Virtual Try-On Systems in Fashion Consumption: A Systematic Review
Abstract
:1. Introduction
1.1. The Role of Digital Technology in Fashion Retailing
1.2. Technology and Applications of Virtual Try-On Systems
1.3. Research Gaps
2. Literature Review Process
- (1)
- Commissioning an examination.
- (2)
- Identifying and selecting documents.
- (3)
- Selecting primary studies.
- (4)
- Conducting backward and forward searches.
- (5)
- Extracting data and tracking progress.
2.1. Search Strategy
2.2. Study Selection
2.3. Data Extraction
3. Results and Discussion
3.1. Time Distribution
3.2. Research Methods
3.3. VTO Application Environment
3.4. Antecedents and Consequences
- (1)
- Identify constructs explicitly connected to purchase decisions and usage intentions from the literature, denoting these as direct factors.
- (2)
- Identify all constructs leading to the direct factors, denoting these as secondary factors.
- (3)
- Define tertiary factors as those preceding the secondary factors. Document these factors and their interrelations.
- (4)
- Represent significant direct impacts with a solid arrow to the result, noting positive or negative effects with symbols. Indicate insignificant direct impacts with a dashed arrow. Distinguish verified mediators using rectangles. Designate moderators through dotted lines and symbols to moderate connections. Controversial links are highlighted with a red solid arrow flagged by an exclamation point.
- (5)
- Consolidate identified models, merge comparable notions, and organize the amalgamated framework.
3.4.1. Influential Factors Essential to Purchase Intention and Adoption Intention
3.4.2. Comparative Studies of Media
3.4.3. Conceptual Framework of Attitudes
3.4.4. Conceptual Framework of Symbolic Gratification and Technological Gratification
3.4.5. Conceptual Framework of Emotional Values
3.4.6. Conceptual Framework of Utilitarian Values
3.4.7. Conceptual Framework of User Characteristics
3.5. Future Agenda
3.5.1. Exploring the Boundary Factors
3.5.2. Comparative Study Design
3.5.3. User Segmentation
3.5.4. Technological Challenges and Future Directions
4. Conclusions
Author Contributions
Funding
Conflicts of Interest
References
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Study | IIT | Application Context | Key Insights |
---|---|---|---|
[31] | VR, AR | Non-specific | Comparative analysis of AR and VR in retail. Synthesizes debates on motives, applications, and consumer acceptance, proposing a future research agenda. |
[35] | VR | Non-specific | Explores VR shopping behavior, identifying gaps in human–computer interaction. Advocates for research on social dimensions and eye-tracking in VR shop design. |
[29] | VR, AR | Tourism | Highlights gaps in technology awareness, usability, and time commitment in tourism applications. Proposes theory-based research for VR/AR adoption. |
[28] | VR | Food | VR creates complex, realistic environments for food sensory evaluation and substitutes real-life settings for purchasing behavior studies. Validates VR as a tool for investigating consumer behavior towards food. |
[36] | VR | Non-specific | Validates VR’s ability to replicate real-life behavior and influence consumer decisions. Recommends expanding VR applications and developing interactive environments. |
[30] | VR, AR | Non-specific | Maps design artifacts to influential purchase factors. Highlights gaps in virtual commerce and introduces meta-commerce as a future trend. |
[37] | AR | Non-specific | Proposes an S-O-R-based conceptual framework for AR adoption, emphasizing user experience design and multidisciplinary perspectives. |
[32] | AR | Non-specific | Demonstrates AR’s impact on utilitarian and hedonic values, perceived risk, and behavioral intentions. Suggests exploring the social and behavioral aspects of AR. |
[38] | AR, VR, MR, 3D | Non-specific | Conducts a holistic analysis of AR, VR, MR, and 3D using the TCM-ADO framework. Provides implications for future research and practice. |
[39] | AR | Non-specific | Shows AR’s ability to enhance utilitarian and hedonic shopping experiences, leading to higher purchase intentions, app reuse, and recommendations. |
This study | VTO, VR, AR, avatar | Fashion | Synthesizes factors influencing consumer behavior and technology adoption in VTO systems, offering practical frameworks for the fashion industry. |
Methods | Sources | N | % |
---|---|---|---|
Experiment | [7,8,9,23,27,34,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73] | 49 | 56.98 |
Survey | [3,5,10,12,15,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90] | 23 | 26.74 |
Interview | [5,12,15,73,78,79,85,91,92] | 9 | 10.47 |
Field Study | [8,14,67,81,91] | 5 | 5.81 |
Total | 86 | 100 |
Category | Studies | N | % |
---|---|---|---|
Web-based | [5,7,27,43,44,45,47,48,49,50,54,56,60,61,64,67,73,77,78,79,80,81,84,87,89,91,92,93,94] | 29 | 41.43 |
APP | [3,9,10,15,34,51,53,55,57,63,64,65,66,75,81,84,85,87,89,95] | 20 | 28.57 |
Device-specific | [12,23,46,52,58,62,68,70,71,72,74,76,82,96,97,98] | 16 | 22.86 |
Multi-environment | [8,14,59] | 3 | 4.29 |
Unspecified Environment | [6,99] | 2 | 2.86 |
Total | 70 | 100 |
Categories | Direct Factors | Description |
---|---|---|
Medium (ME) | Design | The design features of virtual fitting rooms include the color, interface, esthetics and sense of balance. |
Presence or not | The presence or absence of IIT. | |
IIT modalities | Various modalities of IIT (e.g., VR, AR, avatars, etc.). | |
Attitude (AT) | Brand | Attitude towards the brand. |
Retailer | Attitude towards the retailer. | |
Technology | Attitude towards the IIT technologies. | |
Symbolic Gratification (SG) | Autonomy | Autonomy represents the need to experience behavior as voluntary. |
Competence | Competence refers to the human need to feel that one’s behavior is enacted effectively. | |
Identification | Identification is defined as the process whereby an individual may seek to emulate or embody another person as a strategy for constructing and sustaining their own identity. | |
Self-referencing | It is a user’s psychological state when they associate themselves with the garments they wear or their appearance in a virtual environment. | |
Relatedness need fulfillment | It refers to the need to interact, be connected to, and experience caring from others. | |
Social interactivity | It refers to the extent and quality of interactions that occur between users within a digital or online environment. | |
Self-brand connection | The extent to which a consumer has incorporated a brand into his or her self-concept. | |
Self-expression | A social behavior in which an individual with behavioral motivation tries to convey personal information and image to others in a planned way. | |
Self-image threat | An experience that calls into question one’s favorable views about oneself. | |
Telepresence | The psychological state of ‘being there’ in a computer-mediated environment, augmented by focused attention. | |
Technology Gratification (TG) | Perceived diagnosticity (or perceived informativeness) | It is defined as the ability of an application to convey relevant product information for evaluating quality and performance. |
Fit confidence | The degree of confidence with when using apparel fit system. | |
Curiosity | An eager wish to know or learn about something. | |
Novelty | Novelty refers to the quality or state of being new, original, or unusual. | |
Trendiness | It refers to the quality or state of being fashionable, current, and up-to-date with the latest styles, trends, or technologies. | |
Interactivity | An experiential phenomenon that occurs when a user interacts with a website or other computer-mediated communication entities. | |
Emotional Values (EV) | Decision comfort | Decision comfort reflects a person’s sensation of being “fine or ok” while engaging in a specific decision. |
Immersive experience (or flow experience) | The holistic sensation that people feel when they act with total involvement. | |
Satisfaction | The state of pleasure or disappointment that a customer feels by comparing the perceived effect of a product or service with its expected value. | |
Inspiration | A temporary motivational state induced by a marketing-related stimulus toward the intrinsic pursuit of a consumption-related goal. | |
Perceived intrusiveness | When consumers do not feel in control over the information they are sharing, it can lead to an uncomfortable feeling and raise feelings of intrusiveness. | |
Perceived enjoyment (or perceived pleasure) | The extent to which an individual finds an activity to be pleasurable and satisfying. | |
Perceived fantasy | Fantasy involves executing activities that are unattainable in reality, such as adopting fresh identities and lifestyles. | |
Perceived playfulness | Perceived playfulness refers to the extent to which an individual perceives an activity as enjoyable, engaging, and fun. | |
Utilitarian Values (UV) | Perceived ease of use (perceived convenience or effort expectancy) | The extent to which prospects perceive a reduction in the effort required for using and buying. |
Perceived usefulness (or Performance expectancy) | The extent to which a person believes that using a technology will enhance his or her productivity. | |
Product benefit | Product benefit refers to the product utility and its uses. | |
Vividness (or perceived esthetic quality or aesthetic experience) | It includes the graphical effects in terms of vividness, realism of 3D images, visual appeal of the graphical look, etc. | |
Risk | Perceived risk describes consumers’ feelings of uncertainty regarding purchase decision outcomes. | |
Consumer Characteristics (CC) | Age | The age of the consumer |
BMI | Body mass index (BMI) | |
Gender | Male or female | |
Innovativeness | The latent underlying preference for new and different experiences. Consumers with high levels of innovativeness are more likely to seek information and new experiences that stimulate their senses. | |
Individualism | The extent to which customer emphasizes personal aspects. | |
Familiarity | The degree to which consumers are familiar with VTO systems. | |
Fashion consciousness | Fashion consciousness assesses individuals’ ideas and attitudes toward fashion and influences individual decision-making. | |
Optimism | A positive view of technology and a belief that it offers people increased control, flexibility, and efficiency in their lives. | |
Privacy priming | When privacy concerns are particularly salient, customers will prime privacy. | |
Technology anxiety | The fear and apprehension people feel when thinking about or actually using technology-related tools. | |
Sensation seeking tendency | SST reflects an individual’s desire to search for novel, varied, and intense stimuli. | |
Self-monitoring | Self-monitoring is a characteristic of an individual’s personality that impacts their ability to manage their public image, navigate social interactions, and adjust their behavior to align with diverse social contexts. | |
Self-discrepancy | The ability of consumers to perceive the degree of discrepancy between self-concept and the image of a brand/product. | |
Body esteem (or body satisfaction) | Body esteem refers to an individual’s self-evaluation of their body or appearance. |
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© 2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
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Chen, C.; Ni, J.; Zhang, P. Virtual Try-On Systems in Fashion Consumption: A Systematic Review. Appl. Sci. 2024, 14, 11839. https://doi.org/10.3390/app142411839
Chen C, Ni J, Zhang P. Virtual Try-On Systems in Fashion Consumption: A Systematic Review. Applied Sciences. 2024; 14(24):11839. https://doi.org/10.3390/app142411839
Chicago/Turabian StyleChen, Caixia, Jiayan Ni, and Peishan Zhang. 2024. "Virtual Try-On Systems in Fashion Consumption: A Systematic Review" Applied Sciences 14, no. 24: 11839. https://doi.org/10.3390/app142411839
APA StyleChen, C., Ni, J., & Zhang, P. (2024). Virtual Try-On Systems in Fashion Consumption: A Systematic Review. Applied Sciences, 14(24), 11839. https://doi.org/10.3390/app142411839