Master Thesis Project


To improve the user experience And multi-user remote access

The fashion industry, or fashion in general, which had been experiencing a positive trend for years, suffered a severe setback due to the pandemic, given the changing needs of consumers and the problems encountered in the sourcing, distribution and sale of articles. The industry is facing profound structural changes that represent companies’ innovation efforts. Sustainability has become an integral part of various post-Covid recovery plans. The traditional use of B2B (business- to-business) in this sector, that is, the physical presentation of garments at the various points of sale by the companies, the recent historical period has revealed major criticalities in the same.
It is as unthinkable as ever that the so-called ‘virtual reality’ would enter the fashion sector and replace the physical company/shop interaction, starting with the presentation of garments, even though fashion has always played a central role in innovation as the main interpreter of social attitudes. Significant help to the sector could come from digitalisation, which is now at home in every company, even small ones, or in the shops themselves, has also led to innovation in the interaction between the various players, converging in the metaverse. The metaverse is a virtual space in which people can access and interact with each other. The metaverse is not an application but a particular way that aims precisely at interaction, and today’s platforms actually present their own philosophy in accessing and interacting, a true virtual world that is also disrupting the world of business as well as entertainment. Platforms that allow developers to create any kind of environment, whether in virtual or augmented reality, a fusion of the digital and physical worlds that allows the virtual and real worlds to connect, the physical shop is enhanced by the fact that one can try on clothes in a virtual setting. Studies have been carried out on the possibility of interaction of objects and materials in the virtual world and, in this specific case, the project aims to allow a user (the shop) access to a virtual room, physically touch a fabric sample, and offer it in the virtual, with the possibility of interacting with an avatar.
The project uses as a case study the outerwear company ‘EmmeEvolution’, which includes the brand ‘Nitia’, with the realisation of a personal and special dedicated environment for interactions and related presentations. The project ends with in-company validation.