• Title/Summary/Keyword: 3D virtual avatars

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Utilization of 3D Virtual Garment Simulation Program Proposed for the Evaluation of Movement Fitness - Focusing on the Men's Jean Pants - (동작 적합성 평가를 위한 3차원 가상착의 프로그램 활용 방안 - 남성 진 팬츠를 중심으로 -)

  • Kim, Kyung-A;Uh, Mi-Kyung;Hong, Eun-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.17 no.4
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    • pp.55-66
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    • 2015
  • The objective of this study is to propose a method by which movement fitness can be evaluated using a three-dimensional virtual garment simulation program. To this end, five types of jean pants for men were evaluated on the program by setting the avatars to make particular movements to examine the level of pressure on each body part. To verify whether the clothing pressure measurement produces valid and reliable results, virtual garment simulation program was utilized. The results indicated that there were significant differences in the levels of pressure on body parts depending on the type of test garment and motion. In addition, the clothing pressure measurement results were in line with the appearance evaluation results suggested by a previous study. Based on this set of results, the nomological validity of the clothing pressure measurement program used in this study was verified. Moreover, we employed an appearance evaluation along with the clothing pressure measurement to verify the reliability of the program; there was a high correlation between clothing pressure measurements and appearance evaluation measurements, indicating that measuring clothing pressures may well compensate for the limitations of appearance evaluation. We expect the results of this study to make valuable contributions in facilitating the digitalization of the fashion industry. Furthermore, this study also is significant in that it has suggested 3D virtual fitting programs as a solution to the long-criticized problem related to the evaluation of movement fitness in existing virtual garment simulation programs.

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Spectrum-Based Color Reproduction Algorithm for Makeup Simulation of 3D Facial Avatar

  • Jang, In-Su;Kim, Jae Woo;You, Ju-Yeon;Kim, Jin Seo
    • ETRI Journal
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    • v.35 no.6
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    • pp.969-979
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    • 2013
  • Various simulation applications for hair, clothing, and makeup of a 3D avatar can provide more useful information to users before they select a hairstyle, clothes, or cosmetics. To enhance their reality, the shapes, textures, and colors of the avatars should be similar to those found in the real world. For a more realistic 3D avatar color reproduction, this paper proposes a spectrum-based color reproduction algorithm and color management process with respect to the implementation of the algorithm. First, a makeup color reproduction model is estimated by analyzing the measured spectral reflectance of the skin samples before and after applying the makeup. To implement the model for a makeup simulation system, the color management process controls all color information of the 3D facial avatar during the 3D scanning, modeling, and rendering stages. During 3D scanning with a multi-camera system, spectrum-based camera calibration and characterization are performed to estimate the spectrum data. During the virtual makeup process, the spectrum data of the 3D facial avatar is modified based on the makeup color reproduction model. Finally, during 3D rendering, the estimated spectrum is converted into RGB data through gamut mapping and display characterization.

3D Avatar Gesture Representation for Collaborative Virtual Environment Design (CVE 디자인을 위한 3D 아바타의 동작 표현 연구)

  • Lee Kyung-Won;Jang Sun-Hee
    • The Journal of the Korea Contents Association
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    • v.5 no.4
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    • pp.122-132
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    • 2005
  • CVE(Collaborative Virtual Environment) is the virtually shared area where people cannot come together physically, but wish to discuss, collaborate on, or even dispute certain matters. In CVEs, in habitants are usually represented by humanoid embodiments, generally referred to as avatars. But most current graphical CVE systems fail to reflect the natural relationship between the avatar's gesture and the conversation that is taking place. More than 65% of the information exchanged during a person to person conversation is carried on the nonverbal band. Therefore, it is expected to be beneficial to provide such communication channels in CVEs in some way. To address this issue, this study proposes a scheme to represent avatar's gestures that can support the CVE users' communication. In the first level, this study classifies the non-verbal communication forms that can be applicable to avatar gesture design. In the second level, this study categorizes the body language according to the types of interaction with verbal language. And in the third level, this study examines gestures with relevant verbal expressions according to the body parts-from head to feet. One bodily gesture can be analyzed in the description of gesture representation, the meaning of gesture and the possible expressions, which can be used in gestural situation.

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Construction of Virtual Public Speaking Simulator for Treatment of Social Phobia (대인공포증의 치료를 위한 가상 연설 시뮬레이터의 실험적 제작)

  • 구정훈;장동표;신민보;조항준;안희범;조백환;김인영;김선일
    • Journal of Biomedical Engineering Research
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    • v.21 no.6
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    • pp.615-621
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    • 2000
  • A social phobia is an anxiety disorder characterized by extreme fear and phobic avoidance of social and performance situations. Medications or cognitive-behavior methods have been mainly used in treating it. These methods have some shortcomings such as being inefficient and difficult to apply to treatment. Lately the virtual rcality technology has been applied to dcal with the anxiety disorders in order to compcnsate for these defects. A virtual environment provides a patient with stimuli which cvokes a phobia. and the patient's exposure to the virtual phobic situation make him be able to overcome it. In this study, we suggested the public speaking simulator based on a personal computer for the treatment of social phobia. The public speaking simulator was composed of a position sensor. head mount display and audio system. And a virtual environment for the treatment was suggested to be a seminar room where 8 avatars are sitting. The virtual environment includes a tracking system the trace a participant's head-movement using a HMD with position sensor and 3D sound is added to the virtual environment so that he might fcel it realistic. We also made avatars' motion and facial expression change in reaction to a participant's speech. The goal of developing public speaking simulator is to apply to treat fear of public speaking efficiently and economically. In a future study. we should get more information about immergence and treatment efficiency by clinical test and apply it to this simulator.

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Standardization of Terminology to Boost the Use of 3D Virtual Fitting Program - Analysis of Terminology in Avatar Sizing - (가상착의프로그램의 활성화를 위한 용어 표준화 방안 - 아바타사이징 용어 분석 -)

  • Han, Hyunjung;Jeon, Eunkyung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.1
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    • pp.191-203
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    • 2016
  • The 3D virtual fitting system is a new and very efficient system replacing real fitting in apparel industry and on-line shopping. It is a win-win system for both of consumer and manufacturer which not only reduces design and production time but also resolves consumer's complaints by checking the wearing image beforehand. It is a must-have item in the future. The purpose of this study is to analyze sizing menu, terms, and current status and to figure out problems of avatar sizing programs which substitute human bodies in virtual fitting. We chose three existing outstanding programs in domestic and global market, compared and analyzed the program, manual, and terms that are used in avatar sizing, and investigated the strengths, weaknesses, problems of options and terms and finally suggested an alternative terms. The revealed problems are as follows: each program supports various avatars ranging from male to female, from child to adult, and from oriental style to western style. The image of the avatar could be changed through the options for hair style, shoes and accessories. But we found out some problems. The avatar body types are far from actual human body types, avatar sizing menus and item terms are different from program to program, and terms not yet standardized. Cooperative efforts of industry and academy on standardization of sizing menus and terms should be emphasized for the virtual fitting system to be widely used like the other computer graphic programs or word editors.

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Comparison of brand-name school uniform patterns for middle school boys and the development of school uniform patterns by students' body shape, using 3D virtual clothing simulation (3D virtual clothing simulation을 활용한 남자 중학생의 브랜드교복 패턴비교 및 체형별 교복 패턴개발)

  • Shin, Jang-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.23 no.1
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    • pp.143-154
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    • 2021
  • This study attempted to develop winter jackets and pants patterns reflecting the latest comfortable and active school uniform trends, using middle school boy avatars having various body shapes. Jacket and pants pattern-drawing methods and margins differed. Based on the results, research prototypes were prepared. Then, virtual wear prospective drawings, clothing pressure, and appearance were assessed according to body shape. Jackets were assessed using 25 factors, while pants were assessed using 19. Then, correlations between the jackets and pants were analyzed. According to the analysis, the reason why the dart & tuck position and margin were rated low was confirmed. In a virtual wear assessment on jacket patterns by body shape, a significant difference was found in all categories, except for fit and shape at the front bottom, sleeve length on the side, and the center back line. The virtual wear assessment on the pants patterns by body shape also revealed a significant difference in all categories, except for pants length. In jackets, a significant influence was observed around the shoulders and waist in Type 1 and around the belly in Type 2. On the contrary, for pants, a significant influence was found around the hip and waist in Type 1 and around back crotch in Type 2. Therefore, they should be considered when making of jackets and pants. The above results suggested that jacket and pants patterns should vary depending on body shape. It is anticipated that there should be further studies comparing brand-name school uniforms for middle school girls and school uniforms by body shape.

Development of Men's suit Easy-Order Prototype using Cyber Fitting 3D Avatar (Cyber Fitting형 3D 아바타를 활용한 신사복 이지오더(Easy-Order) 프로토타입(Prototype) 개발)

  • Lim, Ji-Young
    • Fashion & Textile Research Journal
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    • v.11 no.2
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    • pp.308-314
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    • 2009
  • In creating an avatar, consumers can find out for themselves their own sizes to be entered. Also, putting in a face creation main-page menu option enables clients to make up their faces and match them to their bodies. Through this process when purchasing clothes through the internet consumers can enter their own body sizes and create avatars that are identical to their body shape. The uniqueness of developed prototype is that it creates an avatar similar to one's body shape according to body size inputs and demonstrates visually to customers the on-line comfort test which was only available off-line traditionally. The avatar follows the movement of mouse from left to right which enables 3 dimensional visualization. Through maximizing the visual effect this research focuses on enabling consumers to feel subjective parts as if they are off-line. This study seeks to provide a type of prototype of an online shopping mall that meets the demand of the consumers using the 3D avatar.

Interface Application of a Virtual Assistant Agent in an Immersive Virtual Environment (몰입형 가상환경에서 가상 보조 에이전트의 인터페이스 응용)

  • Giri Na;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.1
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    • pp.1-10
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    • 2024
  • In immersive virtual environments including mixed reality (MR) and virtual reality (VR), avatars or agents, which are virtual humans, are being studied and applied in various ways as factors that increase users' social presence. Recently, studies are being conducted to apply generative AI as an agent to improve user learning effects or suggest a collaborative environment in an immersive virtual environment. This study proposes a novel method for interface application of a virtual assistant agent (VAA) using OpenAI's ChatGPT in an immersive virtual environment including VR and MR. The proposed method consists of an information agent that responds to user queries and a control agent that controls virtual objects and environments according to user needs. We set up a development environment that integrates the Unity 3D engine, OpenAI, and packages and development tools for user participation in MR and VR. Additionally, we set up a workflow that leads from voice input to the creation of a question query to an answer query, or a control request query to a control script. Based on this, MR and VR experience environments were produced, and experiments to confirm the performance of VAA were divided into response time of information agent and accuracy of control agent. It was confirmed that the interface application of the proposed VAA can increase efficiency in simple and repetitive tasks along with user-friendly features. We present a novel direction for the interface application of an immersive virtual environment through the proposed VAA and clarify the discovered problems and limitations so far.

A Study on the Comparing about Young Plus Size Fashion Design Application on Plus Size Body Types Using 3D Virtual Garment Simulation - Focusing on USA Market - (영 플러스 사이즈 체형별 패션 디자인 가상착의 비교 연구 - 미국 시장을 중심으로 -)

  • Ryu, Jin-Young;Syn, Hye-Young;Lee, Inseong
    • Journal of the Korea Fashion and Costume Design Association
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    • v.16 no.3
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    • pp.163-178
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    • 2014
  • In America, where obesity rate ranks no.1 in the world, the plus size market is rapidly expanding with various American brands adding plus size lines in a way to diversify their products. As obesity is expanding throughout the younger generation, the necessity to develop products according to different characteristics of body shape that can fulfill the needs of young plus size consumers is being emphasized. In this study of young plus size, our focus is on providing wider spectrum of design choices for consumers by analyzing different body shapes, categorizing them, and then identifying the differences of design among them. More specifically, the object of this study is to analyze the elements that differentiate the designs from each other by virtually trying out the same item on avatars of various body shapes. Thus, we can identify the elements that needs to be differentiated according to different body shapes after implementing virtual fitting program on plus size shapes that are rather difficult considering the reality of domestic fashion companies. In this way, we are able to provide fundamental data for American plus size fashion market and design development for Korean fashion companies that are under way of entering or planning to enter the American market. Furthermore, this will demonstrate the actual details of the designs that will eventually help the development of specialized product for the globalization of Korean fashion industry.

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Emotion fusion video communication services for real-time avatar matching technology (영상통신 감성융합 서비스를 위한 실시간 아바타 정합기술)

  • Oh, Dong Sik;Kang, Jun Ku;Sin, Min Ho
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.283-288
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    • 2012
  • 3D is the one of the current world in the spotlight as part of the future earnings of the business sector. Existing flat 2D and stereoscopic 3D to change the 3D shape and texture make walking along the dimension of the real world and the virtual reality world by making it feel contemporary reality of coexistence good show. 3D for the interest of the people has been spreading throughout the movie which is based on a 3D Avata. 3D TV market of the current conglomerate of changes in the market pioneer in the 3D market, further leap into the era of the upgrade was. At the same time, however, the modern man of the world, if becoming a necessity in the smartphone craze new innovation in the IT market mobile phone market and also has made. A small computer called a smartphone enough, the ripple velocity and the aftermath of the innovation of the telephone, the Internet as much as to leave many issues. Smartphone smart phone is a mobile phone that can be several functions. The current iPhone, Android. In addition to a large number of Windows Phone smartphones are released. Above the overall prospects of the future and a business service model for 3D facial expression as input avatar virtual 3D character on camera on your smartphone camera to recognize a user's emotional expressions on the face of the person is able to synthetic synthesized avatars in real-time to other mobile phone users matching, transmission, and be able to communicate in real-time sensibility fused video communication services to the development of applications.