The management and visualisation of large volumes of three-dimensional digital content represents a growing challenge for companies and professionals, especially when it is necessary to explore, compare and configure complex products. Traditional systems that use file systems as data visualisers are ill-suited to managing products rich in variants and information, while current immersive solutions do not always guarantee clarity, readability and usability in real operating contexts. The novelty of the work lies in the use of mixed reality (MR) as an interaction paradigm for browsing extensive catalogues, structured information consultation and the manipulation of high-fidelity 3D models. On this basis, VisionWear has been developed, an immersive platform created in Unity and adopted in the fashion industry as a case study. The system uses Meta Quest headset passthrough to integrate three-dimensional content into the real environment, providing an optimal working environment for managing and exploring large digital collections. The platform is divided into three main sections (Annual, Collection and Product) with an interface that allows for the exploration, filtering and dynamic configuration of products, each represented by 3D models derived from real scans and managed through prefabs and custom scripts. Particular attention was paid to the design of the UI, 3D elements and readability in XR environments. Empirical validation involved a comparative test between VisionWear and a traditional file system (Baseline), involving 40 participants. The results show that VisionWear is significantly more appreciated in terms of experience (engagement, stimulation, satisfaction), while highlighting a greater need for help and longer times in specific tasks, attributable to users' lesser familiarity with more advanced technologies. However, the system demonstrated a rapid learning curve and high potential for future adoption. Finally, through a comparative analysis with commercial case studies and 3D visualisation solutions on the international scene, the thesis places VisionWear in a Digital Asset Management (DAM) context, outlining scenarios for the evolution and expansion of the platform towards increasingly scalable, accessible and high-performance configuration systems.
La gestione e la visualizzazione di grandi volumi di contenuti digitali tridimensionali rappresentano una sfida crescente per aziende e professionisti, soprattutto quando è necessario esplorare, confrontare e configurare prodotti complessi. I sistemi tradizionali che utilizzano come visualizzatori di dati i file system, risultano poco adatti a gestire prodotti ricchi di varianti e informazioni, mentre le soluzioni immersive attuali non sempre garantiscono chiarezza, leggibilità e usabilità in contesti operativi reali. La novelty del lavoro risiede nell’impiego della mixed reality (MR) come paradigma di interazione per la navigazione di cataloghi estesi, la consultazione strutturata delle informazioni e la manipolazione di modelli 3D ad alta fedeltà. Su questa base si sviluppa VisionWear, una piattaforma immersiva realizzata in Unity e adottata nel settore moda come caso studio. Il sistema utilizza il passthrough dei visori Meta Quest per integrare i contenuti tridimensionali nell’ambiente reale, offrendo un ambiente di lavoro ottimale per la gestione e l’esplorazione di ampie collezioni digitali. La piattaforma si articola in tre sezioni principali (Annual, Collection e Product) con un’interfaccia che consente l'esplorazione, il filtraggio e la configurazione dinamica di prodotti, ognuno rappresentato da modelli 3D ricavati da scansioni reali e gestiti tramite prefab e script personalizzati. Particolare attenzione è stata rivolta alla progettazione della UI, agli elementi 3D e alla leggibilità in ambienti XR. La validazione empirica ha previsto un test comparativo tra VisionWear e un File System tradizionale (Baseline), coinvolgendo 40 partecipanti. I risultati mostrano come VisionWear risulti significativamente più apprezzata sul piano esperienziale (coinvolgimento, stimolazione, soddisfazione), pur evidenziando una maggiore richiesta di aiuto e tempi più lunghi in compiti a obiettivo specifico, attribuibili alla minore familiarità degli utenti con le tecnologie più avanzate. Il sistema ha comunque dimostrato una curva di apprendimento rapida e un elevato potenziale di adozione futura. Infine, attraverso un’analisi comparativa con casi studio commerciali e soluzioni di visualizzazione 3D presenti nel panorama internazionale, la tesi colloca VisionWear in un contesto di Digital Asset Management (DAM), delineando scenari di evoluzione e ampliamento della piattaforma verso sistemi configuratori sempre più scalabili, accessibili e performanti.
UN NUOVO APPROCCIO ALLA VISUALIZZAZIONE DI GRANDI RISORSE DIGITALI IN AMBIENTI IMMERSIVI DI MODA
GIANNATEMPO, MARTINA
2024/2025
Abstract
The management and visualisation of large volumes of three-dimensional digital content represents a growing challenge for companies and professionals, especially when it is necessary to explore, compare and configure complex products. Traditional systems that use file systems as data visualisers are ill-suited to managing products rich in variants and information, while current immersive solutions do not always guarantee clarity, readability and usability in real operating contexts. The novelty of the work lies in the use of mixed reality (MR) as an interaction paradigm for browsing extensive catalogues, structured information consultation and the manipulation of high-fidelity 3D models. On this basis, VisionWear has been developed, an immersive platform created in Unity and adopted in the fashion industry as a case study. The system uses Meta Quest headset passthrough to integrate three-dimensional content into the real environment, providing an optimal working environment for managing and exploring large digital collections. The platform is divided into three main sections (Annual, Collection and Product) with an interface that allows for the exploration, filtering and dynamic configuration of products, each represented by 3D models derived from real scans and managed through prefabs and custom scripts. Particular attention was paid to the design of the UI, 3D elements and readability in XR environments. Empirical validation involved a comparative test between VisionWear and a traditional file system (Baseline), involving 40 participants. The results show that VisionWear is significantly more appreciated in terms of experience (engagement, stimulation, satisfaction), while highlighting a greater need for help and longer times in specific tasks, attributable to users' lesser familiarity with more advanced technologies. However, the system demonstrated a rapid learning curve and high potential for future adoption. Finally, through a comparative analysis with commercial case studies and 3D visualisation solutions on the international scene, the thesis places VisionWear in a Digital Asset Management (DAM) context, outlining scenarios for the evolution and expansion of the platform towards increasingly scalable, accessible and high-performance configuration systems.I documenti in UNITESI sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.
https://hdl.handle.net/20.500.14253/68684