• Title/Summary/Keyword: 가상착의

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A study on the 3D simulation system improvement through comparing visual images between the real garment and the 3D garment simulation of women's Jacket (여성 재킷의 실제착의와 가상착의 비교를 통한 3D 가상착의 시스템 개선에 대한 연구)

  • Kwak, Younsin
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.3
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    • pp.15-22
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    • 2016
  • The purpose of this study is to propose improvements for 3D garment simulation system by comparison with the difference between real garment and 3D garment simulation of women's jacket. The process of the study was to take pictures on the standard sized subject wearing the jacket of basic size, to get a avatar from body sizes of the subject, and to obtain images of 3D garment simulation on the avatar. The appearance evaluation was resulted by the method of a questionnaire survey after presenting the images to 24 members of patterner and 22 members of designer. On that appearance evaluation by designer group, perform comparative analysis of differences between the real garment and the 3D garment simulation of women's jacket. On that appearance evaluation by patterner group, perform comparative analysis of differences between the real garment and the 3D garment simulation of women's jacket. There were the differences on 4 areas: 1 questions of the side, 1 questions on the back, 7 questions on the sleeve, and 1 questions on the collar, and the results showed that the 3D garment simulation was preferable on each question.

A study on simulation of women's Jacket using 3D CAD system (3D CAD system을 활용한 여성재킷 시뮬레이션에 관한 연구)

  • Kwak, Younsin
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.191-196
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    • 2018
  • The purpose of this study is to propose improvements for 3D garment simulation system by comparison with the difference between real garment and 3D garment simulation A, B of women's jacket. The process of the study was to take pictures on the standard sized subject wearing the jacket of basic size, to get a avatar from body sizes of the subject, and to obtain images of 3D garment simulation on the avatar. The appearance evaluation was resulted by the method of a questionnaire survey after presenting the images to 20 members of women's jacket customer. On that appearance evaluation, performed comparative analysis of same degree between the real garment and the Virtual garment A in women's jacket. And performed comparative analysis of same degree between the real garment and the Virtual garment B in women's jacket. It was done t-test for difference in appearance evaluation between real garment/virtual garment A and Real garment/virtual garment B. There were the differences on 4 areas: 1 question on the fabric, 9 questions on the front, 3 questions on the side, and 6 questions on the back.

A Study on Reproductions of North American Smocking Design Using a 3D Virtual Clothing System (3차원 가상착의 시스템을 이용한 북아메리칸 스모킹 디자인 재현 연구)

  • Kim, Minkyoung
    • Journal of Fashion Business
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    • v.24 no.5
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    • pp.106-124
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    • 2020
  • The purpose of this study was to analyze the three-dimensional (3D) characteristics and reproducibility of the effective expression of North American smocking pleats in the process of making clothes using a 3D virtual clothing system (CLO) and present a method of expression according to the types of North American smocking. In this study, lattice, lozenge, and flower smocking were produced as real smocking and 3D virtual content, and actual muslin properties were measured using a Fabric Kit and reflected using an emulator. The results of this study confirmed that a dense puckered design such as North American smocking could be expressed depending upon the internal line, fold angle, and reinforcement setting for 3D smocking. To partially apply pleats to flat fabrics, it was necessary to set fold lines. The fold line setting could be expressed by designing the internal line in horizontal, vertical, and diagonal directions according to the North American smocking design, and then setting the fold angle for each internal line. By setting fold angles of 0 degrees and 360 degrees according to the folding direction of the set internal line, the fabric was clearly folded and stable pleats were created. This study will contribute to the vitalization of the 3D virtual fashion content industry by analyzing and presenting the optimal expression method of sophisticated and complex pleats generated according to the North American smocking design pattern.

Knit Design Using 3D Virtual Clothing Simulation Program of Knit CAD System (니트 CAD시스템의 3D 가상착의 프로그램을 활용한 니트디자인)

  • Lee, Seul-A;Lee, Yoon Mee;Lee, Younhee
    • Journal of the Korean Society of Costume
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    • v.65 no.1
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    • pp.104-117
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    • 2015
  • Recently, the fashion industry has been integrating with The IT industry in order to develop in various ways. This study looks into ways to utilize the 3D CAD system, which would reduce time and cost while producing samples, and strengthen the communication between the brand and its cooperators by deploying knit designs using Knit CAD system's 3D virtual clothing program. The research method was reference, Internet resources 3D fashion CAD system and 3D Knit CAD system. Based on the data, simulation of the complete design of 4 deployed knit designs was done by using 3D virtual clothing program of the Knit CAD system utilizing knit design elements. One of each design element among the virtual clothing designs was chosen to produce real clothing, and the experts did verification on the appearance assessment of 3D virtual clothing knit designs of the Knit CAD system. As a result, 3D virtual clothing knit design of the Knit CAD system proved itself as an efficient system in terms of time and cost.

A Comparison on Clothing Appearance of 2D Flat Sketch, 3D Virtual Clothing and Real Clothing -Based on the Evaluation of Chinese in Their 20s and 30s- (의복의 2D 도식화, 3D 가상착의, 실제착의 외관 평가 비교 -20~30대 중국인 평가를 중심으로-)

  • Wang, Xueying;Kwon, Chae-Ryung;Kim, Dong-Eun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.2
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    • pp.193-208
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    • 2020
  • This study investigated similarities and differences between 2D flat sketch, 3D virtual clothing and real clothing images. Flat sketch, 3D virtual clothing, and real clothing images of T-shirts and dresses were made. Questionnaires were prepared for fit evaluation, sensory evaluation, and location evaluation. A survey of 440 questionnaires was collected from Chinese women in their 20s and 30s. As results of the sensibility evaluation, 3D virtual clothing expressed real clothing images slightly more similar than a 2D flat sketch. As results of the fit evaluation of the dresses, 2D flat sketch and 3D virtual clothing were rated as slightly longer/wider, and real clothing images were rated as slightly shorter/narrower. The results suggested that presenting 3D images with avatars as 3D virtual clothing images will provide more accurate fit evaluation results. This study presented possibilities and methods for apparel companies to utilize 3D system as an effective apparel production tool.

Usability verification of virtual clothing system for the production of a 3D avatar reproduced from 3D human body scan shape data - Focusing on the CLO 3D program - (3차원 인체스캔형상을 재현한 3D 아바타 제작을 위한 가상착의 시스템의 활용성 검증 -CLO 3D 프로그램을 중심으로-)

  • Hong, Eun-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.22 no.1
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    • pp.1-13
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    • 2020
  • The purpose of this study is to create a 3D avatar from 3D human body shape data using the CLO 3D virtual clothing program and to verify the feasibility of avatar production using the virtual clothing system for verifying size and shape. The research method was to select one virtual representative model that is the closest to the mean size of each body item for each age group. Using the 3D human body scan shape of a 40-69 years old male was applied to the CLO 3D virtual wearing system. Using the CLO 3D Avatar conversion menu, we verified the feasibility of creating a 3D avatar that reproduces the human body scan shape. In the dimension comparison between the 3D avatar and the fictitious representative model, the dimension difference was noticeable in height, circumference, and length. However, as a result, the converted 3D avatar showed less than a 5% difference in most human dimensions. In addition, since the body shape and posture were reproduced similarly, the utilization of the avatar was verified.

Comparison of Virtual Clothing Simulation by Placement of Lateral Neck Point and Shoulder Angles of Bodice Pattern (길원형의 목옆점 위치와 어깨각도 변화에 따른 가상착의 비교)

  • Park, Sunhee;Lee, Yejin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.6
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    • pp.1002-1015
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    • 2018
  • In this study, we analyzed the results of virtual clothing simulation according to the difference in the lateral neck point as well as the front and back shoulder inclination angles of the bodice foundation. Lim's (2016) (S) and Lee's (1999) method (L) were selected as the different setting for the lateral neck point. S1, S2, L1 and L2 were developed by changing the shoulder inclination angles. The SND and LND were developed by removing the darts in the S and L, respectively; in addition, the SND1, SND2, LND1, and LND2 were developed with different shoulder inclination angles. The results of S and L were similar with only slight differences observed in the armhole shape. However, the results of SND and LND were very different. The patterns of the S series were similar to each other, but the patterns of the L series were different. In addition, the patterns of the SND and LND series could not find a similar trend.

The Computerized 3-D Clothing Simulation for the Evaluation of Men's Working Pants (남성용 작업복 팬츠 3차원 가상착의 시뮬레이션 평가)

  • Park, Gin Ah
    • Journal of the Korean Society of Costume
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    • v.63 no.8
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    • pp.27-42
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    • 2013
  • The study was aimed to develop men's working pants patterns through the computerized 3-D virtual clothing simulation system and to verify the effects of the 3-D simulated outfit by comparing it to the images of the actual outfits. The average body measurements of South Korean men aged between 30 and 39 used for the simulation in order to generate a 3-D virtual model and to realize outfits of men's working pants for the workers in the heavy industry in South Korea. And also the preliminary questionnaire survey results on certain aspects of the working pants such as type, detailed design preference and discomforting parts were taken into consideration. Both the simulated and real images of the developed working pants were compared in terms of the ease amount according to parts of the working pants, the position of seam lines, the appearance of darts and pleats, and the effects of the fabric surface according to expertise panels' subjective 5-point scale evaluation. The results throughout the study were (1) the basic working pants item worn by subject workers were the straight one pleated pants. The most discomforting parts of the working pants were in the order of body rise, thigh, hip, waist, pants hems and knee girth. (2) the drafting factors of pants patterns differed by the men's body features, which was related to the allocation of suppression amounts between waist and hip girths into darts and hip curve amounts on the waist line level of the pants. (3) the similarity of the virtually simulated and real images of men's working pants resulted in an average of 4.5 to the ease of appearance, 4.6 to the seam lines, 4.1 to the fabric surface effects in a 5-point scale, which means that the two were highly alike.