• 제목/요약/키워드: 3D virtual clothing simulation

검색결과 76건 처리시간 0.019초

3D 가상 의상 기술을 활용한 캐쥬얼웨어 디자인 연구 - Z 세대를 중심으로 (A study on Design of Casual wear utilizing 3D Virtual Clothing Technology - focus on Generation Z)

  • 신혜경
    • 문화기술의 융합
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    • 제7권1호
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    • pp.75-81
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    • 2021
  • 첨단 정보통신 기술의 발달에 따라 디지털 문화에 익숙한 Z세대는 미래 패션을 재편할 수 있는 패션 산업의 주요 소비층으로 관심이 집중되고 있다. 본 연구에서는 디지털 기기에 능숙하고 인터넷을 통한 정보 습득 및 모바일 라이프스타일에 친숙한 Z세대를 위한 캐쥬얼웨어를 3D 가상 시뮬레이션에 의해 디자인하여 걸리쉬, 스포티브, 이지, 컨템포러리의 4가지 룩으로 디자인 전개하였다. 의상디자인에 3D 가상 착의 시뮬레이션의 활용은 팬데믹 환경에서 디지털 패션 디자인기획 및 생산 프로세스와의 융합을 통한 미래 패션 산업의 디지털화를 구축하고 온라인 플랫폼의 유통을 강화시킬 수 있다. 언택트 패션 제작 시스템을 도입하여 업무의 효율성 강화를 위한 지속적인 혁신을 시도하고 있는 기업 환경에서 3D 가상의상 기술의 활용은 3D 샘플 제작, 온라인 피팅, 수정과 보정 및 품평을 통해 업무 프로세스에서 소통이 확대되고 인적, 물적 자원의 경감에 따른 긍정적 효과를 통해 지속 가능한 패션의 가치를 확대시킬 수 있다.

3D 디지털 기술을 활용한 패션 디자인 개발에 관한 연구 (A Study on the Application of 3D Digital Technology for Fashion Design)

  • 김지언
    • 복식
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    • 제57권2호
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    • pp.45-58
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    • 2007
  • This study shows that clothes are made just the same as the real thing in the virtual space through 3D digital technology. This study is significant to expand the area of fashion design in the virtual space. This study analyzes the practical use of the third dimension computer graphics in the aspect of fashion, and it is proposed the 3D fashion design simulation in the virtual space used on 3D studio max, poser, photoshop program according to fashion design process. The main design concept is "temporary bridge" from rainbow. "Temporary bridge" is a rainbow bridge which connects nature, man and technology, and also the past, present, and future. This study is supposed six fashion design in accordance with three sub-theme under main concept by changing rotor and texture used on 3D simulation. The conclusion are as follows : First fashion design process, which consists of design conceptualization, design definition, and computer design process, composed of body modeling, clothing modeling, texture mapping, rendering by lighting and camera establishing are compared. Second, fashion design process is applied to digital technology. Third, the method of body modeling is both that of direct modeling in 3D Studio Max and that of importing DXF file from poser. And the method of direct clothing modeling in 3D Studio Max are two methods, polygon modeling and nurbs modeling. Polygon modeling is more satisfied than nurbs modeling in the aspect of expression to clothing and round face. Forth, this study applies textures and colors transformed by photoshop on manufactured 3D Clothes. According to this result, fashion designers are able to confirm a customer or client in their design minds viewing 3D simulation by various textures. colors and angles. It is able to advance digital fashion show in the future.

Fit and Pressure Analysis of Cycling Short Sleeve Tops Using a 3D Virtual Garment System

  • Park, Hyunjeong;Do, Wolhee
    • 한국의류산업학회지
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    • 제23권2호
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    • pp.237-246
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    • 2021
  • This study aims to analyze short sleeve cycling tops from three brands for a change in garment fit and pressure depending on the static and cycling postures. To this end, it used a 3D virtual garment system to virtualize the garments. Further, a cross-section of the 3D virtual garment data was obtained, and the space length was measured in the design-X program to prove the objectivity of the 3D virtual garment. The results indicated that three brands had a large space length at the front than the back because of the bent posture in cycling. Therefore, appropriate ease was required for the waist and abdomen. Although there were various cutting lines of the bodice panel by brand, the design of the cutting lines should consider the changes in the surface to reflect the bent posture in cycling. The results of this experiment confirmed that the wrinkles present in the 3D virtual garment were reflected in the cross-section and that the space length was small in the high-stress area, as shown in red. Therefore, it was proven the stress of the 3D virtual garment could be used for 3D virtual garment evaluation.

국내·외 패션교육에 있어서 3D 어패럴 CAD 시스템 활용 사례연구 (A Study on the Cases of the Application of 3D Apparel CAD System to the Domestic and Overseas Fashion Education)

  • 이민정;손희순
    • 한국의류학회지
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    • 제35권9호
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    • pp.1112-1124
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    • 2011
  • The development of computer graphics and Internet technology has created a 3D Web-based virtual world that has transformed the global fashion industry environment. In this study, the application cases of 3D virtual fashion education were analyzed to discuss the necessity and application of a 3D apparel CAD curriculum as part of a special education for global fashion talent at Korean fashion-related colleges. Prior studies, literature, photo data and Internet data (in and out of Korea) were used for this study. The demonstration case studies were conducted for the virtual fashion education 'SLCC 2007' of Buffalo State College (U.S.), 'Ratava's Line (2004)' of SFU/FIT Collaborative Design Project (Canada and U.S.) and '2011 Graduation Fashion Show' of Ueda Fashion College (Japan). The results of the study show that the 3D apparel CAD system (as a core technology of the IT fashion industry) would allow the current mass production concept to change to a new paradigm of 'mass customization' along with new fashion business types that include global fashion companies and Web-based Internet, mobile and virtual-world shopping malls. In addition, it appears that the system should be included in the curriculum of fashion-related colleges and institutes to educate technical designers for the global fashion industry and global fashion talent with comprehensive system operation and management ability, and to promote single proprietor companies.

Comparison of pants pattern by adolescent boy's body type using 3D virtual simulation

  • Cha, Su-Joung
    • 한국컴퓨터정보학회논문지
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    • 제24권2호
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    • pp.75-84
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    • 2019
  • The purpose of this study was to present a good pants pattern for boys aged 13-18 by comparing and analyzing the pants pattern according to lower body shape. And through it, this study was to provide basic data for pants production considering male student body shape. The pattern of this study used the industrial type Lee Hee-chun pattern and DC Suite Program for 3D virtual simulation. As a result of the appearance evaluation, there was a significant difference between the patterns in most items. Type 2 was rated highly, followed by Type 4, Type 3, and Type 1. Type 1 required correction of the length of the pants and the amount of crotch part, while type 3 required adjustment of the pants in the knee area. Type 4 required correction of pattern drawing method of crotch width, thigh circumference, and knee circumference. This pattern method was evaluated as suitable for slender body shape. This study suggests a pants pattern system suitable for adolescent boys by reflecting the body shape characteristics of adolescent boy with a change of body shape. It is expected that this will meet the increasing demand for fitting. In this study, we have examined 3D virtual simulation, not actual wear experiment, so it will be necessary to investigate the difference through actual clothing experiment for adolescent boys.

A Study on Three-dimensional Effects and Deformation of Textile Fabrics: Dynamic Deformations of Silk Fabrics

  • Kim, Minjin;Kim, Jongjun
    • 패션비즈니스
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    • 제17권6호
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    • pp.28-43
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    • 2013
  • Recent trends toward the collaborations among various sectors of academia and research areas have brought interests and significances in new activities especially in the fashion and textile areas. One of the collaboration examples is the recent research projects on 3D virtual clothing systems based on the 3D CAD software. The 3D virtual clothing systems provide simulated apparels with high degrees of fidelity in terms of color, texture, and structural details. However, since real fabrics exhibit strong nonlinearity, anisotropy, viscoelasticity, and hysteresis, the 3D virtual clothing systems need fine tuning parameters for the simulation process. In this study, characteristics of silk fabrics, which are woven by using degummed silk and raw silk yarns, are being analyzed and compared. Anisotropic properties may be measured as warp and filling direction properties separately in woven fabrics, such as warp tensile stress or filling bending rigidity. Hysteretic properties may be measured as bending hysteresis or shear hysteresis by using KES measurements. These data provide deformation-force relationships of the fabric specimen. Three-dimensional effects obtained when using these characteristic fabrics are also analyzed. The methods to control the three-dimensional appearance of the sewn fabric specimens when utilizing a programmable microprocessor-based motor device, as prepared in this study, are presented. Based on the physical and mechanical properties measured when using the KES equipment, the property parameters are being into a 3-dimensional virtual digital clothing system, in order to generate a virtual clothing product based on the measured silk fabric properties.

A Study on i-Fashion 3D Avatar's Consumer satisfaction & Comparison of 3D and Direct Masurement - Based of Domestic University Students

  • Choi, Eunhee;Do, Wolhee
    • 한국의류산업학회지
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    • 제17권3호
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    • pp.421-428
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    • 2015
  • This research is to understand customer satisfaction with virtual fitting based on a 3D body scanner and avatars as well as differences between avatars and the 'real me'. To this end, this research examined Korean college students to facilitate 3D body scanning, avatar generation and surveys. The author used 3D body scan data with direct measurements to identify differences between the 3D body scan data-based 'my avatar' and 'real me' in the virtual dress fitting system. The survey results on 'the level of customer awareness on 3D body scanner' found that the majority of both genders did not know about it and indicated a lower usability to incorporate IT technology into the fashion industry. The question in the 3D body scanning and avatar found an affirmative attitude. Satisfaction levels on the 3D avatars' similarity with 'own body' and garment fitting were positive and indicated a need for further technological improvements to express the avatars identical to customers' own body. More research is necessary for the accuracy of sizes for 3D body scanning that measure body sizes while wearing clothes. Avatars based on such datamay be less similar to 'own body' and cause customer dissatisfaction. Thus, further technology development is required to narrow gaps using data to make avatars that provide more accurate virtual fitting simulation services to customers.

3D virtual clothing simulation을 활용한 국가별 브래지어 패턴 비교 - 인체 형상 단면도와 실루엣 변화 분석을 중심으로 - (Comparative Pattern Analysis and the Fitness Evaluation of Brassieres using 3D virtual clothing simulation - Focusing on Cross Section of Human Body Shape & Changing of Silhouette -)

  • 신주영;남윤자;김경선
    • 복식
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    • 제66권8호
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    • pp.46-60
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    • 2016
  • Countries have different brassiere patterns, and this study produced and compared 3/4 brassiere patterns from different countries to determine the difference in patterns, and to investigate the stress distribution and shape of cross section while wearing brassieres using 3D virtual fitting system. Despite the growing interest in underwear, there is a lack of related books and research on brassiere patterns, which causes the difference in sizes and pattern drafting methods by countries. Thus, research on this is needed. 3D virtual fitting system has been introduced to compare patterns, thereby improving visible effects and reducing the loss in cost caused by underwear pattern fitting test. According to the result of pattern analysis, The Secoli type exhibited the least breast cover rate (14.9 cm), while the largest cover rate was shown in Christina and ESMOD types (17.7 cm). It is believed that the difference in pattern drafting causes the difference in the total length of a brassiere. Furthermore, the Secoli, Moda Burgo, and ESMOD brassieres drafted from basic bodice pattern were found to be longer than the Christina and Han Sunmi brassieres attained from direct pattern drafting. Moreover, the darts' volume of upper and lower cups in Christina and Han Sunmi types was similar in shape. The shapes of cradle drafted from basic bodice pattern were a straight line, while those from direct drafting formed a curved shape. In fitting multiple cross sections, the Secoli, Moda Burgo, and ESMOD brassieres had gaps between the brassieres and the body. Among these, the largest number of gaps was observed in the ESMOD type pattern. This study aimed at performing comparative analysis of various brassieres' pattern drafting types as a basic research for developing a brassiere pattern drafting type.

Effect of Fabric Properties used for the Loop Type Decorative Elements on the 3-dimensional Shape

  • Ko, Youngmin;Kim, Jongjun
    • 패션비즈니스
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    • 제17권3호
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    • pp.30-47
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    • 2013
  • In the modern fashion industry, efficiency has been increasing thanks to development of computer graphics, IT technology, and digitalization. Unlike the past when fashion design heavily depended on handwork, digitalization of fashion industry makes fabrication time shorter and enables designers to adopt comprehensive expression, generating high value-added product. The Apparel CAD, an example of the digitalized fashion industry, has been developed from 2D system into a system providing 3D simulation. Digital clothing can be determined as an activity of designers using the tool in order to fabricate pattern and simulate its designed clothes in the virtual space of computer. In this study, physical properties of eight materials, which can be utilized on a par with current fashion trend, have been specified. For more sophisticated investigation, external appearance of the material was investigated by 3D scanning. In order to examine the physical properties of fabric specimens, KES(Kawabata Evaluation System) measurements and other physical property measurements were made. With the results, virtual material and clothes were simulated via CLO 3D, one of 3D apparel CAD systems. Then, virtual fabrics and clothes of similar types were generated and analyzed.

길원형의 목옆점 위치와 어깨각도 변화에 따른 가상착의 비교 (Comparison of Virtual Clothing Simulation by Placement of Lateral Neck Point and Shoulder Angles of Bodice Pattern)

  • 박선희;이예진
    • 한국의류학회지
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    • 제42권6호
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    • pp.1002-1015
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    • 2018
  • In this study, we analyzed the results of virtual clothing simulation according to the difference in the lateral neck point as well as the front and back shoulder inclination angles of the bodice foundation. Lim's (2016) (S) and Lee's (1999) method (L) were selected as the different setting for the lateral neck point. S1, S2, L1 and L2 were developed by changing the shoulder inclination angles. The SND and LND were developed by removing the darts in the S and L, respectively; in addition, the SND1, SND2, LND1, and LND2 were developed with different shoulder inclination angles. The results of S and L were similar with only slight differences observed in the armhole shape. However, the results of SND and LND were very different. The patterns of the S series were similar to each other, but the patterns of the L series were different. In addition, the patterns of the SND and LND series could not find a similar trend.