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The Communiqué News

The exhibition "Rebel: 30 Years of London Fashion" debuted at London's Design Museum. It is unlike many other fashion shows in that it celebrates the 30th anniversary of NewGen, the British Fashion Council's fashion talent incubator that has helped over 300 designers throughout the years.


Pritish Bagdi

The Design Museum not only showcases designers' first steps into fashion and curates 100 innovative looks on display, but it also pioneers a "see now, try now" initiative by allowing visitors to try on nine of those looks - virtually, of course, with the help of augmented reality.

Snapchat built a backstage space with augmented reality vanity mirrors as part of the show. Beyond, an Amsterdam-based creative tech firm, collaborated with Snapchat to create nine classic fashion looks that visitors may try on while sitting in front of the mirrors.

“We are dedicated to delivering an immersive and interactive experience for consumers, empowering them to virtually try on apparel, preview and acquire items in 3D worlds and AR environments, and discover groundbreaking fashion designs,” said Beyond founder and creative director David Robustelli in an interview with FashionUnited before the exhibition.


Which dress visitors can try on?

Among the highlights of the event are Marjan Pejoski's swan gown, which was controversially worn by Icelandic singer Björk at the 2001 Oscars, Harry Styles' Steven Stokey Daley outfit from his 'Golden' video, and Sam Smith's inflatable latex suit by Harri from this year's Brit Awards. Visitors may also view Christopher Kane's breakthrough neon collection, Russell Sage's repurposed Union Jack jacket, which Kate Moss wore for Vogue and a massive Molly Goddard blue ruffle. Lee Alexander McQueen, Christopher Kane, Charles Jeffrey, Christopher Raeburn, Erdem, Henry Holland, Kim Jones, J.W. Anderson, Mary Katrantzou, Molly Goddard, Roksanda, Simone Rocha, Stuart Vevers, Priya Ahluwalia, Saul Nash, Grace Wales Bonner, and Bianca Saunders are among the NewGen alumni featured in the exhibition.

In a backstage section, the exhibition has recreated the moment just before a fashion show, complete with dress models, hair and make-up, and accessories. AR-enhanced mirrors let visitors experiment with make-up and headwear looks from nine actual runway creations.

Among the nine looks that visitors can choose from are creations by Charles Jeffrey’s SS18 collection, Chet Lo SS23, Gareth Pugh SS07, Henry Holland AW08, Liam Hodges, Louise Gray’s collection for Topshop from 2012, Marques’Almeida’s SS15, Matthew Williamson SS98 and Richard Quinn AW18.


How does it work?

Creative tech studio Beyond works with 3D and augmented reality technologies and has done targeted campaigns for Louis Vuitton, Dior, Gucci, Adidas, Tommy Hilfiger, and other brands. As part of a Virgil Abloh tribute, the studio created a version of Louis Vuitton's sold-out fortune cookie bag that people could explore in 3D. “Interactive experiences work realise a higher form of engagement,” says Robustelli.

In terms of the future, the creative director is positive that digital experiences are here to stay for the fashion industry: “They will be an add-on, between identities. There will be different identities — social, physical, and virtual ones. These identities will merge more and more and we will be dressing avatars as we would dress ourselves in real life.”

For brands who want to start out with digital experiences and AR, Robustelli strongly advises collaborating with studios and agencies that have experience. “It is impossible to enter the field without experience,” he emphasises. It is also important to find the right balance between doing too much and too little: “Brands may want to throw in everything but you don’t want to oversell yourself,” he cautions. At the same time, one should not underdo it either but understand the limitations of the technology.

However, brands are well advised to invest in this area: “In the future, consumers are probably more likely to enter a virtual space than an actual store,” believes Robustelli.

Those who would like to get a sneak preview of what AR is capable of can do so at The Design Museum’s exhibition “Rebel: 30 Years of London Fashion”, which will be on display until 11th February 2024.






The debut of a virtual fashion assistant leveraging OpenAI technology by European fashion e-tailer Zalando, based in Germany, aims to improve the online fashion buying experience.


Pritish Bagdi

Image: Zalando; virtual fashion assistant powered by ChatGPT


In a statement, Zalando said it would launch the first beta version of its virtual fashion assistant powered by ChatGPT across its website and apps this spring to help customers navigate through its “large assortment in a more intuitive way”.

Utilising OpenAI technology, the chatbot will allow customers to ask questions using their own fashion terms and words and provide them with relevant suggestions in an “intuitive and natural” way.

According to Zalando, if a customer asks, “What should I wear for a wedding in Santorini in July?” the fashion assistant will understand that this is a formal event and what the weather is like in Santorini in July, and therefore, provide clothing recommendations based on that input.

This could be combined in the future with customer preferences, such as brands they follow and products available in their sizes to deliver a more personalised selection of products, added Zalando.

The virtual fashion assistant will be enabled for a selected group of customers in the UK, Ireland, Germany and Austria, with support in both English and German.

Tian Su, vice president of personalisation and recommendation at Zalando, said: “At Zalando, our customers have always been at the centre of everything we do. As a leader in fashion e-commerce in Europe for 15 years, we have consistently embraced new technologies to enhance our customers' shopping experience. We are excited to be experimenting with ChatGPT to help our valued customers discover even more fashion they will love.

"This is just the beginning; we are committed to understanding our customers' needs and preferences even better, and we are eager to explore the potential that ChatGPT can bring to their shopping journey. As we continue testing and introducing new solutions, our focus remains on learning how our customers want to interact with our fashion assistant to provide them with the best possible experience."



Is virtual reality the future of gaming?

It's a question that industry insiders have been debating for quite some time, with passionate arguments on both sides.

There's nothing like a brand-new piece of equipment to reignite the debate.

With the release of PlayStation VR2, one of the industry's biggest players claims that virtual reality will play an important role in the industry for years to come.

Some speculated that Sony would abandon their virtual reality experiment after failing to invest in many blockbuster VR games, implying a lack of faith in their initial foray into this space.

The original PlayStation VR was uncomfortable, clunky, and a cable-tidier's worst nightmare

When Tetris Effect was released in 2016, it provided players with genuine moments of joy, eliciting wide smiles. Resident Evil 7 is hands-down the most terrifying and traumatising gaming experience I've ever had.

Those memorable moments, however, were few and far between. A lack of truly must-play games, particularly those exclusive to the device, was an issue that was never resolved. Despite this, it is estimated that five million units were sold worldwide.

The PS VR2 is unquestionably slicker, lighter, and more comfortable than its predecessor. It intends to position itself in the middle of an increasingly crowded VR market.

To use it, you must already have a PlayStation 5. If you have one, it provides a virtual reality gaming option that is less expensive than the high-end Valve Index (which requires a top-drawer PC to run). Despite this, it provides more impressive technical performance than less expensive options such as the Meta Quest 2 Advanced [All-In-One Virtual Reality Headset] 256GB would cost around ₹54,990.00 (Amazon.in)

So, does its release help to answer the question that has dogged gaming since the release of Nintendo's Virtual Boy in 1995? Is this how all gaming will be in the future?

Scotland's pre-eminent games critic, Jordan Middler of Videogames Chronicle (VGC) spent time with the device prior to its release.

He claims that he has always desired a more immersive VR experience than what is currently available. "From a hardware standpoint, it's incredible, a really impressive headset," he says to begin. "The price (£529) may put some people off because it is more than the PS5 console itself, but for the graphical power in that headset, it is more affordable than its PC equivalents."

Sony denied last month that it had significantly reduced sales projections for the headset due to a low number of pre-orders. It was claimed that the company expected to sell 1.5 million devices rather than two million by March 2024.

As impressed as he is with the headset, Middler is concerned that the same complaint that has dogged VR gaming since its inception will persist: what will people play? He claims that there aren't many unique experiences available for the device. "You can only get Horizon: Call of the Mountain as a true PS VR2 exclusive. "Where are all the other big Sony titles that make the PlayStation so popular? "Is there a Spiderman VR game or a Last of Us VR experience?"

A lack of so-called "system-sellers," titles so good that they entice people to buy new hardware just to play them, is a common criticism levelled at many virtual reality devices.

At the moment, games for the original PlayStation VR are incompatible with its new sibling. This means that players who have amassed a library of games for that device will have to start from scratch if they decide to upgrade to a PS VR2, or wait to see if a solution is offered.

It's one of the reasons Middler believes this is a headset that will appeal to "the hardest of the hard-core players" who believe virtual reality gaming is the way of the future.

He claims that given how the previous iteration was "abandoned" near the end of its life, players will need to have "a lot of faith in PlayStation" to invest time and money in making more games.

This device does not provide any definitive answers, so the role of VR in the future of gaming is likely to be a topic of conversation for those in the industry for some time to come.





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