakdown of its potential applications in different areas:
• Enhanced Customer Experience: Virtual try-on allows customers to experiment with clothes
and accessories in a fun and interactive way, leading to more informed purchases.
• Reduced Return Rates: By providing a realistic idea of fit and style, virtual try-on can
significantly decrease return rates for retailers.
• Increased Sales Conversions: A more engaging shopping experience with virtual try-on can
translate to higher sales conversion rates.
• Inventory Management: Virtual try-on data can inform retailers about popular styles and sizes,
allowing for better inventory management and reduced stockouts.
• Improved Design and Development: Virtual try-on can be used to test garment designs on
various body types before production, leading to better fitting and more inclusive clothing lines.
• Streamlined Product Feedback: Designers can gather real-time customer feedback on virtual
try-on experiences, allowing for quicker design iterations and improvements.
• Personalized Marketing Campaigns: Virtual try-on data can be used to personalize marketing
campaigns by recommending products based on customer preferences and body types.
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Chapter 8
FUTURE SCOPE OF THE PROJECT
Our virtual try-on system is designed for continuous evolution and innovation. Here's a roadmap
outlining some exciting possibilities for the future:
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Chapter 9
CONCLUSION
The proposed virtual try-on system presents a revolutionary approach to fashion shopping. Unlike
traditional methods that rely on static images and size charts, virtual try-on leverages cutting-edge
technology to create a realistic and interactive experience. This empowers users to make informed
purchasing decisions, potentially reducing return rates and boosting confidence.
This innovative solution transcends the limitations of physical stores, offering convenience and
accessibility for customers. Virtual try-on technology allows customers to digitally try on clothing and
accessories, providing a realistic and interactive shopping experience. By eliminating the need for
physical try-ons, it saves time and enhances convenience for shoppers. With its potential to increase
customer engagement and boost online sales, virtual try-on is a valuable tool for the retail industry.
Furthermore, virtual try-on unlocks a wealth of data for retailers, enabling them to optimize inventory
management, product development, and marketing strategies. As virtual try-on technology matures, it
has the potential to reshape the online fashion retail landscape, creating a win-win situation for both
consumers and businesses.
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Chapter 10
REFERENCES
Academic References:
• Isıkdogan, F., & Kara, G. (2012). A real time virtual dressing room application using kinect.
CMPE537 Computer Vision Course Project.
• Korszun, H. A. (1997). U.S. Patent No. 5,680,528. U.S. Patent and Trademark Office.
Web References:
• https://openaccess.thecvf.com/content/WACV2022/papers/Majithia_Robust_3D_Garment_Digi
tization_From_Monocular_2D_Images_for_3D_WACV_2022_paper.pdf
• https://paperswithcode.com/paper/viton-an-image-based-virtual-try-on-network
• https://paperswithcode.com/task/object-detection
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