• 제목/요약/키워드: 가상의류

검색결과 174건 처리시간 0.031초

가상현실과 패션디자인 (VR for Fashion Design)

  • 김숙진;오승우
    • Korea Multimedia Society
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    • 제8권1호
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    • pp.35-46
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    • 2004
  • 본 연구에서는 의상의 디자인에서부터 제작, 그리고 판매에 이르기까지 가상현실 기술이 어떻게 적용되고 있는지에 대해 살펴보고, 현재 기술의 한계점들을 분석하여 앞으로 어떠한 방향으로 가상현실 기술이 의류/패션 산업에 기여할 수 있는지에 대해 고찰해 본다.(중략)

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3D Garment Construction Using Computer And Validation (컴퓨터를 이용한 3D 의류 원형 제작 및 검증)

  • Ko, Young-Ah;Choi, Hyeon-Sook;Choi, Bong-Ouk;Jeon, In-Yong;Ko, Hyeong-Seok
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.516-520
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    • 2009
  • In garment manufacturing process, making a prototype of a product is a preceding part ahead of mass production. However, it takes up a lot of trial and error, let alone the expense in the past manufacturing system. In this paper we introduce the process which can replace the past one with using recently developed computer graphics technique. We also demonstrate this method is valid on a variety of clothes compared to the real experiments. In this process, a designer can make a garment, simulate it in 3D computer system, and easily fix the problems before finalizing a prototype.

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Development of Style Fit Scanner and Smart-phone App (스타일 핏 스캐너 및 스마트폰 앱 개발)

  • Park, Hae-Deun;Lee, Yong-Jo;Choi, Ji-Hee;Kim, Min-Ji;Lee, Seok-ki;Ro, Kwang-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 한국정보처리학회 2014년도 추계학술발표대회
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    • pp.1155-1158
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    • 2014
  • 모바일 쇼핑의 급속한 성장으로 인해 스마트 쇼핑과 같은 쇼핑시장의 새로운 패러다임이 발생하였다. 본 연구에서는 모바일 쇼핑시장을 이루고 있는 주된 의류분야에서 오프라인과의 통합된 시스템을 개발하여 새로운 의류 IT의 출현을 도모하고, 이를 통해 고객 만족도와 서비스를 높일 수 있는 방안을 연구하였다. 오프라인 매장에 스캐너를 개발하여 오프라인 쇼핑의 활용도를 높이고 고객에게 브랜드의 새로운 차별성을 제시할 수 있는 방안을 모색하였다. 스캐너에 키넥트를 이용하여 인체 골격 구조에 따라 신체를 측정하고 신체 측정 시 발생하는 사용자 인식률 및 스캐너와의 거리에 따라 변하는 오차 범위를 연구하였다. 스캐너는 의류 매장 안에서 신체치수를 측정할 뿐 아니라 의류 RFID 태그를 이용하여 직접 입어보지 않고 가상 Fitting할 수 있는 기능을 가진다. 또한 측정된 치수를 스마트 폰과 블루투스로 연결하여 가상 아바타를 생성 할 수 있고 이는 또한 스마트폰에서 가상 Fitting이 가능하여 오프라인과 모바일 쇼핑의 통합성을 추구했다.

Design and Implement of Virtual Dressing Room with Kinect (Kinect를 이용한 AR 가상 피팅룸 설계 및 구현)

  • Kim, Yul-Gon;Oh, Soo-Kyeong;Oh, Jeong-Ah
    • Proceedings of the Korea Information Processing Society Conference
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    • 한국정보처리학회 2020년도 추계학술발표대회
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    • pp.296-299
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    • 2020
  • 요즘 대한민국은 코로나 19로 인하여 외출이 힘든 상황에 놓여있다. 이에 따라 소비자들은 오프라인 매장에서 의류를 구매하기보다는 인터넷 쇼핑으로의 구매를 선호하게 되었으며 온라인 구매로 인해 정확한 스타일 확인 불가 및 확신할 수 없는 사이즈로 큰 불편함을 겪고 있다. 따라서 최근 가장 떠오르는 기술 중 하나인 AR을 실생활에 적용하여, 사용자가 의류 매장에 가지 않고 집에서도 편하게 자신의 스타일링을 실현할 수 있도록 하는 AR 쇼룸을 구현하여 솔루션을 제안하고자 한다. 본 프로젝트에서는 3D로의 표현을 위해 Kinect Xbox 카메라를 사용하여 사용자의 신체정보를 추출한 후 unity와의 연동을 통해 사용자에게 편리함을 제공할 수 있는 AR-fitting 시스템을 설계하였다. 또한, 우리는 선택한 옷을 가상으로 입어 볼 수 있는 쇼룸 형태의 서비스를 제공하며 제스처 인식을 통해 보다 편리한 의류 선택 및 사이즈 조절 등을 가능하게 하였고, 이러한 시스템은 사용자의 의류 구매를 보다 효과적으로 만들어 줄 수 있을 것이다.

An Ecological Analysis of Lichens Distributed in Rocks of Coast and Field in U-do by Molecular Technique (분자생물학적 기법에 의한 우도해안과 노지암석에 분포하는 지의류의 생태학적 분석)

  • Gang, Hyeong-Il;Yun, Byeong-Jun;Kim, Seong-Hyeon;Sin, Deok-Ja;Kim, Hyeon-U;Heo, Jae-Seon;Gang, Ui-Seong;O, Gye-Heon;Go, Yeong-Jin
    • Microbiology and Biotechnology Letters
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    • 제32권4호
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    • pp.334-340
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    • 2004
  • This study was initially performed to obtain fundamental data on lichen distribution depending on environmental condiLichens distributed on coastal rocks atleast 20 m far away from the coast were also investigated. Analyof morphological characteristics and rDNA ITS clones revealed that lichens containing 9 families and 15 genera were distributed in coastal rocks of V-do, while lichens containing 10 families and 14 genera were in field rocks, demonstrating little difference of diversity between both sites. Foliose lichens such as PhaeophysPhyscia, Pyxine belonging to the family Physciaceae were representatives distributed in coastal rocks of V-do, along with Xanthoparmelia belonging to Parmeliaceae, fruticose lichens such as Ramalina to Ramaliand crustose lichen Lecanora to Lecanoraceae. In contrast, foliose lichen Cladonia belonging to the family Cladoniaceae, fruitcose lichen Stereocaulon to Streocaulaceae, and crustose lichen Porpidia to Porpidwere found only on the surface of field rocks. Crustose lichens containing genera Caloplaca, CanDirinaria, Graphis, Rhizocarpon, and Pertusaria were rarely distributed in coastal rocks, and most of them were also found in field rocks.

Implementation of Secondhand Clothing Trading System with Deep Learning-Based Virtual Fitting Functionality (딥러닝 기반 가상 피팅 기능을 갖는 중고 의류 거래 시스템 구현)

  • Inhwan Jung;Kitae Hwang;Jae-Moon Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • 제24권1호
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    • pp.17-22
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    • 2024
  • This paper introduces the implementation of a secondhand clothing trading system equipped with virtual fitting functionality based on deep learning. The proposed system provides users with the ability to visually try on secondhand clothing items online and assess their fit. To achieve this, it utilizes the Convolutional Neural Network (CNN) algorithm to create virtual representations of users considering their body shape and the design of the clothing. This enables buyers to pre-assess the fit of clothing items online before actually wearing them, thereby aiding in their purchase decisions. Additionally, sellers can present accurate clothing sizes and fits through the system, enhancing customer satisfaction. This paper delves into the CNN model's training process, system implementation, user feedback, and validates the effectiveness of the proposed system through experimental results.

A Study on the Comparison of 3D Virtual Clothing and Real Clothing by Neckline Type (네크라인 종류에 따른 3D 가상착의와 실제착의 비교 연구)

  • Nam, Young-Ran;Kim, Dong-Eun
    • Fashion & Textile Research Journal
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    • 제23권2호
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    • pp.247-260
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    • 2021
  • While it is an important element of clothing construction, research has so far been very limited on the similarities between virtual and real clothing in terms of the type of neckline. The purpose of this study is to verify the similarity, accuracy of virtualization, and actuality of neckline, which all play an important role in individual impressions and image formation, and require considerable modification when fitting real samples. A total of 5 neckline models were selected through the analysis of dress composition textbooks. The selected designs were then planned and manufactured in muslin. The specimen clothes were then tested on a female model in her 20s. 2 kinds of virtual bodies were created in order to compare the real and the virtual dressing. The first virtual body was made through an Artec 3D Eva scan of the model, and the other was made by entering the model's measurements in a CLO 3D program. A visual image of the front, side, and back image of both the real and virtual dressing were subsequently collected. The collected images were then evaluated by 20 professional fashion workers who checked the similarity between the real and the virtual versions. The current study found that the similarity between the actual and virtual wearing of the five neckline designs with reality appeared higher with the virtual wearing image using the 3D-scanned body. The results of this study could provide further information on the selection of appropriate avatars to clothing companies that check the fit of clothing by utilizing 3D virtualized programs.

Object VR-based 2.5D Virtual Textile Wearing System : Viewpoint Vector Estimation and Textile Texture Mapping (오브젝트 VR 기반 2.5D 가상 직물 착의 시스템 : 시점 벡터 추정 및 직물 텍스쳐 매핑)

  • Lee, Eun-Hwan;Kwak, No-Yoon
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 1부
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    • pp.19-26
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    • 2008
  • This paper is related to a new technology allowing a user to have a 360 degree viewpoint of the virtual wearing object, and to an object VR(Virtual Reality)-based 2D virtual textile wearing system using viewpoint vector estimation and textile texture mapping. The proposed system is characterized as capable of virtually wearing a new textile pattern selected by the user to the clothing shape section segmented from multiview 2D images of clothes model for object VR, and three-dimensionally viewing its virtual wearing appearance at a 360 degree viewpoint of the object. Regardless of color or intensity of model clothes, the proposed system is possible to virtually change the textile pattern with holding the illumination and shading properties of the selected clothing shape section, and also to quickly and easily simulate, compare, and select multiple textile pattern combinations for individual styles or entire outfits. The proposed system can provide higher practicality and easy-to-use interface, as it makes real-time processing possible in various digital environment, and creates comparatively natural and realistic virtual wearing styles, and also makes semi -automatic processing possible to reduce the manual works to a minimum. According to the proposed system, it can motivate the creative activity of the designers with simulation results on the effect of textile pattern design on the appearance of clothes without manufacturing physical clothes and, as it can help the purchasers for decision-making with them, promote B2B or B2C e-commerce.

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The Effects of Experiential Factors of Virtual Reality (VR) Store on Perceived Information, Satisfaction and Revisit Intention (가상현실 점포의 체험요소가 소비자의 지각된 정보의 양, 고객만족 및 재방문의도에 미치는 영향)

  • Cheon, Ye Rim;Choi, Woo Lim;Park, Min Jung;Yoo, Jung Min
    • Journal of the Korean Society of Clothing and Textiles
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    • 제43권5호
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    • pp.682-698
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    • 2019
  • This study examines whether experiential factors of virtual reality (VR) stores influence consumers' perceived amount of information and satisfaction, which in turn influences revisit intention. This also study examines whether the experiential factors differ as a function of an individual characteristic such as environmental responsiveness. Female consumers who had an experience in using VR technology for digital shopping participated in the online survey. The results showed that educational, escapist and aesthetic experiences have a significant impact on the perceived amount of information, and entertainment and escapist experiences have a significant impact on satisfaction. In addition, the perceived amount of information has a positive effect on customer satisfaction, which in turn has a positive effect on revisit intention. There is also a difference in the effect of experiential factors on consumer responses depending on the environmental responsiveness. This study provides theoretical suggestions for experiential marketing and presents practical implications for developing marketing strategies for digital retailers utilizing VR technology.