Leveraging 4D Golf Apparel Wear Simulation in Online Shopping: A Promising Approach to Minimizing the Carbon Footprint
Abstract
:1. Introduction
- (1)
- Golf is a lateral movement activity, and it requires a wide range of upper body motions, including arm swings, bending, and so on. Thus, human body–clothing interactions are essential in golf apparel, and apparel wear simulations can effectively display the details of an item in the online shopping environment.
- (2)
- Customers have relatively higher expectations for the styles, comfort, and fit of golf apparel because of the high price tags. Apparel wear simulation can likely be applied to various garment categories to scrutinize how it can effectively be customized to visualize golf apparel items.
- (3)
- The golf apparel market has shown steady growth and it is expected to reach $1.5 billion by 2027 [42]. Along with a great interest in outdoor activities since the pandemic, the golf apparel market reached all-time highs, and this trend is expected to continue [43,44]. In particular, the women’s golf apparel market appears to be a unique segment within the industry, with notable growth in the golfing population [45].
2. Emerging Technologies to Reduce Fit- and Size-Related Returns
3. Method
3.1. Research Design
3.1.1. Semi-Structured Interviews
3.1.2. Surveys
3.2. Stimuli
3.3. Data Collection
3.4. Data Analysis
4. Results and Discussion
4.1. Background Characteristics
4.2. Participants’ Perceived Usefulness of Golf Apparel Wear Simulation
4.3. Strengths and Areas of Improvement for Better Product Presentations
4.3.1. Interactivity
“I usually go with XS but picked S because the avatar in S looked great (…) I really like the simulation based on my size and want to buy this shirt.”(Participant #13)
“I liked the idea that the avatar had my body size so that I could imagine how this shirt will look on me. But the avatar seemed to make me look fat.”(Participant #12)
4.3.2. Motions
“I love the idea of showing various motions so that consumers can see how the shirt will fit on the model. More golf-related movements would be more helpful, such as an avatar’s appearance from the back in a golf swing or an avatar squatting on the ground.”(Participant #4)
“The movements look distracting, and even some motions are not related to golf stances.”(Participant #2)
“The motions were not helpful, rather they were distracting.”(Participant #13)
4.3.3. Realism
“The surface of the shirt was not well presented in the simulations.”(Participant #1)
“I was more comfortable understanding this product using the product photos. The simulation wasn’t life-like, and it was hard to imagine the fabric of the shirt.”(Participant #2)
“How much the fabric stretches is important in golf apparel, so I usually get this information using close-up images or customer reviews. The interface provided fabric information in text form, but I didn’t think the fabric of the simulation was the same as the shirt.”(Participant #12)
4.3.4. Fabric
“Fabric thickness is important for me to judge the overall fit of the golf t-shirt because I don’t want the shirt to highlight my body shape or where I gain weight. If the fabric weight is too light, I am trying to avoid it. I couldn’t get enough fabric information just from the simulation, so I preferred demo A the most because I could get the real fabric info.”(Participant #2)
“For me, the quality of clothes depends on materials, especially golf apparel. I could imagine the fabric from the photos, but I couldn’t tell the real texture of the shirt from the simulation (demo B).”(Participant #12)
5. Conclusions
6. Limitations and Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Theme | Items |
---|---|
Online shopping | Brand loyalty; quality; price; fit and size; product description; return |
Golf | Golf experience and skill level |
Internet and new technology | New technology (virtual try-on) experience; familiarity with digital avatars |
4D golf apparel wear simulation | Expected benefits; applications in fashion; alternatives |
Open-ended question | Online shopping experience |
N | % | ||
---|---|---|---|
Age group | 20s | 3 | 23.1 |
30s | 1 | 7.7 | |
40s | 8 | 61.5 | |
50s | 1 | 7.7 | |
Ethnicity | Asian/Pacific Island | 13 | 100 |
Education | Bachelor’s degree | 12 | 92.3 |
Post-graduate degree | 1 | 7.7 | |
Community type | Small city/town | 6 | 46.2 |
Big city | 7 | 53.8 | |
Household income | $25,000–$50,000 | 1 | 7.7 |
$50,000–$100,000 | 5 | 38.5 | |
$100,000–$200,000 | 5 | 38.5 | |
More than $200,000 | 2 | 15.3 | |
Total | 13 | 100 |
Participant | Age Group | Golf Practice Frequency | Primary Consideration | Shopping Satisfaction | Adopter Type |
---|---|---|---|---|---|
#1 | 40s | 1–3 rounds per week | Size/fit | Satisfied | Late majority |
#2 | 40s | Occasionally | Size/fit | Neutral | Early majority |
#3 | 40s | 1–3 rounds per week | Design/style | Unsatisfied | Laggards |
#4 | 40s | 1–3 rounds per week | Brand name/image | Neutral | Early majority |
#5 | 20s | 1–4 rounds per month | Quality | Neutral | Early majority |
#6 | 40s | 1–3 rounds per week | Price | Satisfied | Early majority |
#7 | 40s | 1–3 rounds per week | Quality | Satisfied | Late majority |
#8 | 40s | A few times a year | Design/style | Satisfied | Early majority |
#9 | 30s | Rarely | Brand name/image | Satisfied | Early majority |
#10 | 40s | 1–3 rounds per week | Design/style | Satisfied | Early majority |
#11 | 20s | 1–4 rounds per month | Design/style | Neutral | Early majority |
#12 | 20s | Occasionally | Quality | Unsatisfied | Early majority |
#13 | 50s | 1–3 rounds per week | Size/fit | Neutral | Early adopters |
Participant | 1st | 2nd | 3rd |
---|---|---|---|
#1 | A | C | B |
#2 | A | C | B |
#3 | A | C | B |
#4 | B | C | A |
#5 | B | C | A |
#6 | B | A | C |
#7 | C | B | A |
#8 | C | B | A |
#9 | C | A | B |
#10 | C | A | B |
#11 | C | A | B |
#12 | C | A | B |
#13 | C | A | B |
Demo A | Demo B | Demo C | Demo D * | |
---|---|---|---|---|
Mean (S.D.) | Mean (S.D.) | Mean (S.D.) | Mean (S.D.) | |
Collar | 0.57 (1.02) | 0.29 (1.14) | 0.57 (1.02) | 1.36 (0.63) |
Shoulder | 0.43 (0.85) | 0.36 (1.08) | 0.57 (1.09) | 1.43 (0.65) |
Armhole | 0.64 (0.93) | 0.14 (1.17) | 0.79 (0.80) | 1.36 (0.84) |
Sleeve | 0.71 (0.91) | 0.71 (1.27) | 1.00 (0.78) | 1.57 (0.51) |
Length | 0.50 (1.16) | 0.29 (1.44) | 0.86 (1.17) | 1.00 (1.18) |
Fit | 0.43 (0.85) | 0.07 (1.21) | 0.57 (1.02) | 1.36 (0.63) |
Size | 0.57 (0.76) | 0.14 (1.29) | 0.57 (0.94) | 1.36 (0.63) |
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Kong, D.; Seock, Y.-K.; Marschner, S.; Park, H.T. Leveraging 4D Golf Apparel Wear Simulation in Online Shopping: A Promising Approach to Minimizing the Carbon Footprint. Sustainability 2023, 15, 11444. https://doi.org/10.3390/su151411444
Kong D, Seock Y-K, Marschner S, Park HT. Leveraging 4D Golf Apparel Wear Simulation in Online Shopping: A Promising Approach to Minimizing the Carbon Footprint. Sustainability. 2023; 15(14):11444. https://doi.org/10.3390/su151411444
Chicago/Turabian StyleKong, Doyeon, Yoo-Kyoung Seock, Steve Marschner, and Heeju Terry Park. 2023. "Leveraging 4D Golf Apparel Wear Simulation in Online Shopping: A Promising Approach to Minimizing the Carbon Footprint" Sustainability 15, no. 14: 11444. https://doi.org/10.3390/su151411444
APA StyleKong, D., Seock, Y. -K., Marschner, S., & Park, H. T. (2023). Leveraging 4D Golf Apparel Wear Simulation in Online Shopping: A Promising Approach to Minimizing the Carbon Footprint. Sustainability, 15(14), 11444. https://doi.org/10.3390/su151411444