• Title/Summary/Keyword: 3D body scan

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Comparative Assessment of Virtual Garments using Direct and Manual Avatars (가상아바타에 따른 가상의복의 비교평가)

  • Lim, Ho-Sun;Istook, Cynthia L.
    • The Research Journal of the Costume Culture
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    • v.19 no.6
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    • pp.1359-1371
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    • 2011
  • The purpose of this paper is to compare two avatars made using direct and manual methods and to evaluate the fit and appearance of two virtual garments on the direct and manual avatars. In this study, two subjects were measured by $[TC]^2$ body scanner and the avatars and virtual garments were created by OptiTex software. The direct avatar was made by the direct importation of 3D body scan data and the manual avatar was made by manual input from extracted body measurement. Two virtual garments in a tank-top were evaluated by distance, transparency, and stretch maps. In the results of comparing difference of the direct and manual avatars, the bust and back of the manual avatar are protruded slightly more than that of the direct avatar and the manual avatar is slightly larger dimensions at the bust, waist, abdomen, and hip area in the side view in case of subject 1 and 2. In the results of comparing difference of the fit and appearance of two virtual garments on the direct and manual avatars, in case of subject 1 and 2, the back of the virtual garment on the manual avatar are protruded more than that of the direct avatar. Also, the ease in the bust area of the virtual garment on the manual avatar with a projected bust area was smaller than that of the virtual garment on the direct avatar and the stretch of that of the manual avatar was also high in the bust area. The results of this study are expected to be used as basic information in the apparel industry using virtual try-on technology.

Comparison of Virtual Avatars by Using Automatic and Manual Method

  • Lim, Ho-Sun;Istook, Cynthia L.
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.12
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    • pp.1968-1979
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    • 2010
  • New technology that includes 3D body scanning, digital virtual human, and digital virtual garments has had a significant impact on the current apparel industry. Virtual simulation technology enables the visualization of a 3D virtual garment on a virtual avatar so that consumers can try on garments with their virtual avatars before purchasing. However, the manual virtual avatar provided for online apparel shopping currently has revealed limitations on the different body sizes and shapes of customers. This study analyzes the process of designing the automatic virtual avatar and the manual virtual avatar using OptiTex software; in addition, the study compares the practicality of the automatic virtual avatar with that of the manual virtual avatar. Data was examined by evaluating how much each virtual avatar is similar to the real body and how well it matched the needs of the current apparel industry. In the study, Avatar 1 was automatically created from three-dimensional body scan data and Avatar 2 was manually created from body measurements. The virtual avatar images laid over a real body image and the results were evaluated by comparing the simulated sizes of virtual avatars with those of a real body. Consequently, Avatar 1 was evaluated as more similar to the real body than Avatar 2 in all five body shapes. This study illustrates that an automatic virtual avatar might solve the fit problem that is the most common reason for a high return rate for online shopping. The results show that future virtual simulation technology needs to be improved for the practicality of the virtual avatars.

A Study of 3D Virtual Fitting Model of Men's Lower Bodies in Forties by Morphing Technique. (모핑 기법을 활용한 40대 남성 하반신 가상모델 생성에 관한 연구)

  • Park, Sun-Mi;Nam, Yun-Ja;Choi, Kueng-Mi
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.3 s.162
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    • pp.463-474
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    • 2007
  • With rapid expansion in e-retailing of apparel business, personalized fitting model service shows the possibility as the differentiated marketing strategy in cyber shopping. According as necessity of personalized fitting model construction rises, it is tried personalized fitting model creation in several fields such as computer engineering, mechanical engineering, information engineering. But, because existent study was concentrated only on human body modeling, it does not reflect average morphological characteristics of human body properly. In this study, we wish to examine if morphing is fit for expressing characteristic of average human body shape and suggest desirable morphing. We used 3-D scan data of 254 Korean middle aged men collected by Size Korea 2004. The result of this study are as follows: Lower body types were categorized by height hip girth and lower drop(hip girth-navel girth) which were main factors of lower body shape. Then each factor was divided into 3 groups respectively, 30% in the middle, over 30%, under 30%. In 27 groups, the group which belonged to 30% in the middle of height, 30% in the middle of hip girth, 30% in the middle of lower drop was selected as a representative group. We tested geometrical figure by differ volume, tilt, position of point. And we created a representative type of men's lower bodies by morphing the representative group and analyzed it's horizontal, vertical sections. A representative type which was created by morphing reflected a real body and changed realistically at the part of hip, crotch, calf muscle and so on. A cross sections of a representative type were similar to average cross sections of the representative group in size and shape. So it was proved that morphing was successful.

A Virtual Fitting System Using The Top and Bottom Image of Garment (상하의 의류 영상을 이용한 가상 의류 착의 시스템)

  • Choi, Ran;Cho, Chang-Suk
    • Journal of Korea Multimedia Society
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    • v.15 no.7
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    • pp.941-950
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    • 2012
  • A virtual garment fitting system which fits the top and bottom of a garment on 3D body data is introduced. This system uses the laser scanned 3D body data and the digital images photographed the front and back of a garment. The digital images are modeled to reflect tensions among particles in the images and the friction and gravity effects are considered in the fitting process to the body data. When a bottom is fitted, a virtual belt to hold the bottom in the waist is introduced since gravity effects pull down it. Also the process for fitting the top and bottom on layers is proposed here. The system has the strengths that it uses only the front and back image of a garment instead of using complicated patterns of a garment, and provides a realistic fit result as a 3D figure. As on-line retailing shop in present displays front and back images of garments, this system also does. However this system provides a differentiated service to user than present retailing shop as showing a 3D fit image. It will make a new trend in online shop retailing of garment.

Classification of Torso Shapes of Men Aged 40-64 - Based on Measurements Extracted from the 8th Size Korea Scans - (40-64세 남성의 토르소 형태 분류에 관한 연구 - 제8차 Size Korea 인체형상으로부터 추출한 측정값을 이용하여 -)

  • Guo Tingyu;Eun Joo Ryu;Hwa Kyung Song
    • Fashion & Textile Research Journal
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    • v.25 no.1
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    • pp.92-103
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    • 2023
  • As the body shape change which occurs after middle age is the main factor affecting the fit of ready-to-wear clothes, this study was designed to classify and analyze the torso shapes of middle-aged men. This study sorted 3D body scans of 200 men aged 40-64 from the 8th Size Korea (2021) database and extracted their 47 measurement values using the Grasshopper algorithm for automatic extraction landmarks and measurements, developed by the previous research (Ryu & Song, 2022). Eight principal components (torso length, shoulder size, overall body size, abdomen prominence, back protrusion, neck inclination, upper body slope, and hip prominence) were identified and four torso shapes were classified. Shape 1 (28.5%) exhibited the shortest torso length, the narrowest shoulders, and the most protruding back. Shape 2 (21.0%) exhibited the skinniest body and the largest backward inclination of the upper body. Hence, the back appeared to be protruding, and the abdomen looked prominent. Shape 3 (25.5%) had the largest overall body size. Thus, the abdomen looked the least protruding, and it exhibited the flattest back. Shape 4 (25.0%) had the longest torso, widest shoulders, straightest neck, and the least protruding hips. This study suggested these three discriminant functions to identify a new person's torso type.

A Comparative Study on Virtual Try-on Systems using Body Measurement Input

  • Lim, Ho-Sun;Istook, Cynthia
    • The International Journal of Costume Culture
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    • v.13 no.2
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    • pp.118-129
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    • 2010
  • Digital technology introduced into the clothing and fashion industry is evolving to digital virtual fashions and consumer-centered mass-customized production systems. Today the application of such 3D virtual try-on systems is being expanded gradually in the clothing industry. This study purposed to make virtual avatars and virtual garments using OptiTex and V-stitcher virtual software and compared the appearance of the virtual garments put on the virtual avatars. For this, we created virtual avatars and virtual garments using body measurements obtained from jive subjects of top jive body shapes, respectively, using $[TC]^2$ body scanner. According to the results of comparing the outcomes of the two different virtual software systems, virtual avatar II of V-Stitcher tended to have a more round and lifted hip and the waist line at a higher position. In addition, the body curves and shapes of a virtual avatar affect the appearance of virtual garments. This study applied the same body measurements to virtual avatars and the same pattern to virtual garments, but when different kinds of virtual software were used, the virtual avatars and virtual garments showed different appearance and fit. This result may mean that when customers buy apparel products using different kinds of virtual try-on systems, their evaluation of appearance can vary depending on the virtual try-on system. Therefore, research needs to be made actively for the development and use of linkage programs that can reflect actual body measurements between virtual software systems and 3D body scanning systems.

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Analysis of body shape and anthropometric measurements of US middle-aged women using 3D body scan data

  • Kim, Dong-Eun
    • The Research Journal of the Costume Culture
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    • v.23 no.4
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    • pp.726-736
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    • 2015
  • The apparel industry has recently been recognizing the important target market of middle-aged women. The aim of this study was to examine the anthropometric characteristics of US women of 46 to 65 years of age and identify distinctive body shape characteristics of US middle-aged women. A total of 1915 middle-aged women whose ages ranged from 46 to 65 were selected from the SizeUSA database. The age range was divided into two groups: 46-55 and 56-65. Twenty-four body measurements important for apparel development were chosen. Four factors-Girth Factor, Height Factor, Hip Drop Factor, and Bust Drop Factor-accounted for the US middle-aged women's body measurements. The body shapes were classified into four body shapes, which were Y-Shape in the overweight range, S-Shape in the overweight range, H-Shape in the overweight range, and the A-Shape in obese range. H-Shape, which was the least-defined waist in relation to the bust and hips with a short height, existed more in older middle-aged women than in younger middle-aged women. Y-Shape, S-Shape, and A-Shape existed more in the group of younger middle-aged women than in the group of older middle-aged women. In addition, compared with the younger middle-aged women, older middle-aged women had narrower shoulders, a larger waist, thinner legs, and a longer distance between side neck to bust point. The findings from the current study may be applied in the apparel industry for developing clothing sizing systems for US middle-aged women.

3D Measurement of Skin Deformation for the Design of a Tight-fitting Torso Pattern (밀착형 셔츠 설계를 위한 피부변형의 3차원 측정)

  • Park, Hye-Jun;Wu, Yanjun;Hong, Kyung-Hi
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.11
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    • pp.1824-1835
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    • 2010
  • This study develops tight-fitting torso patterns for performance garments by taking into account the skin deformation generated directly from a 3D scan during arm movements. The skin deformation caused during the arm movements was scanned after scanning the skin surface stamped with a circle. To create a torso pattern in response to skin deformation, the ratio and direction of the skin deformation were first measured and analyzed so that the 3D human body could be segmented. After translating, the 3D skin surface was segmented into 2D flat patterns, designing nude patterns and reducing them as well as tight-fitting shirts: the skin deformation segment shirts were made in response to the skin deformation. The features of the fabric deformation and the garment pressure were analyzed and evaluated. In comparison with a clothing construction segment shirt, the diameter of the skin deformation segment shirt was smaller as well the ratios of extension and reduction was less. The garment pressure of the skin deformation segment shirt was higher. The skin deformation segment shirt fitted more tightly compared to a clothing construction segment shirt as it covered the body more thoroughly and was as comfortable as the other shirts with less fabric deformation made as the body moved.

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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    • v.23 no.2
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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.

Human Limbs Modeling from 3D Scan Data (3차원 스캔 데이터로부터의 인체 팔, 다리 형상 복원)

  • Hyeon, Dae-Eun;Yun, Seung-Hyeon;Kim, Myeong-Su
    • Journal of the Korea Computer Graphics Society
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    • v.8 no.4
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    • pp.1-7
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    • 2002
  • This paper presents a new approach for modeling human limbs shape from 3D scan data. Based on the cylindrical structure of limbs, the overall shape is approximated with a set of ellipsoids through ellipsoid fitting and interpolation of fit-ellipsoids. Then, the smooth domain surface representing the coarse shape is generated as the envelope surface of ellipsoidal sweep, and the fine details are reconstructed by constructing parametric displacement function on the domain surface. For fast calculation, the envelope surface is approximated with ellipse sweep surface, and points on the reconstructed surface are mapped onto the corresponding ellipsoid. We demonstrate the effectiveness of our approach for skeleton-driven body deformation.

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