Consumer experience in using 3D virtual garment simulation technology

Dong Eun Kim, Karen LaBat

Research output: Contribution to journalArticlepeer-review

35 Scopus citations


The purpose of the research was to examine (a) consumers' experience and satisfaction of using 3D virtual simulation technology for online shopping and (b) consumers' willingness to use the technology. Thirty-seven participants between the ages of 19 and 35 years were recruited. Each participant was scanned and a virtual model was made from the scan. Participants completed a questionnaire and were interviewed after completing a simulated online shopping experience that used 3D virtual simulation technology. Participants thought the visual information from the virtual model was a good starting point for judging fit. However, participants also found some inaccuracies in what they viewed on the screen. Despite the fact that the technology was not yet perfectly accurate, many participants thought the virtual model was impressive and they were likely to use it in the future. Some concerns about using the technology were raised including privacy issues, availability of technology, and discomfort of viewing one's own body scan.

Original languageEnglish (US)
Pages (from-to)819-829
Number of pages11
JournalJournal of the Textile Institute
Issue number8
StatePublished - Aug 2013

Bibliographical note

Funding Information:
The authors acknowledge the National Science Foundation (Grant no. 0321172) for providing 3D technologies available in the University of Minnesota Human Dimensioning© Laboratory. This work was supported in part by Thesis Research Grants from the University of Minnesota Graduate School and College of Design.


  • 3D virtual simulation
  • body scanning
  • consumer
  • fit
  • online shopping
  • size


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