Chapter 3 — learning guide
Chapter 3 — learning guide
Learning objective
Examine virtual fashion as a product, representation, and sales channel, covering digital twins and avatars, fabric and garment simulation, augmented reality try-on experiences, and AI-driven visualization.
Learning outcome
Learners will be able to understand the role of virtual fashion technologies in product development, communication, and customer experience, evaluating how digital twins, garment simulation, and immersive technologies reduce physical sampling and support innovation, while considering their practical, social, and ethical implications.
Time: ≈ 2–4.5 h · reading & activities (2 h) · assignment (1–3.5 h) · quiz (10 min).
Last modified: Wednesday, 9 September 2026, 9:52 PM