Kids and Interaction (IV): The importance of the ICT in learning environments.

We are all aware that Information and Communication Technologies (ICT) are making inroads and entering each and every sector of our society, including educational institutions, an area in which ICT has become a means of educational innovation.

Educators and students are currently facing a “galaxy of technologies” (Cabrero Almenara 2010), which allow educators to break down barriers that include space-time, among others. A galaxy that is governed by the Internet, a great current competitor to textbooks, which opens the doors to information, to sharing personal visions and also to transmitting knowledge.

Today’s classrooms are full of technology, although it is true that there is a great “digital divide” (Cabrero Almenara 2004), the reality is not the same in all schools, institutes or centres, nor in all countries. Even so, many of them replace traditional blackboards with projectors and other technological resources in their classrooms.

So, if there are so many technologies, what is the problem, and where does this fear of ICT come from? Mark Prensky presents a possible answer to this question in 2001, with the difference between “Digital Natives” and “Digital Immigrants”. The world is changing, and so should education: “Our students have changed radically. Today’s students are no longer the people our educational system was designed to teach. (Prensky 2001).

These individuals are the first generations to be born surrounded by computers, video games and technologies in general, making digital language their native language. This makes their way of thinking completely different from that of previous generations, which creates a significant gap when it comes to speaking the same language. Here is the problem, these Digital Immigrants do not believe that their students can study in front of ICT because they cannot (they were not born surrounded by ICT, they are not used to it) (Prensky 2001). This leads them to keep the same educational methods that were applied to them, missing great learning opportunities for these Digital Natives.

So, is it the Digital Natives who must give up their way of thinking, or is it the Digital Immigrants who must adapt? The first option will largely involve forgetting to educate these individuals until they are old enough to educate themselves. The second option will simply consider introducing these new media into the classroom.

This option is straightforward, as there are now a wide variety of video games or interactive experiences focused on education. When a student interacts with his or her environment, plays games and even has fun, he or she will internalise more of the content received (Sanford & Madill 2007; Schaaf 2012).

Therefore, we must lose the fear of ICT in education, and start to see it as a way to improve it. Educating with and for ICT.

REFERENCES

Cabero Almenara, Julio. «Los retos de la integración de las TICs en los procesos educativos. Límites y posibilidades». Perspectiva Educacional, Formación de Profesores, 2010. 

Prensky, Marc. «Digital Natives, Digital Immigrants». On the Horizon, October 2001. 

Prensky, Marc. «Digital Natives, Digital Immigrants Part 2». On the Horizon, December 2001. 

Sanford, Kathy, y Leanna Madill. «Understanding the Power of New Literacies through Video Game Play and Design». Canadian Journal of Education, 2007. 

The world of smart home applications

Smart Home – the new way of living. A hype whose end is not foreseeable and is gaining more and more attention. But how is it all controlled, what do these applications have to contain and how difficult is it to create your own app for it? 

Why are the applications so popular.

Humans have become accustomed to interacting with and controlling smart products. The market for them is booming – and control is mostly via smartphone. But why are smart home applications flourishing so much all of a sudden? The reason is the technical development and globalization of the last years, which made it possible that hardware components are more available and microchips, sensors, boards, components and ready-to-use kits are becoming cheaper and cheaper, which makes it very easy to develop a smart home prototype. It also adds to the fact that cloud providers and services are expanding more and more. There are large providers for IoT platforms, such as Amazon, Google and Microsoft, which already offer all-in-one solutions for data analysis, security, network and device management. There are also smaller providers, such as Blynk or Upswift, which make it possible to create IoT projects at low cost or even for free. In terms of environmental protection, people are also looking more and more at building smart home applications and devices into homes to meet environmental standards and regulations and to guarantee a more sustainable future. The hype of owning a smart home seems unstoppable, according to statistic, the value of the smart home market will double in the next years, and many applications and developments from smart home security and network solutions to futuristic household robots are emerging. The pandemic has pushed many people into the home office, and smart home technologies have been used to make the home more comfortable, sustainable and also safer, among other things. 

What kind of home automation apps are on the market already?

For configuration, remote control, monitoring and automation, most of the products are coupled with a mobile application. Depending on the application area and function of the device and also on the category and manufacturer, it can be an app for a single task or for the entire device category. Different types and approaches to a smart app are presented below.  

An app for a device.

Here, one brand specialises in one smart home device and controls all functions of this product in the app. (eg. Brand iRobot, product Roomba, vacuum cleaner robot, feature-rich mobile application iRobot Home App).

One app for one category of devices.

In a multitasking app, companies that make multiple smart home products offer the entire category of devices, which has the advantage of reducing development costs by expanding one app instead of developing multiple new apps. (eg. Nest app for Nest products).

All-in-one application for hubs.

Hubs are standalone solutions. They unite cross-category and cross-brand devices in the home and act as a central control and automation point. Good examples include Amazon Echo devices with the Amazon Alexa app or Smart Things Hub with the SmartThings app, which lets you connect hundreds of devices in one place.

Sources.

https://www.mobindustry.net/blog/how-to-build-a-smart-home-app-a-guide-for-developing-a-home-automation-system/
https://www.digiteum.com/create-smart-home-application

_DARK SOULS & the problem with Accessibility

_The debate about the game DARK SOULS (FROMSOFTWARE) and its lack of accessibility due to a missing feature of some difficulty setting seems to never stop. But why is this a problem?

_In the previous post we talked about what makes a barrier and what makes a game? If you take away its core feature or game mechanic, which makes it unique, what also be considered as a barrier – what is left of the game? Often only the narrative.

_In the DARK SOULS series, the main game mechanic are the overwhelming odds you face as a player as you traverse the game, and the feeling of being stuck endlessly on a portion of the game only to finally overcome the impossible seeming odds and beat the boss which decimated you relentless in your last tries – only to face such a challenge very soon again. Many people though don’t get the luxury to just ‘get over it’ and due to its high skill cap and rather complex controls, many players just don’t get far enough to enjoy the game properly. They ultimately abandon the game and choose not to play it any further. Because the narrative is one of a kind, it’s a shame that this is locked aways for many players. But the game being hard is in the end, its core feature which makes it stand out and what makes it DARK SOULS; so it would be no wonder if nothing ever comes to this game in the regards of accessibility.


_Literature & Resources

  1. Should Dark Souls Have an Easy Mode? Mark Brown, GMTK https://youtu.be/K5tPJDZv_VE
  2. https://medium.com/potato/the-right-to-play-accessibility-in-gaming-a954b01023f

[Data Safety #3] What do users think about data safety?

Happy holidays!

I have taken advantage of these dates to make a small approximation to what I believe will be the answers of the users in front of an individual interview about the subject of Data Safety. I developed a small questionnaire of 7 questions with given options on it, to see if any interesting pattern was established.

I share with you some of the highlights:

  • QUESTION: Do you recognize this image? Do you know what it is?
Cookie’s window in wordreference.org

Faced with this image of a cookie, a 76% of users said they can recognize it without problems, compared to 16% that sounds like something and 2% that does not recognize. In general, they are a well-known (and annoying) element by internet users, so I am not surprised by the affirmative percentage.

  • QUESTION: If you recognize, what option do you normally choose?

Half of them say they usually choose the “Consent/Accept” option, compared to 30% who choose the other options button. In addition, in this question 1 out of 10 varies between the two options. This is the question I think is most bias by the type of majority respondents (university education and gen z). Since I believe that it is a higher number of the population that accepts without further questions the cookie policy of the web pages.

  • QUESTION: Do you know for which purpose do webpages have your data?

Only 12% of respondents say they know what entities use their data for, compared to 48% who are unsure of knowing and 32% who do not. On the other hand, 8% say they don’t mind.

  • QUESTION: What do you think about entities that have your data?

This is one of the questions that I find most interesting in the survey, since the purpose is to know after the introductory questions the user’s feelings about the background topic. Given this question, 40% of users show concern and 16% would like to know more about this issue, compared to 40% who are not concerned about this issue.

An interesting point regarding this question is that among those who said they were not concerned about this issue, 70 per cent of them usually choose options other than “I accept/Consensus” when they faced a cookie question.

  • QUESTION: Do you know if you can ask the entities to delete all the data, they have from you?

In this last, more technical question, the objective was to delve a little more into the specific knowledge that users have about their own rights regarding data security, in which we talked about in the previous post. These responses show the least unity, with 28% considering that they can delete the data companies have on them, another 28% not believing it is possible, another 28% believing it depends on the type of data, and 16% choosing other responses. This shows clearly, the little general knowledge that users have.

Although the sample is very small (just 30 people), so it cannot be taken as relevant, I think it has been interesting this small incursion to the minds of users. Thanks to this, I have prepared a slightly more concrete script for the personal interviews, whose results I will share in the next post. For now, what do you think about these answers?

See you next week, enjoy the brief holidays!

App Cancer.Net

One of the first steps is to begin analysis from an understanding side of a patient. The reason is very simple, there is a lot of information about this in the global network.
First, I started by analyzing some of the applications that help patients in the treatment process. Today we’ll take a look at Cancer.Net specifically. I liked the application because it is really user-friendly and it has many functions that help in various aspects of a cancer patient’s life.
The application helps to track the symptoms and add new ones if they appear, write them down in the calendar and watch how the treatment process is going. If the patient has any questions, he has the opportunity to contact a specialist and ask him a question, and the program already has basic questions to which you can immediately find an answer. The application allows them to add doses of all pills that the patient takes. You can write down the date when you need to take the next dose, take a photo in case they forget what the box looks like, and also write down short notes to themselves in the future. Patients have the ability to add their own health care provider for better contact with the hospital and make the next appointment. A patient always has access to data about his health, which the program takes from the smartwatch and phone.

If you want to see it, I will leave you a link to the application here: https://www.cancer.net/navigating-cancer-care/managing-your-care/cancernet-mobile

_What makes a Barrier in a Game?

_Or a better question: what makes a game? And what are the basic accessible options are the basic needs for a healthy game? The key difference between games and other entertainment is, that they are by definition – inaccessible; because they need a challenge to be recognized as a ‘game’, otherwise it just would be a toy or a narrative. This challenge could easily become a barrier.

_Every game has barriers which make them what they are, what makes them fun or – what doesn’t make it fun for some. Unlike in the Web content accessibility guidelines, it’s not a simple checkmark list, it’s more like an optimization process. How much can you strip away from the game, what is necessary to keep its core design? What’s unnecessary for the game and its possibility to be enjoyed?

_There are some key accessibility errors making huge impact in a games enjoyability which occur very often which could be avoided easily, like the text size, the use of colors, fixed controls, and the reliance on solely audio. The basic solutions for these problems would be, for example, a decent default text size which is still adjustable, other signifiers like visual or haptic cues instead of only sound, remappable controls and – believe it or not – implementation of basic subtitles. Its not depending on much research and development to implement such features – only thinking of them in the very early stages of development can solve a lot of troubles later.


_Game menus are widely known for their possible complexities. In this case, its about showing the right amount of complexity at the right time to the right people. Like bundling some options into a preset and present them at the start of the game and give the users to customize these even further; because some people like the ability to change many details and configurate, others don’t and want to just jump right in. Like in TLOU:PT2, when you boot up the game for the first time, you will get the option to choose between a few presets, which could help each with different impairments. But if you choose, you can go a level deeper and customize these presets completely to your needs.


_To sum up, defining early what’s necessary and what is optional really helps in designing with accessibility in mind, and create great games.

_Literature & Resources

  1. https://medium.com/potato/the-right-to-play-accessibility-in-gaming-a954b01023f

Haptics & driving safety

| A summary of an interesting research paper that fits well into the multimodal view of my research on in-car AR solutions.

All information summarised in this blog post was taken from the research survey cited at the end of the post, which contains the exact sources of the statements.

“The Use of Haptic and Tactile Information in the Car to Improve Driving Safety: A Review of Current Technologies” – by Y. Gaffary and A. Lécuyer, 2018

The paper summerizes results of experimental studies in the above mentioned topic, categorizes them and discusses findings, limits and open ends.

Several instruments and devices on a car’s dashboard require visual attention from the driver, who is already busy with the driving tasks. While the visual and auditory channels are highly engaged, the tactile and kinesthetic channels could be used for additional, parralel input.

Several sources of the paper state that the haptic feedback can be perceived despite of high cognitive load, more effectively than visual or auditory feedback.

Within the haptic modality there are two kinds of possible feedback:

  • tactile feedback: perception from the skin
  • kinesthetic feedback: perception through muscular effort (force feedback)

Haptic technologies in cars

For transfering haptic feedback, the actuators need to be fitted to specific positions in the car’s interface, to have a direct connection to the driver: steering wheel, pedals, seat, seat belt, clothes and the dashboard.

A source, Van Erp and van Veen classified the information that could be transferred through haptics in cars:

  • spatial information about surrounding objects
  • warning signals
  • silent communication only with the driver
  • coded information about statii
  • general information about settings

This paper focuses on two groups: haptic assistance systems (feedback triggered by voluntary action) and haptic warning systems.

Haptic assistance systems

Controlling the car’s functions

Several sourced of this paper analysed the influence of tactile feedback on the “eyes-off-road time” with rotary knobs and sliders on the dashboard, central console and steering wheel (the main sources of haptic feedback). The devices had clicking effects or could change their movement friction or vibration frequency. The results were the most effetive with visuo-haptic-feedback (combining visuals and haptics), reducing the glancing time by ca. 0.5 s and 39%. One study resulted in the preference of 230 Hz vibration on the steering wheel over lower frequencies. At this input method the vibrations of the road are a limiting factor.

Maneuver support

The paper states that the main source of haptic help for maneuvring is kinetic feedback on the steering wheel. Several studies were mentioned looking at difficult driving situations: parking, driving backwards with a trailer, low visibility. In all of these cases the results showed positive improvements (lower mental demand while same performance), when force feedback was helping the driver to steer in the right direction at the right time.

Navigation

For preventing additional visual or auditorial load and distraction, studies were described on using different actuator placements to give directional feedback to the driver. Such examples were besides the steering wheel the augmentation of waist belts or the driver’s seat with actuator matrices, indicating navigational directions. The results showed less distraction than with only auditory guidance, and even a 3.7 times less failure rate with haptic-auditory feedback.

Haptic warning systems

Awareness of surroundings

Similarly to the navigational purposes, current studies described in the paper propose the augmentation of waist belts and seats for giving directional information as warning signals about surrounding cars or other objects – most importantly in blind spots or behind the vehicle.

Collision prevention

Collision prevention needs fast driver reactions, once the danger is noticed. According to the paper, haptic feedback can significantly improve reaction times. As collision warnings are also based on spatial information, therefor same methods were analysed in studies as for helping navigation or awareness of surroundings – augmented belts, seats and pedal. One system with actuators in the seat showed improvements in spatial localization of threats by 52% compared to only audio warnings.

Lane departure

The main methods to warn about lane departure were tactile and kinesthetic feedback on the steering wheel. As the direction has to be corrected by turning the wheel, the drivers responded intuitively on the augmentation of the wheel with vibrators and motors. These solutions can be found widely spread in the automotive industry. Vibrotactile seats and pedals were also tested and found to work better, be less annoying and cause less interference than audio warnings.

Speed control

As the accelerator pedal is the device of controlling speed, this survey reports many studies to be found on its augmentation. They are looking at implementation of tactile feedback and also force feedback (resistance to pressure and controlled reaction force). Both methods lead to positive results in adjusting too high speeds and maintaining a given speed, and reported by users to be satisfying and useful.

Limits of existing experimental protocols

There are several limiting factors described, which should be considered for further analysis:

  • The age of users and the differences in perception of haptic feedback. Older people seem to be more affected by them.
  • Augmented seats: the thickness of clothing, the height and the weight of the users.
  • Different ways (habits) of holding and turning the steering wheel.
  • Static vs. dynamic signals can have different effects (dynamic signals were seen to be more effective).
  • Effects of multiple haptic feedback systems working parallel in the same car have to be analysed.

Almost all of the described researches were done with the help of driving simulators. They can deliver compareable results but do not fully represent the real driving environment. Realistic stress and also overconfidence in the feedback systems were not analysed either.

My Summary

During driving the driver is under high visual and auditorial cognitive loads from th basic tasks. In these cases haptic feedback can be a very effective solution to trigger reactions of the driver. The interfaces to be used are limited to the areas with which the driver is permanently in contact (steering wheel, seat, pedals, clothes), except the dashboard for changing car functions and settings.

It can be concluded that it makes sense to augment those interfaces with haptic feedback which are relevant for the specific tasks the feedback relates to. For example tactile or force feedback on the steering wheel for maneuvring support or lane departure warning and haptic feedback from the accelerator pedal for speed keeping warnings.

It is interesting to see that spatial information can be perceived well through the body via vibrator matrices in augmented seats. This method carries more limitations than interfaces touched by the hands though.

The most effective solutions seem to be combinations of modalities (visual-haptic, auditory-haptic feedbacks), but in all cases the situations and possible use cases have to be considered as well. E.g. a vibration of the seat can be percieved well while parking slowly, but not while driving fast on a bumpy road…

As the information gathered from this paper is based on simulated experiments, I will also try to find further studies or at least reports on currently implemented haptic systems in production cars.

Source

Gaffary, Y. and Lécuyer, A., on Frontiers in ICT 5:5: The Use of Haptic and Tactile Information in the Car to Improve Driving Safety: A Review of Current Technologies; 2018.
Retreived on 12.12.2021.
https://www.frontiersin.org/articles/10.3389/fict.2018.00005/full

Data visualization in health systems.

Knowledge is power. Nowadays all kinds of sensors are continuously gathering data about our behavior, our physical activity levels, and different health indicators like blood pressure, blood oxygen levels, and more. All of this can be monitored through phones, smartwatches and other IoT devices conceived specially for medical applications

What happens with all this data? Raw data is useless if we don’t know what we are looking for.

A good strategy for data visualization is the key to the proper use of data.

When trying to create a better user experience for both health professionals and patients, we need to distinguish which information is needed for each side and how it should be presented:

Medical Staff:  An overloaded system can be helped by synthesizing and simplifying the amount of data that the doctors need to analyze.

A good presentation of numbers and facts can help the doctors identify low-risk patients faster, so they can prioritize and leave more time for those who really need it.

Patient: Being a patient is already a stressful situation. Medical terms that patients are not familiar with and uncertainty don’t help make the situation more comfortable. Feeling lost and uneducated is not the feeling of reassurance that a medical visit should give.

Presenting facts and figures in a clear and didactic way will make the patient feel included in the process and learn about the condition, gaining implications for the treatment.

_ Literature

http://ehealthmasterminds.com/visualize-your-data/

https://www.eecs.harvard.edu/~kgajos/papers/2020/fischer20visualization.pdf

https://www.therapeuticshub.com/data-in-healthcare/

[Data Safety #2] User’s rights

As I commented in my first post the GDPR was approved by the European Commission in 2018 to protect the privacy and rights of individuals with regard to personal data. These rights apply to any person whose personal data (PD) is processed by a controller or processor.

  • Personal data (PD) is any form of data that can be used to identify a person. It obviously refers to your name, identification number, location data and online identifiers, but also to physical and demographic factors such as physical, psychological, genetic, mental, cultural data or even a person’s social identity and opinion.

This touches directly on aspects such as online marketing, but also on some specific areas such as health or scientific research. They would need to disconnect that data from other personal identifiers, creating identification codes to disaggregate the information. But all of this concerns developers or back-end programmers more than designers, so I’m going to make a brief list of the rights that I do think we should know impetuously:

  • Right to be informed: the subject must know that their data is being used and why, among other things, a good example is this one from EasyJet:
EasyJet Screen about their privacy policy
  • Right of access: the subject is guaranteed to know what data has been collected about him and how it has been processed.
  • Right to rectification: allows the subject to make changes on their data to correct them.
  • Right to Oblivion: guarantees subjects the possibility of deleting their data if they do not want to be processed anymore and also that the controller stops storing them.
  • Right to restriction of the process: right of the subject to limit the processing of his data.
  • Right to obligation of notification: user must be notified of modifications, rectifications, restrictions or deletions of procedures
  • Right to data portability: allows the subject to request the personal data that has provided to a controller and to transmit that data to another controller of them choice.
  • Right to object: the subject can say that does not want them data to be processed or to be further processed.
  • Right to subjective data: includes not being subject to a decision based solely on an automatic process, this directly attacks the so-called profiling.

Let’s take an easy example, if in the fitness app you use to count your steps, the company decides to sell your GPS location data, it will need to inform users before and that they give you consent both to collect and store this data and for the other uses that will be given to them.

Returning to our protagonist, cookies are not only regulated under the GDPR, but also by the EU regulation of ePrivacy, which has come to be known as the cookie law. This law is interesting because aims to simplify the rules regarding cookies and streamline cookie consent in a more ‘user-friendly‘ way. In practice it, among others means that EU websites and websites with EU visitors, will not need to show those cookie consent pop-ups anymore.

Hurray, that is indeed more user-friendly and less of a hassle for website owners. For that to happen, we need to understand common pain points that users have and establish interface patterns that designers and developed could easily use. In any case, although the forms are flexible, we must remember the obligation that the site options offer users to accept or reject the use of cookies or other identifiers.

This might also work against the business goals of the company that is heavily dependent on advertising and maximizing customer fees. However, there is a fine line between techniques used to keep users on the site and exploiting their privacy.

And it will be a complicated task, because, although all the information must be provided in a clear and sensitive way, it must also be done in a comprehensive manner. The organization’s policy page should clearly show:

  • Information about the organisation that will process your personal data
  • The reason why the organisation will use your personal data
  • How long your personal data will be kept
  • Details of any other company or organisation that will receive your personal data
  • Information about your data protection rights (access, rectification, deletion, complaint and withdrawal of consent).

Most laws lag behind technological advances, so both are constantly changing. Therefore, as designers we need to take these rights into account when designing screens and interactions. All this applies not only to web design, but also to the design of mobile applications and devices with the so-called Internet of Things (IoT).

Special mention to those who work with minor subjects, since the law speaks of this group of age specifically and have different rights!

I am sorry that the post is so theoretical, but it was necessary this base to build on it, the following entries will be more based on user interviews and practical examples.

See you around!

Literature and references:

#3 AR – a problem solver in the fashion industry?

The aim of this blog entry is to demonstrate the main problem online apparel retailers are facing.

Do we have a problem?

Indeed. It’s Holiday season. This means it’s the most popular time of the year for online shopping. When shopping online, a quarter of holiday shoppers intend to return items at a later date, when purchasing them. As a result, ecommerce brands register the most returns throughout December, January and February. But high e-commerce return rates happen throughout the year and across all industries. With a return rate of 12.2%, apparel retailers struggle with the second highest return rate out of all industries and lie above the average return rate of 10.6%.

When having a closer look at return rates by category, it is visible that womenswear has the highest return rate of 23%. Followed by Footwear with 20%. Although the figures presented here relate to the combined product categories of multichannel, they reflect the trend in digital sales.

But why does the fashion industry have so many returns?

It is a fact that returns are the new normal of e-commerce and central to customer experience. Many customers buy with the explicit intention to immediately return some or all of their items. It is known that around 70% of fashion returns are related to size and fit, a challenge that doesn’t occur when ordering a TV or a coffee table for instance. The issue of size and fit contributes to the problem, because when customers are not sure what size they need they order multiple sizes of one item, with the certainty to send back the rejects. 

Consumer preference-based returns like size, fit and style drive the majority of returns in fashion items. Non-preference-based reasons like detective products or account for 10% of fashion returns. In the following, the return reasons with the percentage are stated.

  1. Size too small: 30%
  2. Size too large: 22%
  3. Changed my mind: 12%
  4. Style: 8%
  5. Not as described: 5%
  6. Defective: 5%
  7. Other or not specified: 18%

And why is returning clothes a problem?

The high return rates are actually not only an economic problem for retailer, but also an environmental issue when facing the fact, that free shipping and returns come with a high unsustainable cost. It’s estimated that return shipping in the US alone creates 15 tons of carbon emissions per year. That’s the same amount produced by five million people. Moreover, in some cases returned items get destroyed by the retailer due to cost and time aspects (see picture below).

So, when preventing the likelihood of returns, retailers reduce the brand’s carbon footprint. The less returns, the less resources are wasted.

How can online fashion retailers reduce their return rates?

For starters, brands need to check that all public-facing content—including product descriptions—are accurate and detailed. If the product arrives differently than expected, there’s a high chance of it being returned.
In order to provide more details on items’ fit and size, AR technology comes into use.

Using AR on e-commerce websites

Buying clothes in-store, naturally has some advantages over shopping online. The ability to see in person, try on, and interact with products before purchase, makes returns less likely. Now, to bring those advantages to online shopping, AR technology should help customers to experience an in-store shopping experience when shopping via a device. Retailers can use AR to show what their products look like tried on, in a customer’s home, or next to an item they own for size comparison.
AR prevents the reason behind the majority of returns: the fact the item looks different in person than it did online. 

As a further step, my upcoming blog entry will focus on the market of AR in general and Virtual Fitting Rooms in detail.

References

https://fashionunited.de/nachrichten/mode/augmented-fashion-experience-wie-augmented-reality-kunden-fasziniert-und-zum-mode-accessoire-werden-koennte/2020051935697

https://www.shopify.com/enterprise/ecommerce-returns

https://www.reboundreturns.com/blog-articles/returns-conundrum-blog

https://f.hubspotusercontent10.net/hubfs/2182667/The%20Returning%20Conundrum.pdf?utm_campaign=IMRG%20Report%20-%20July%202021&utm_medium=email&_hsmi=140696218&_hsenc=p2ANqtz-8K4OK-9cu2w0SgS3F7Hxhq9BfXJAwV9iAP11ROVu-_9SJt3PfMrvfHiKB03e0g880hjiNyvU0JH2BwNbpUqlJFCq-f5w&utm_content=140696218&utm_source=hs_automation

https://3dlook.me/blog/how-to-impelement-ar-in-fashion/