• 제목/요약/키워드: 가상패션

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메타버스 가상 패션아이템 구매 - 자기조절초점을 중심으로 - (Buying Virtual Fashion Items in the Metaverse - Focusing on Self-Regulatory Focus -)

  • 안수경
    • 한국의류산업학회지
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    • 제24권6호
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    • pp.707-718
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    • 2022
  • The metaverse is emerging as the next digital environment for people not only to interact and collaborate with others, but also to have virtual consumption experiences. In this study, virtual fashion items for the consumer's digital self are deemed significant products with consumption value. Drawing from the regulatory focus theory, this study examines how consumers' promotion and prevention focus influence value perception and buying behaviors of virtual fashion items in the metaverse context. The data were collected through an online survey. A total of 546 consumers in their twenties who are aware of the metaverse responded to a self-administered questionnaire. The results showed that promotion focus influenced all the perceived consumption values of virtual fashion items such as the economic, visual authority, hedonic, and social value, whereas prevention focus influenced only the visual authority value. Visual authority value negatively affected both purchase intention and willingness to pay premium price, while others had a positive effect. The findings provide theoretical evidence that consumers' regulatory focus is critical in buying virtual fashion items and suggest that marketers devise effective strategies to stimulate consumers' regulatory focus and to emphasize the economic, hedonic, and social value of the items in the metaverse context.

딥러닝 기반 자세 추출을 통한 메타버스 가상 피팅 기술 구현 (An Implementation of Metaverse Virtual Fitting Technology using a Posture extraction based on Deep Learning.)

  • 이범로;이상원;신수진
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2022년도 제65차 동계학술대회논문집 30권1호
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    • pp.73-76
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    • 2022
  • 본 논문에서는 메타버스 공간에서 패션 아이템 판매에 있어서 필수적이라 할 수 있는 온라인 가상 피팅 기술을 동작 인식 전용 디바이스가 아닌 일반 스마트폰 카메라를 활용하여 구현하는 기술을 제안한다. 가상 피팅 기술을 구현하기 위해서는 딥러닝 기법을 활용하여 입력 영상을 분석하고, 분석 결과를 토대로 인체의 전체 자세를 추정하며, 인체 사이즈의 근사값을 추출하는 과정들이 수행되어야 하는데, 현재의 스마트폰 컴퓨팅 환경은 이를 수행하기에 충분한 연산 성능을 가지지 못한다는 문제점을 가진다. 본 논문에서는 높은 비용이 요구되는 고부하 연산을 클라우드 서버를 통해 수행하는 서버 기반 프레임워크를 도입하여, 낮은 성능의 스마트폰으로도 고성능 연산이 가능한 서비스 구조를 확보하고 이를 통해 휴대성 높은 증강현실 기반의 가상 피팅 기술을 구현한다. 본 논문의 성과를 통해 메타버스 상거래의 활성화와 메타버스 본연의 의미에 충실한 가상 월드 구축에 기여할 것이라 기대한다.

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국내 여성 패션모델의 3차원 가상인체 모델링을 통한 토르소형 인대 개발과 그 특성 분석 (The Analysis on the Torso Type Dress Form Developed Through the 3-D Virtual Body Modeling of the Korean Female Fashion Models)

  • 박진아
    • 복식
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    • 제65권2호
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    • pp.157-175
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    • 2015
  • The study was aimed to develop a torso-type dress form representing body features of the female fashion models in Korea. To fulfill this purpose, 5 female fashion models aged between 20 and 26 having the average body measurements of professional fashion models in Korea were selected and their 3-D whole body scanned data were analysed. The 3-D whole body scanning method enabled to generate a virtual female fashion model within the CAD system by measuring the subjects' body shapes and sizes. In addition, the virtual model's body data led the development of a standard female fashion model dress form for the efficient fashion show preparation. In order to manufacture the real dress form for female fashion models, 3-D printing technology was adopted. The consequent results are as follows: (1) the body measurements (unit: cm) of the developed dress form were: biacromion length, 36.0, bust point to bust point, 16.6, front/back interscye lengths, 32.0/33.0, neck point to breast point, 26.0, neck point to breast point to waist line, 41.5, waist front/back lengths, 34.5/38.5, waist to hip length, 24.0, bust circumference, 85.0, underbust circumference, 75.0, waist circumference, 65.0, hip circumference, 92.0. (2) the body measurements differences between the developed and existing dress forms were highlighted with the body measurements of neck point to breast point and waist to hip length. (3) the body shape features of the developed dress form showed that bust, shoulder blade, shoulder slope, abdomen and back waist line to hip line parts were more realistically manufactured.

국내 버츄얼 인플루언서의 인스타그램 수용자 반응 (The Response of Domestic Virtual Influencer'S Instagram Audience)

  • 한기향
    • 디지털융복합연구
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    • 제19권11호
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    • pp.471-483
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    • 2021
  • 본 연구는 가상 인플루언서 마케팅의 출발선에서 가상 인플루언서에 대한 수용자의 반응을 알아보는 것을 목적으로 한다. 이에 국내에서 활동 중인 가상 인플루언서의 인스타그램에서 게시글과 댓글, '좋아요' 수와 동영상 리뷰 수를 수집하였다. 자료의 수집과 분석에는 Python 3.7과 Textom을 사용하였다. 감성 분석결과, 긍정 감성이 부정과 중립의 감성보다 높게 나타났으며, 긍·부정 모두 가상 인플루언서의 외모가 주요한 요인으로 나타났다. 중립의 감성에서 가상 인플루언서에 대한 소비자의 관심을 유추할 수 있었다. 본 연구는 가상 인플루언서에 대한 소비자의 반응을 알아보고 가상 인플루언서에 대한 긍정과 부정의 감정에 대한 요인을 파악하여, 가상 인플루언서 마케팅의 전략 수립에 도움이 될 자료를 제시했다는 것에 그 의의가 있다.

가상 패션 인플루언서의 실재감이 평가속성과 관계유지행동에 미치는 영향 (The Effect of Virtual Fashion Influencers' Presence on Evaluation Attributes and Relationship Maintenance Behavior)

  • 이세라;박주하;김태연;전재훈
    • 한국의류학회지
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    • 제47권2호
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    • pp.295-310
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    • 2023
  • The current virtual fashion influencers are a hyper-real prototype in that it has a higher presence than the virtual humans in the past. Also, they are leading fashion trend with more than tens of thousands of followers on social media. This study investigated the physical and social presence of virtual fashion influencer perceived by consumer and verified effects on evaluation attributes of influencers and the relationship maintenance behavior. A total of 321 Korean women in their 20s and 30s who have Instagram account participated in the online survey. The data was analyzed using AMOS 23.0. The results revealed that the physical presence had a significant impact on attractiveness of virtual fashion influencers. In case of social presence had a positive effect on friendliness and reliability of virtual fashion influencers. In addition, evaluation attributes of virtual fashion influencers' friendliness, attractiveness and reliability in the order of influence on relationship maintenance behavior. This study suggested that the development of social presence of virtual fashion influencers with friendliness and attractiveness is more important than the physical presence that has already reached a high level.

한국적 패션 디자인 분석을 통한 해체주의 패션 디자인 - 3D 가상착의를 기반으로 - (Deconstruction fashion design through an analysis of Korean fashion design - Using 3D virtual clothing -)

  • 한민재;이연희
    • 복식문화연구
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    • 제30권1호
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    • pp.66-87
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    • 2022
  • This study explores the possibility of creating new experimental hanbok designs by accommodating the latest world fashion trends and the changing needs of consumers, in order to attempt to overcome the limitations of traditional Korean fashion design. To do so, We analyze works by contemporary Korean fashion designers to investigate current developments in Korean fashion design and to identify areas of improvement within hanbok design. The results show that most contemporary hanbok designs repeat stereotypes of traditional hanbok with minor modifications. So there arises a need to create new hanbok designs that are clearly distinct from traditional hanbok but also maintain its core features. To develop such designs, I apply the techniques of deconstruction fashion, which allow making experiments with form, composition, and materials use to realize new aesthetics. The use of CLO 3D fashion design software also proves to be very efficient for developing experimental designs. The study results make meaningful contributions to the development of virtual clothing and 3D fashion for hanbok, particularly as metaBUS, a cloud-based research synthesis platform, is rapidly gaining ground, and reality and virtual reality are increasingly mixed in everyday life. This attempt at 3D design of hanbok is expected to trigger more creative experimentation in hanbok design.

3D 가상패션소재의 드레이프성 연구 - 3D 의상 CAD 시스템 활용 - (A Study on the Drape Profile Analysis of the Apparel Textiles and 3D Virtual Textiles using a 3D Digital Clothing Software)

  • 이윤주;김종준
    • 패션비즈니스
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    • 제15권5호
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    • pp.103-114
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    • 2011
  • During a wearer's movement, the apparel fabric layers collide each other in a highly complicated manner. The collision involves cloth-cloth, and cloth-body collision. The diversity of the textile fabrics, including silk, wool, cotton, and other synthetic fibers, together with the complex details of the apparel construction, makes the collision and other calculation procedure involved in the 3-dimensional clothing software system much more complicated. Therefore, there is a need to measure the behavior of the fabrics during the fabric collision cycles. In this study, as a first step, static measurements pertinent to the factors governing the appearance of the apparel fabrics were implemented. The drape profile, stiffness(Sd and Sf), tensile properties, thickness, and the air permeability were measured. The correlation between the parameters were calculated and reviewed. It is found that there is a high correlation of 0.97 between the actual fabric drape parameters and the 3D virtual fabric drape parameters. The measured drape coefficients of the fabrics show relatively good correlation with the measured fabric stiffness.

RGB-D 센서 및 3D Virtual Clothing CAD활용에 의한 패션소재의 동적표현 시스템에 대한 연구 (A Study on the Dynamic Expression of Fabrics based on RGB-D Sensor and 3D Virtual Clothing CAD System)

  • 이지은;김슬기;김종준
    • 패션비즈니스
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    • 제17권1호
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    • pp.30-41
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    • 2013
  • Augmented reality techniques have been increasingly employed in the textile and fashion industry as well as computer graphics sectors. Three-dimensional virtual clothing CAD systems have also been widely used in the textile industries and academic institutes. Motion tracking techniques are grafted together in the 3D and augmented reality techniques in order to develop the virtual three-dimensional clothing and fitting systems in the fashion and textile industry sectors. In this study, three-dimensional virtual clothing sample has been prepared using a 3D virtual clothing CAD along with a 3D scanning and reconstruction system. Motion of the user has been captured through an RGB-D sensor system, and the virtual clothing fitted on the user's body is allowed to move along with the captured motion flow of the user. Acutal fabric specimens are selected for the material characterization. This study is a primary step toward building a comprehensive system for the user to experience interactively virtual clothing under real environment.

한국 전통복식 상의(上衣)류의 구조적인 특징을 활용한 셔츠디자인개발 - 패션문화상품을 중심으로 - (The Development of Shirt Design Utilizing the Structural Characteristics of Traditional Korean upper Garments - Focusing on Fashion Cultural Products -)

  • 최은주
    • 한국의류산업학회지
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    • 제25권4호
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    • pp.439-448
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    • 2023
  • Korea's original traditional costume designs have a great potential to be re-imagined from a global perspective and developed into high-value-added fashion culture products that can enter the international market. This study applied the structural features of traditional clothing to the design of fashion cultural products. This study developed designs using Beja, Sagyusam, Aekjuem-po, Danlyeong, Cheolrik, Jang-jegori of Korea. To the best of our knowledge, this study is the first to conduct a literature survey of traditional Korean clothing. We designed shirts using Adobe Illustrator and created a pattern with the Yuka program. This design was applied to a three dimensional virtual dressing system called CLO. A survey of individual interest in developed fashion cultural products was also conducted. The shirt designs were obtained by applying the details and structural characteristics of traditional Korean clothing. Among the six shirt designs, when asked which design would be suitable for wearing, gifting, or uniform, the shirts with the design of Danlyeong, Beja, and Sagyusam were generally highly preferred. This study can be used as basic data for the global market for fashion cultural products, and can contribute to the inheritance and development of culture and tradition by maintaining Korea's uniqueness in the modern global era and increasing tourism revenue.

메타버스에서의 패션 브랜드 경험이 소비자의 즐거움 지각과 행동의도에 미치는 영향 (The Effect of Brand Experience in the Metaverse on Consumers' Pleasure and Behavioral Intention)

  • 박신영;신수연
    • 한국의류학회지
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    • 제48권1호
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    • pp.82-93
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    • 2024
  • This study confirms how brand experiences perceived by consumers in the metaverse affect their pleasure and behavioral intentions (intention to use the platform, and purchase the virtual product). The results of this study are as follows. First, consumers have sensory, affective, behavioral, and intellectual experiences while interacting with fashion brands in the virtual space of the metaverse. Second, in the metaverse, consumers experience pleasure when they have various brand experiences including those mentioned above. Third, the pleasure gained through consumers' brand experiences has a positive effect on their behavioral intentions, including their intentions to use the platform and purchase the virtual product in the metaverse. This study is academically meaningful in strengthening brand experience-related research and expanding into the metaverse context through empirically verifying the influence of consumers' brand experiences on pleasure in the metaverse. Also, related fashion companies will be able to use the results of this study to strategically create consumers' sensory, affective, behavioral, and intellectual experiences to elicit pleasant emotions from consumers in the virtual space of the metaverse.