• 제목/요약/키워드: 3D figure data

검색결과 95건 처리시간 0.024초

3D Body Scanning Data를 활용한 중년 남성용 슬림 핏(Slim-fit) 드레스 셔츠 바디스 패턴개발연구 (Bodice Pattern Development of the Slim-fit Dress Shirt for Middle-aged Males Using 3D Body Scanning Data)

  • 서추연
    • 한국의류학회지
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    • 제40권1호
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    • pp.171-187
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    • 2016
  • The study performed a comparison analysis of market brand patterns for slim-fit dress shirts and analyzed the body surface development figure of men in their 40s using 3D body scan data and developed slim-fit dress shirt patterns suitable for middle-aged men. The sizes of slim-fit dress shirt patterns showed a slight difference depending on brand. The overlap map of slim-fit dress shirt patterns for brands demonstrates how difference of one-dimensional sizes reflect on two-dimensional patterns. This map provides useful information for pattern design and allows and easy recognition of pattern size differences. A try-on system evaluation through 3D-Simulation allows a grasp of the fitness of neckline and size tolerance of under the arms in front, the silhouette of side lines, and overall fitness in front that also allows analysis of the front/back balance of a shirt in side, the size tolerance proportion in front/back, and the fitness of the arm-hole line. Thus, we obtained try-on results that were equivalent to wearing actual clothing. According to the drafting size suggested in the developed final pattern, the total width was 'C/2+5.5cm', and the front was set at 1cm bigger in the size difference of the front and back. The width of the front neck and the back neck was set identically at 'C/12', while the width of the front neck was set to 'C/12+1.5cm'. For the armhole depth, we added 'C/4+2cm', and '0.5cm and 1.5cm' for the width of the front and back to anthropometry. The results of the try-on evaluation through 3D-Simulation indicated that the fitness of the final slim-fit dress shirt pattern was superior to available slim-fit dress shirt patterns on the market and evaluated as superior to the types for middle-aged men.

3 시스템의 맞춤복 시장 적용가능성에 관한 연구 - 중년여성을 대상으로 - (A Study on Applicability of Custom-Tailored Clothing of 3D Virtual Clothing System - Focused on Middle-Aged Women -)

  • 이수연;이정순
    • 패션비즈니스
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    • 제14권4호
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    • pp.161-173
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    • 2010
  • This study aims to examine for efficient production methods of custom-tailored clothing and application of 3D virtual clothing system in custom-tailored clothing market, by producing and analyzing both real clothing and 3D virtual clothing. For this study, a middle-aged woman is selected as the subject figure and one-piece is selected as the experimental clothes item. In real clothing, I conducted the wearing evaluation for experts and the subject figure. And In the virtual clothing, I conducted the wearing evaluation with i-Designer using 3D virtual clothing on simulation program. There are some differences between the data from body scanning and the real body size. In the custom-tailored clothing market in which the fitness is important, the research which measures the more exact data is needed. And in the case of complicate design, the functions which measure the activity and the fitness variously and correct the parts of curves are needed. This study experiments the availability of application of 3D Virtual Clothing System in custom-tailored clothing market by selecting one-piece as the experimental clothes item. So the follow-up studies for the other designs and fabrics are needed. Also, if the studies for checking the clothes pressure, the amount of composure, the space between skin and clothing when the virtual model wearing clothes is walking or shaking his arms are proceeding, then 3D virtual clothing System is applicable in custom-tailored clothing market. But there are some restrictions and lack of education in virtual clothing System yet, and it makes hard for workers in clothing market to use it in real production. However, 3D virtual clothing System will be practical in real market if there would be more research on its usability and practicality, and workers in clothing market can be easily educated on techniques of 3D virtual clothing system.

A Study on the Automatic Pattern Development of Adult Male Basic Pattern Using 3D Body Scan Data

  • Jeong, Mi-E;Nam, Yun-Ja
    • 패션비즈니스
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    • 제11권3호
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    • pp.35-45
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    • 2007
  • This study examined how to create 2D basic pattern of individuals by means of 3-D body figure, which is to develop a flat of individual basic pattern directly from the 3-D body scan data of each subject using that of the upper body of a male adult. In terms of methodology, this study adopted 3D body scan data on system and body to make examinations in the following steps: 1. Standard point and line were set on human body, along with 3-D definition points(feature points). 2. PB was created by modifying horizontal and longitudinal section of scan data. 3. Ways to set reserve were established in the findings of PB planar development. Respective developed flat patterns were compared with pattern findings in previous studies by means of sensory evaluation. As a result, it was found that both system and body model are basic pattern and belong to appropriate pattern as semi-tight-fit basic pattern with overall appropriate tolerances. Thus, this study came to a conclusion that it is feasible and valid to develop theories for flat development as considered herein.

밀리미터파 응용을 위한 MMIC 저잡음 증폭기 설계 (MMIC Low Noise Amplifier Design for Millimeter-wave Application)

  • 장병준;염인복;이성팔
    • 한국전자파학회논문지
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    • 제12권7호
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    • pp.1191-1198
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    • 2001
  • 본 연구에서는 밀리미터파용 MMIC 저잡음 증폭기를 0.15$\mu$m pHEMT TRW 파운드리를 이용하여 설계, 제작하였다. 증폭기 설계시 능동소자모델링과 EM 시뮬레이션을 중심으로 설계가 이루어졌다. 기존의 모델의 단점을 기술하고 스케일링 문제를 해결하기 위하여 분산소자 모델을 사용하여 소신호 파라미터와 잡음 파리 미터를 정확히 예측하였다. 이러한 모델을 사용하며 2-단 단일 종지형 저잡음 증폭기 2종이 각각 Q-band(40~44 GHz)와 V-band(58~65GHz) 주파수 대역에서 설계되었다. Q-band 저잡음 증폭기의 경우 2.2 dB의 평균잡음지수와 18.3 dB의 평균이득이 측정되었으며 V-band 저잡음 증폭기의 경우는 65 GHz에서 14.7 dB의 평균이득과 2.9 dB의 평균잡음지수가 측정되었다. 이러한 결과는 시뮬레이션 결과와 일치하며 따라서 본 논문에서 사용설계기법이 밀리미터파 대역에서도 정확함을 의미한다. 또한 기존의 문헌과 비교하여 볼 때 잡음지수와 이득면에서 state-of-the-art성능을 나타냄을 확인하였다.

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위치 인식이 가능한 WBAN 용 UWB 수신기 (UWB WBAN Receiver for Real Time Location System)

  • 하종옥;박명철;정승환;어윤성
    • 전자공학회논문지
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    • 제50권10호
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    • pp.98-104
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    • 2013
  • 본 논문에서는 무선 통신 및 근거리 위치 인식이 가능한 WBAN(wireless body area network) 용 UWB(Ultra-wide band) 수신기 회로를 제안한다. UWB 수신기는 에너지 검출 방식의 OOK(on-off keying) 변조가 가능하도록 설계가 되었다. 고속의 sampling 을 하기 위해서 4bit ADC 는 DLL(delay locked loop) 을 이용하여 sub-sampling 기법을 사용하도록 설계되었다. 제안된 UWB 수신기는 CMOS $0.18{\mu}m$ 공정을 이용하여 설계되었으며, 전원 전압 1.8V에서 61mA의 전류를 소모하면서 -85.7dBm의 수신 감도, 42.1dB의 RF front-end 게인, 3.88 dB의 noise figure, 최대 4m 까지의 거리 감지 성능을 가지고 있다.

Utilizing 3D Laser Scanning Technology for Remodeling Work of Building Inside

  • Lee, Jin-Duk;Han, Seung-Hee;Lee, Jae-Bin
    • International Journal of Contents
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    • 제5권3호
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    • pp.19-23
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    • 2009
  • Laser scanning technology is a maturing measurement technology which is capable of obtaining 3D measurement data of objects with high-accuracy, high-resolution and in a short time. Laser scanners are used more and more as surveying instruments for various applications. This paper describes the procedure of 3D data acquirement using terrestrial LiDAR and section drawing extraction through a series of processing for remodeling the interior of a department building. Accurate drawings are needed for improvement construction of building interior. However if the design drawings of that time of construction work were lost or damaged or actual dimensions of drawings differ from those of design drawings, the interior should be resurveyed. In this study, the extraction process of interior plane figures were suggested through using laser scanning and related reverse engineering software

Development of 3D Application For Mobile Phone Based on J2ME

  • Lee, Song-Won;Kim, Il-Myung;Hong, Sung-Soo
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2006년도 추계학술발표대회
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    • pp.455-458
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    • 2006
  • John Carmack who invented the 3D games let us know about the great 3D world and because of the MIDP 2.0(Mobile Information Device Profilers entering, it is not a fame to achieve playing 3D games with a mobile device. The data offered by iResearch market consultation show that the figure of mobile game players all around the world will take a steady increase from 290 million in 2005 to 1030 million in 2008, and the market income will mount up from $10,200 million to $52.000 million.3D games will be a current, the most famous kind of mobile games. In this paper I design 3D application based on J2ME (Java 2 Micro Edition) and implement a freely removable 3D object which happened in a 3D scene by receiving the keyboard response of mobile device with WTK (Wireless Too.Kit) simulator.

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능동 MMIC mixer에 관한 연구 (A Study for active MMIC)

  • 김영기;백경식;김혁;윤신영
    • 대한전자공학회논문지SD
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    • 제38권12호
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    • pp.14-24
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    • 2001
  • 본 논문에서는 1.9 GHz대의 down converting 믹서를 능동 cascode 구조의 MMIC로 상용 설계 툴을 이용하고 일반적인 증폭기의 설계 방법을 응용한 시뮬레이션을 통하여 설계, 제작, 측정 및 분석하였다. 본 연구에서는 특히 능동 믹서의 설계과정 및 측정 결과를 자세히 기술하였다. 본 연구에서 사용된 능동소자는 Gate Length 0.5 ${\mu}$m, Gate Width 300 ${\mu}$m 인 GaAs MESFET이다. 개발된 회로는 3V 의 전원의 7.5 mA 의 전류를 소모하는 저전력소모의 MMIC 능동믹서로 변환 이득이 6.63 dB 이고 최저 잡음지수는 5.06 dB이며 Output $3^{rd}$ Order Intercept Point는 6.4 dBm 이다. 제작된 칩의 크기는 가로 1.86 mm 세로 1.28 mm 이다.

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한국에 있어서 지자기 영년변화의 측정 (Measurement of Archaeomagnetic Secular Variation in Korea)

  • 성형미
    • 한국제4기학회지
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    • 제16권2호
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    • pp.33-38
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    • 2002
  • 우리나라 남부지방의 28기 유구의 소토에서 정방위시료를 채취하여 고고지자기 측정법으로 우리나라에서의 과거 지자기 방향을 구하였다. 이 자료의 연대는 A.D. 3∼9세기, A.D. 1317년, A.D. 15∼16세기에 걸쳐있다. A.D. 5∼6세기의 우리나라 지자기 방향은 같은 시기 일본의 지자기 방향과 매우 유사하나, A.D. 3∼4세기의 우리나라 지자기 방향은 같은 시기의 일본의 지자기 방향보다 크게 동쪽으로 편향하고 있었다. 이러한 차이는 A.D. 3∼4 세기경에 우리나라와 일본 부근에 현저한 국가적 지자기 이상이 있었음을 의미한다. A.D. 3∼6세기와 A.D. 7∼9세기의 우리나라 지자기영년변화곡선의 개형이 구해졌으며, 이것을 사용하여 유물이 출토되지 않아 연대를 알 수 없는 유적에서 소토를 이용하여 대략의 연대치를 측정할 수 있다.

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도식화 제작을 위한 연령그룹별 바디 템플릿 개발 (Develop a Correct Scaled Body Figure Templates for Technical Flat)

  • 윤미경;남윤자
    • 한국의류학회지
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    • 제42권2호
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    • pp.211-223
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    • 2018
  • In global apparel product development, flat is one of the most important key factor for technical design communication. Proportionally correct flats based on correct scaled human body figures are imperative to be successful in the fashion business. In this study the researchers were to develop body templates for flats for Korean women body types using data from 'Size Korea 2004 (5th)', which is a Korean government apparel sizing project to analyze women's body measurements (age range 7-49). We measured 13 height measurements, 6 width measurements, 8 circumference measurements, 6 length measurements, 3 angle measurements and 5 body measurements. A body figure (i.e., schema) for each group was created by Pattern Design Software (PAD) System 4.1. Muscle was added to the schema created by Adobe Illustrator to ensure a better visualization and convenience for industry uses for flats. Developed body figure template of representative type had the largest difference in height level compared to exiting figures. It had a bigger head, lower crotch level, and longer crotch depth and hip length than existing figures.