• Title/Summary/Keyword: 3D Clothing Simulation

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An ECG monitoring system using a conductive thread-based wearable antenna (전도성 섬유 웨어러블 안테나를 기반으로 한 심전도 모니터링 시스템 설계)

  • Chung, Jae-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.5
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    • pp.10-15
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    • 2017
  • Research interest has strongly focused on developing a method for effectively transmitting bio-signals over a distance using a wireless wearable device. In this paper, we describe a procedure for the design and fabrication of a wearable antenna based on embroidering conductive threads to clothing capable of transmitting electrocardiogram signals. 3D electromagnetic simulation software and embroidery software were used to design and fabricate the conductive thread-based antenna, respectively. The measurement results show that the reflection coefficient of the fabricated antenna prototype exhibits excellent antenna impedance matching characteristics of less than -10dB in the Zigbee 2.4GHz frequency band. We also verified that the electrocardiogram data could be effectively received and monitored in real-time by a receiver 220m away from the transmitter.

Digital Hanbok Modeling for Virtual Characters : A Knowledge-driven Approach (가상캐릭터의 디지털 한복 모델링을 위한 지식기반 접근법)

  • Lee Bo-Ran;Oh Sue-Jung;Nam Yang-Hee
    • The KIPS Transactions:PartB
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    • v.11B no.6
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    • pp.683-690
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    • 2004
  • Garment modeling and simulation is now one of the important elements in broad range of digital contents. Though there have been recent products on garment simulation, general users do not know well enough how to design a virtual costume that meets some requirements about its specific clothing pattern. In particular, Hanbok - the Korean traditional costume - has many different characteristics against western ones in the aspect of its pattern design and of draping. This paper presents a knowledge-driven approach for virtual Hanbok modeling without knowing how to make real Hanbok. First, parameterized knowledge for several fabric types art solicited using visual similarity assessment from simulated and real cloth. Secondly, based on the analysis of designer's knowledge, we defined multi-level adjustment processes of Hanbok measurements with regard to body shape features for different virtual actors. An experimental system is developed as the form of a Maya plug-in and the result shows the applicability of the proposed method.

Development of a Bodice Prototype Drafting Method for 20s Plus-size Women

  • Cha, Su-Joung
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.4
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    • pp.99-110
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    • 2022
  • This study attempted to develop a bodice prototype that is the basis for the production of upper body clothing for 20s plus-size women who have distinct characteristics from women with general body types. Through this, it was intended to provide basic data necessary for the development of plus-size women's clothing, which is revitalizing the market due to the increase in the obese population. Through the first evaluation of appearance and abdominal pressure, patterns such as moving the side neck, adding the amount of armhole dart, and adding the amount of sagging were modified. Through the second evaluation, corrections such as vertical side lines, reduction of the neck of the back center line, and adding the amount of armhole darts were performed. Through the third evaluation, the final pattern drafting method was developed by vertically modifying the side line and adding the amount of back armhole darts. In the case of 20s plus-size female body types, a drafting method distinguished from the general body type was required in the method of setting the side and hem due to the protrusion of the abdomen. This study can be said to be meaningful in that it proposed a bodice prototype drafting method suitable for the body type of 20s plus-size women. In the follow-up study, it is thought that the wearability should be evaluated through actual garment wearing.

A Study on the Cultural Commodities' Design Development with Applying to the Korea Traditional Rock Art Pattern( I ) -With Turtle, Ship, Human's Face Patterns of Ulsan Ban Gu-Dae Rock Art as the Central Figure- (한국 전통 암각화 문양을 응용한 문화상품 디자인 개발에 관한 연구[ I ] -울산 반구대 암각화의 거북, 배, 사람얼굴 문양을 중심으로-)

  • Park Soon-Chun
    • Journal of the Korean Society of Costume
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    • v.56 no.6 s.105
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    • pp.33-44
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    • 2006
  • With the basis of objective truth by the subjective sensibility and the Rock art's history and the molding the Rock arts image motive, the conclusion like this; The first, Rock art express the imagination variety as symbols of abundance, fecundity, stable lift's present mourning and absolute respect and the spirit. The second, the new motives are developed by making formative images with deeply understanding essential side in the Rock arts. With this, the pattern is repeated with making motive's repeat units and the new pattern is developed by 45-angle iteration. These cultural products were used to produce necktie, scarf, and clothing making commonly efficient use in actual life- with 3D simulation. Through developing Rock art pattern, it is great the possibility of development for expressing Korea images with making an excavation. A competitive design as to the international period can be developed with applying to the variety department-cultural products development.

Comparison of Acting Style Between 2D Hand-drawn Animation and 3D Computer Animation : Focused on Expression of Emotion by Using Close-up (2D 핸드 드로운 애니메이션과 3D 컴퓨터 애니메이션에서의 액팅(acting) 스타일 비교 -클로즈-업을 이용한 감정표현을 중심으로-)

  • Moon, Jaecheol;Kim, Yumi
    • Cartoon and Animation Studies
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    • s.36
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    • pp.147-165
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    • 2014
  • Around the turn of 21st century, there has been a major technological shift in the animation industry. With development of reality-based computer graphics, major American animation studios replaced hand-drawn method with the new 3D computer graphics. Traditional animation was known for its simplified shapes such as circles and triangle that makes characters' movements distinctive from non-animated feature films. Computer-generated animation has largely replaced it, but is under continuous criticism that automated movements and reality-like graphics devaluate the aesthetics of animation. Although hand-drawn animation is still produced, 3D computer graphics have taken commercial lead and there has been many changes to acting of animated characters, which calls for detailed investigation. Firstly, the changes in acting of 3D characters can be traced from looking at human-like rigging method that mimics humanistic moving mechanism. Also, if hair and clothing was part of hand-drawn characters' acting, it has now been hidden inside mathematical simulation of 3D graphics, leaving only the body to be used in acting. Secondly, looking at "Stretch and Squash" method, which represents the distinctive movements of animation, through the lens of media, a paradox arises. Hand-drawn animation are produced frame-by-frame, and a subtle change would make animated frames shiver. This slight shivering acts as an aesthetic distinction of animated feature films, but can also require exaggerated movements to hide the shivering. On the contrary, acting of 3D animation make use of calculated movements that may seem exaggerated compared to human acting, but seem much more moderate and static compared to hand-drawn acting. Moreover, 3D computer graphics add the third dimension that allows more intuitive movements - maybe animators no longer need fine drawing skills; what they now need is directing skills to animate characters in 3D space intuitively. On the assumption that technological advancement and change of artistic expressionism are inseparable, this paper compares acting of 3D animation studio Pixar and classical drawing studio Disney to investigate character acting style and movements.

Comparison of a Bodice Prototype for 20s Plus-size Women

  • Cha, Su-Joung
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.4
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    • pp.79-88
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    • 2022
  • In order to develop a bodice prototype suitable for obese women in their 20s, this study compared and analyzed a total of five pattern system methods, including prototype of France and Japan, one prototype for education in Korea and two prototype for industries in Korea. Through this, this study attempted to investigate the bodice pattern system suitable for the development of plus-size women's clothing. For the pattern drafting, pattern 1 was applied with the most body dimensions such as interscye fold front, interscye fold back, bust circumference, neck circumference, and waist back length, and pattern 2, pattern 4, and pattern 5 were made based on bust circumference and waist back length. As a result of the appearance evaluation, Pattern 3 was evaluated as the best pattern in all items except for the suitability of the center front length and the suitability of the side waist circumference position. However, it was evaluated as inappropriate in items such as the vertical side line, the suitability of the side waist circumference line position, the suitability of interscye fold back position and shape, and the suitability of the back shoulder dart position. Most of the pattern drafting methods are based on the size of the bust circumference, but other institutional methods are considered necessary when setting the neck circumference and shoulder length for 20s obesity women. In addition, it is also required to develop a method for setting the front center length due to abdominal protrusion.

Development of a Bodice BlockforWomen in Their 20s with a Turtle Neck Syndrome Body Shape (거북목 증후군 체형의 20대 여성의 상의 원형패턴 개발)

  • Seo, Yoo Ra;Kim, Hyo Sook
    • Journal of Fashion Business
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    • v.25 no.3
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    • pp.144-158
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    • 2021
  • The purpose of this study is to develop a bodice block suitable for women in their 20s with turtle neck syndrome. The problem of turtle neck syndrome body type was derived through the evaluation of bodice blocks. First, the length of the front bodice was longer and the length of the back bodice was shorter. Second, the front neck point, back neck point, and the shoulder line were not in place. Third, the side neck was pushed up. Fourth, the length of armhole was long and it floated. Fifth, the front hem was attached to the body and the back hem was away from the body. A finally developed pattern was designed by developing four test patterns to solve the problem that appeared in a selected bodice pattern, and a t-test was conducted to determine the difference in the appearance evaluation by virtual clothing between the two patterns, bodice block and the development pattern. According to the result, the fit was not good from the side body because the position of the side neck point was not in a place due to the characteristics of the body shape of turtle neck syndrome, but the problems of the anterior neck position, the position of the back neck point, the shoulder line position, and the armhole shape were improved in the developed pattern.

Lower body shape classification of adolescent men's students

  • Cha, Su-Joung
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.9
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    • pp.97-105
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    • 2018
  • The purpose of this study was to analyze the measurement data of 13 ~ 18 year old male students and to characterize the body shape of the lower body, Through this, I tried to provide basic data for the production of pants for adolescent men's students. As a result of analyzing the body shape factor of the lower half, two factors were classified. 'Vertical factor' of the lower body composed of the circumference, thickness, and width, and the 'horizontal factor' of the lower body composed of the length and height. The body shape of the lower half was classified into four categories according to the circumference and length of the lower half of the male students, such as 'short bird legs', 'long crane legs', 'short pillar' and 'long pillar'. In the study of Hong Eun-hee (2005), body type was classified according to horizontal factor and vertical factor like this study. By age, boys aged 13 to 14 can see that the lower body is thin and short, the lower body is thin and long body is 15-16 years old, and the lower body is relatively thick and long body is 17-18 years old. As the age increases, the growth in the vertical direction occurs first and the growth in the horizontal direction occurs. It is thought that it is necessary to set a different amount of allowance for setting the length and the circumference according to the age of the youth. When the age is young, the amount of allowance in the circumferential direction should be increased, and the amount of allowance in the longitudinal direction after 15 years of age should be increased more than other age groups.