• 제목/요약/키워드: 3D Hair Style

검색결과 19건 처리시간 0.014초

증강현실을 이용한 3D 헤어스타일 시뮬레이터의 개발 (Development of the 3D Hair Style Simulator using Augmented Reality)

  • 김성호
    • 디지털융복합연구
    • /
    • 제13권1호
    • /
    • pp.249-255
    • /
    • 2015
  • 최근 증강현실에 대한 관심이 증가하면서 최신 증가현실 기술을 이용한 다양한 응용 프로그램들이 연구 및 개발되어지고 있다. 특히 고객의 취향에 맞는 다양한 헤어스타일을 실시간으로 체험해볼 수 있는 헤어스타일 시뮬레이터에 대한 연구들이 오랫동안 진행되어져 왔으며 서비스를 진행하고 있는 업체도 있다. 그러나 현재 서비스되고 있는 제품들은 증강현실 기술을 적용하지 않은 2D 헤어스타일 시뮬레이터가 대부분이고, 증강현실 기술이 적용된 3D 헤어스타일 시뮬레이터일지라도 NUI의 기능이 미흡한 상태이다. 그러므로 본 논문에서는 증강현실 기술의 핵심인 NUI와 EHCI 기반의 3D 헤어스타일 시뮬레이터를 개발한다. 그리고 10명의 사용자로 하여금 체험하게 하고 3D 헤어스타일 시뮬레이터의 효율성을 검증한다.

Hair Style이 인상형성(印象形成)에 미치는 영향(影響) (The Effect of Hair Style for Impression Formation)

  • 윤소영;유태순
    • 패션비즈니스
    • /
    • 제5권3호
    • /
    • pp.73-84
    • /
    • 2001
  • The purpose of this study is to apply fundamental data of impression formation research by analysing and observing the various facial image that can be effected from hair style as well as be helpful for choosing suitable hair style for T.P.O in modern society. This study targeted 305 college women in Daegu and Gyung-book area. Hair Style Image Scale(HSIS)was used the scale of seven point modified the S-D(Semantic Differential) method. The analysis of impression formation effect of hair style using SPSS WIN package have completed from the principal component analysis by Varimax perpendicular rotation method and ANOVA was used to recognize the difference in impression formation according to hair style change. In the case of statistical difference was appeared, LSD post-verification was applied for that. The conclusions of this study is as followed ; 1. The factors of impression formation effected by hair style were classified as goodwill factor, refinement factor, elegance factor and individuality factor. 2. In terms of goodwill factor, long hair style showed highest level and short cut hair, bobbed hair in an order. In refinement factor, there was no difference between short cut hair and bobbed hair and both of them was higher than long hair. In elegance factor, long hair was highest and bobbed hair was lowest. In individuality factor, short cut hair and bobbed hair higher than long hair and no difference between short cut hair and bobbed hair.

  • PDF

2D 헤어스타일 시뮬레이션 현황과 3D 시스템 도입방향에 관한 연구 (A Study of the Adaptation of 2-Dimensional Hair-Style Computer Simulation and Prospects of the 3D System)

  • 황보윤;하규수
    • 한국컴퓨터정보학회논문지
    • /
    • 제13권7호
    • /
    • pp.221-229
    • /
    • 2008
  • 컴퓨터와 더불어 멀티미디어의 발전은 가상현실이라는 신기술을 만들어 내게 하였고 가상현실 분야 중 컴퓨터 시뮬레이션 기술은 항공, 자동차, 의학, 스포츠, 교육, 패션 분야에 이르기까지 그 적용이 확대되고 있다 본 연구는 헤어스타일링 분야에서 기존의 2차원 헤어시뮬레이션의 개발 및 상용 현황과, 연구 단계에 있는 3차원 헤어스타일 시뮬레이션의 개발 현황을 살펴본다. 아울러 현재 개발된 3차원 헤어스타일 시뮬레이션이 상용화하기 위해서는 3D 시스템 부스의 조정, 저가 저화질의 카메라 개선 등의 문제점이 있음을 제시하였다. 이를 개선하기 위해서 object photography 방식에서 panoramic photography 방식의 전환, 중 고가의 고화질 카메라로의 대체들을 제안한다.

  • PDF

헤어 패션 감각(感覺)에 관(關)한 연구(硏究) - 수도권(首都圈) 대학(大學) 여학생(女學生)을 대상(對象)으로 - (A Study on the hair fashion feeling - Objecting to capital area university women students -)

  • 안현경;조규화
    • 패션비즈니스
    • /
    • 제9권4호
    • /
    • pp.59-78
    • /
    • 2005
  • This study aims to know the deferences of hair fashion feeling group in accordance with hair styling activities, general characteristics, life styles objecting to capital area university women students and aid to hair fashion design. So the results are as belows. 1. Frequency Analysis of Categories A. Hair fashion feeling - Natural, sexy, romantic pretty, sophisticate, ethnic are 90% in total hair fashion feeling variables in sequence of frequency, so it can be said these are in vogue. B. Hair styling activities - The objections visit the hair salon once 1-2months, spend about 42,000 won a month, perform cut & wave perm to sentimental reasens & hair style changes, determine the hair style well coordinated in her image and managed easily. In her home, they manage her hair style 12 minutes a day, spend 17,000 won to buy hair aids, do hair blow dry or pin or pony tail mainly in the morning, scarcely use the hair styling aids but if use, essence or wax mainly. And the degree of interest to hair style is high. C. General Characteristics - The objections's average age is 21.1, residence is seoul kangnam 23.3%, seoul kangbook 18.4%, other capital areas 58.4%, the degree of education is university students 94.9%, graduated student 5.1%, marriage is married 96%, unmarried 2.8%, family who live with is married are mainly man & woman and living with father & mother in low in man's, unmarried are mainly live alone & nuclear family, personal expenses a month is 300,000 won in average, income of home is 4,000,000 won a month. D. Life style - The objections are not in interest of physical exercises but if are, do yoga & health, like drama & comedies program, watch TV or meet friend in leisure time, like balad & dance music, fashion magazine, meet friend in cafe or college. 2. Relationship of hair fashion feeling & other variables Using the $x^2$-test, level p<0.05, Hair styling activities(frequency of hair salon coming in and out, ordinary time representing hair style, preferred hair styling aids, the amount of hair style interest), General Characteristics(age), Life style(leisure time) variables are meaningful.

Hair Segmentation using Optimized Fully Connected Network and 3D Hair Style

  • Kim, Junghyun;Lee, Yunhwan;Chin, Seongah
    • International Journal of Advanced Culture Technology
    • /
    • 제9권4호
    • /
    • pp.385-391
    • /
    • 2021
  • 3D modeling of the human body is an integral part of computer graphics. Among them, several studies have been conducted on hair modeling, but there are generally few studies that effectively implement hair and face modeling simultaneously. This study has the originality of providing users with customized face modeling and hair modeling that is different from previous studies. For realistic hair styling, We design and realize hair segmentation using FCN, and we select the most appropriate model through comparing PSPNet, DeepLab V3+, and MobileNet. In this study, we use the open dataset named Figaro1k. Through the analysis of iteration and epoch parameters, we reach the optimized values of them. In addition, we experiment external parameters about the location of the camera, the color of the lighting, and the presence or absence of accessories. And the environmental analysis factors of the avatar maker were set and solutions to problems derived during the analysis process were presented.

메타버스 저작 가이드라인 제공을 위한 한국인 헤어스타일 트렌드와 3D헤어 모델링 (Korean Hair Style Trends and 3D Hair Modeling for Metaverse Content Creation Guidelines)

  • 이채림;진성아
    • 문화기술의 융합
    • /
    • 제9권5호
    • /
    • pp.501-508
    • /
    • 2023
  • 본 연구는 대한민국의 남성과 여성의 다양한 헤어스타일을 헤어이미지를 활용하여 분류하고, 이를 기반으로 3D 헤어 모델을 제작하는 것을 목표로 한다. 헤어스타일 분류는 육안으로 확인 가능한 큰 특징을 기준으로 하여 14가지 카테고리로 구분하였다. 남성 6가지 스타일과 여성 8가지 스타일로 분류하였으며 헤어이미지에 가장 적합한 헤어스타일을 매칭하여 메타버스 저작환경에서 헤어 제작을 위해 필요한 헤어모델을 추천하는데 사용하도록 하였다. 메타버스와 같은 플랫폼에서 원격지에서 접속한 사용자의 헤어를 촬영하거나 이미 획득한 헤어이미지와 가장 유사한 3D 헤어 모델을 매칭하는 데 활용될 수 있다. 이를 통해 사용자에게 가장 유사한 3D 헤어 모델을 제안하는 데 사용할 수 있다.

안악3호분을 통해서 본 머리모양 연구 (A Study on the Koguryo ancient mural paintings in the An-Ak 3rd ancient tomb, focusing on the hair styles)

  • 김민선;맹유진;이상은
    • 한국의상디자인학회지
    • /
    • 제7권3호
    • /
    • pp.95-112
    • /
    • 2005
  • Hair styles, dresses and their ornaments are basic measures that show the trend of the times, the people and their life in both Eastern and Western societies. The history of a country could start or be extinguished at any time, but life goes on. Koguryo was founded around Anno Domini and fell at 668 A. D. What was Koguryo people like? How was their hair style and costume? This study aims to respond those questions. The Koguryo ancient mural paintings can be broadly divided into the Jip-An region and the Pyon-Yang region. Among the paintings found, that in the An-Ak 3rd ancient tomb at the Pyon-Yang region is the biggest and the most splendid. It is a figure genre painting, which contains a kitchen, a rice mill, a stable, a barn, a garage, etc. Those places illustrate the way of life at the time. The painting also comprises a man with a crown, who is seen as the king and owner of this tomb. The woman with a vertically designed hair style is perceived as the queen. A highly guarded and decorated royal parade is also presented in detail. The hair styles and costume evidence in the An-Ak 3rd ancient tomb are not seen in the paintings of the Jip-An region. This study inquires into the differences between the Pyon-Yang and lip-An regions through the history and the culture of those areas. Nevertheless, it could prove tentative to confirm the owner of the An-Ak 3rd ancient tomb with the only evidence of the words found in the wall of the tomb. It is the author's intention to study and analyse further.

  • PDF

한국 여성의 수발양식 관한 연구 -조선시대 여성 수발법을 중심으로- (A Study on the form of korean Women's Hair Style-From the Viewpoint of Woman's Hair Style in Cho-Sun Dynasty-)

  • 정상숙;조효순
    • 복식
    • /
    • 제41권
    • /
    • pp.95-105
    • /
    • 1998
  • SOO-BAL(Hair Style) is a method Which match hair style to face and clothes with using hair covering and protecting the head. Also SOO-BAL includes personal ornaments using to avoid one's hair be disheveled. In a standpoint of beauty and spirit, etiquette SOO-BAL is a very important thing as one being dressed up. Until now, since just a form of hair style have been studied, hair styling process is nothing to be known and studied. Time after time, our unique traditional SOO-BAL is forgotten with clothes and then this th-esis will be classified hair styling form follow-ing a form of hair style in royal palace of the C-hosun dynasty. According to the record of HAE DONG HISTORY, it shows the same of attire between Ko-rean and chinese style in ae of the chosun. The reason in that there were no any certain boundary border and the interaction of culture between two countries was happened spontaneously at ancient time like the GOCHO-SUN age. Until the period of the three states, the korean attire be changed had gone with chinese one s-imilarly. The chinese form gave to influence on the EONJIN MEURI·POON-GI-MYEONG MEURI·JJO-CJIN MEURI·MOOK-EUN GOONG-BAL MEURI·OL-LIN MEURI·SSANGSANG-TU ME-URI be drawn wall painting in the KOKUR-YU. And a gold chignon accesso-ry unearthed in a MOO-RYOUNG royal mausoleum is proof of the korean attrire be changed with chinese. In the shilla dynasty at three years after Cjin-Deuk(A.D. 649) reign. It was recorded that the dynasty let women wear the form of chinese attire. Also in the koryo dyn-asty, a rod-like hairpin (BIN-YEU) and DANG-GI employing EON-JIN MEURI was used. The SOO-BAL based on the Confucianism had lots of regulations which limited to use ornaments with classes of society in the CHOSUN dynasty. Until YOUNG CHO and CHUNG CHO period. EONJIN MEURI be decorated GACHAE was announced by dynasty as ind-ulging in luxury. Women of yangban used a rod-like hairpin and a chignon accessory made by jewerly. And 1-owly women weared a rod-like hairpin made of born and wood to perfom EONJIN MEURI with PUNCHAE. Most unmarried women decorated with DDA-AH-NEULIN MEURI, GUI-MIT MEURI, specially in palace with SAE-ANG MEURI. At palace, one put on a full dress with KEUN MEURI, and a simple dress with ER-YEO MEURI be decorated DDERL-JAM The CHOP-JI MEURI manifested social rank, class. Kids at CHO-SUN age had BA-DUK-PANMEURI and JONG-JONG MEURI. The ornament things are GACHE, DDERL JAM with EON-JIN M-EURI, and all kinds of rod-like hairpin and chignon accessory used in JJOK MEURI. IN DANGGE, JE-BI-BURI DANGGI used by ummarried women. DO-TOO-RAK DANGGI and AP DANGGI on a dress suit, and BE-SSI DANGGI used by 3∼4 years ungrown kids etc. were used. And at palace, kinds of CHUPJI used with JJOK MEURI showed social rank. In CHOSUN age, women want to keep shiny hair washed at TA-NO festival day, a treatment of bald hair used a forked remedy. In CHOSUN age, woman Soo-Bal hair style has DAE-SOO·DDEU-KOO-JI MEURI·CHO-P-GI MEURI·EON-JIN MEURI·SAE-ANG MEURI· and so on. We could find out Soo-Bal was developed very well by these variety hair styles. I attatched all of the hair style pictures step by step, and also explained detail my research foll owing these pictures.

  • PDF

외모(外貌)에 있어서 가상(假想) 3D 패션 코디네이션에 대(對)한 질적(質的) 연구(硏究) (A Qualitative Study about Coordination system of 3D Virtual Model)

  • 신효정;김효숙;최창석
    • 패션비즈니스
    • /
    • 제7권2호
    • /
    • pp.143-155
    • /
    • 2003
  • The purpose of this study were to investigate 1) Values placed upon born hereditary appearance and a made up appearance, 2)examined for points of body and clothing and 3)discrepancy in opinions about Coordination system of 3D Virtual Model This study chose qualitative research approach in-depth interviews were from December 12, 2002, to February 20, 2003. The subjects of the study were 12 women aged in twenties 12 women aged over forty. The results of this study were as follows. 1. Women aged in their twenties defined appearance as follows. there are important a made up appearance, Appearance is looking at point of view from body shape to face, makeup, hair style, body image, cosmetic surgery, clothing and is looking at the whole point of view from hair to tiptoe. This seems to include attitude, personality, behavior, images, and feeling. 2. Regarding body image Women aged in their twenties prefer a slender figure. Women aged in their twenties exerts all possible efforts to have an attractive body through dress well. 3. Regarding body image Women aged in their twenties prefer coordinate to system of 3D virtual model.

3D 아바타의 실시간 체형 변형에 관한 연구 - 메쉬모핑 기법을 이용한 아바타 및 아이템의 체형변형 (A Study on Realtime Mesh Deformation of 3D Avatar Body)

  • 신인섭
    • 한국HCI학회:학술대회논문집
    • /
    • 한국HCI학회 2008년도 학술대회 1부
    • /
    • pp.688-692
    • /
    • 2008
  • 3차원 아바타 시스템에서 아이템들은 아비타의 체형마다 맞춰서 제작하여야 한다. 이러한 제작방식은 사업적인 측면에서 불리한점이 클 뿐만 아니라, 서비스하는 아바타의 체형, 종류와 같은 다양성 측면에서도 소비자의 욕구를 만족하기 어렵다. 다양한 체형의 아비타를 서비스하기 위해 제작해야 할 작업량은 기하급수적으로 늘어날 수밖에 없다. 본 연구는 아바타의 제형을 최소한의 데이터 제작으로 표현가능 하도록 메쉬모핑(mesh morphing) 기법을 활용한 3D 아바타 체형변형방법에 관한 것이다. 아바타의 기본제형과 변형될 체형을 토대로 실시간으로 표현할 수 있는 중간체형을 생성하는 방법과 기본체형에 맞게 제작된 의상, 헤어스타일, 신발 등 아바타 아이템 들을 중간체형에 맞도록 자동으로 변형하는 방법을 소개한다. 제시한 방법을 이용하면, 새로운 체형의 아바타를 도입하더라도 기 제작된 아이템들의 추가 제작 없이 새로운 체형에 맞는 아이템을 서비스할 수 있음을 보여준다. 또한 새로운 체형의 표현 방법이 실시간으로 적용할 수 있는 방직임을 보여준다.

  • PDF