A Paradigms shift in Apparel Industry

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Monika Gupta, Gunja Soni

Abstract

The paper aim is to develop a structure in apparel industry that save time, efforts and forward good manpower with effectual. The typical problem of the garment industry is long production time and prognosticate the fashion. To provide a method for the apparel market is very essential. Customer can adopt emerging technology and finalize their outfits. It is very smooth and quick.


Methodology: To investigate how well 3D scanning and 3D Simulation represents the physical reality of a different part of the body were analyzed and compared .The physical fit assessments were performed by 3 different experts. The physical and virtual fittings of different users were compared. The relevant parameters for a realistic fit simulation were worked out. This method, even with the use of experts, does not guarantee a good fit for everyone. Standardized charts are developed for specific body proportions. Data from this project was collected from a fashion design program. The Product Lifestyle Management course requires students to have already passed a 2D/3D Computer-Aided Design course, and therefore students are familiar with clothing drape/simulation using a standard program avatar.


Findings: Computer simulation for virtual fit allows for quick pattern alterations for fit or style purposes. For example, a long sleeve dress was designed and the buyer wants the same dress body but with short flutter sleeves. Instead of having a sample maker create an entirely new garment in a week, they could make the alterations within the software and generate a new garment within a few minutes.


Here technological improvements and its packages play a decisive role. Research suggests that consumers express readiness to use avatars to try on clothing when the body size of the avatar appears to be close to their own size. The use of personal avatars appeal to consumers who envision a variety of applications such as monitoring health, taking exercise classes, clothing selection, and as an entertainment activity. E-commerce retail businesses can adopt virtual fitting rooms for virtual try-on as part of a business strategy to improve consumer satisfaction in terms of fit.


 Practical implications: A number of research findings and contributions have sought to be fulfilled, but of course, there are some limitations in the research. As a reference for the next researchers to produce better research studies, some limitations in this study are presented as follows:


This study used the Apparel industry variable. However, the focus of research is in apparel industry which is not allow the things on IT based, these brands appear online as a weakness because the average product from them is already well-known.


The company have their own design secrets, they don’t want to disclose them to anyone. They develop designs, styles and garment for particular client. If they do online their work their whole collection will be common and it’s not good economically also. 3 D simulations, Virtual prints development and ERP is not achievable models for common people. The person who is living in rural area and not able to read, face problem to do work on sophisticated system. These are not modernize system so some time not work properly and people get untidy. The time and money is very essential to understand the network.


Originality/value: It is come across that there are still few studies about the connection between the garment business and IT, and there are disparities between the sectors examined in terms of the impact of information technology.  IT is new technique and good to enhance the system. Religiosity is associated with consumer-perceived value expressed as originality in this study because the researcher has not found this relationship in the previous studies. Regarding the relationship between apparel industry and Information technology, it is found that there are still different opinions in the research results on the effect of apparel industry and IT. 

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