• 제목/요약/키워드: Digital Clothes

검색결과 106건 처리시간 0.025초

3D 디지털 기술을 활용한 패션 갤러리 제작에 관한 연구 (A Study on the Application of 3D Digital Technology to Producing Cyber Fashion Gallery)

  • 김지언
    • 복식문화연구
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    • 제15권3호
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    • pp.446-460
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    • 2007
  • This study shows that digital technology is adapted practical method in fashion design process and virtual simulation and cyber fashion gallery based on virtual reality are researched. This study 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. This study is supposed six fashion design in accordance with three sub-theme under main concept by changing color and texture used on 3D simulation. The results of this study are as follows: 1. This study produced Cyber Fashion Gallery in virtual space to the form of CD Rom title and web title by Macromedia Director 8.5, Macromedia Flash, Sound Forge. And it is enlarged the field of expression in aspect of Fashion Exhibition, beyond restriction of time and space. 2. Clothes modelling tools is able to easily adapt to various textiles and patterns in 3D dynamic virtual mannequin before making clothes. Digital technology is able to express image changed color and texture, especially new material, multi-finishing material and brilliant material and so on. So this study is able to develop tools for study of fashion coordination. 3. Cyber Fashion Gallery consists of gallery, story, painting, symbolism, example, image, quit. This study is enlarged the range of clothing expression by digital technology and open to possibility customized-manufacture.

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Computerized Human Body Modeling and Work Motion-capturing in a 3-D Virtual Clothing Simulation System for Painting Work Clothes Development

  • Park, Gin Ah
    • 패션비즈니스
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    • 제19권3호
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    • pp.130-143
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    • 2015
  • By studying 3-D virtual human modeling, motion-capturing and clothing simulation for easier and safer work clothes development, this research aimed (1) to categorize heavy manufacturing work motions; (2) to generate a 3-D virtual male model and establish painting work motions within a 3-D virtual clothing simulation system through computerized body scanning and motion-capturing; and finally (3) to suggest simulated clothing images of painting work clothes developed based on virtual male avatar body measurements by implementing the work motions defined in the 3-D virtual clothing simulation system. For this, a male subject's body was 3-D scanned and also directly measured. The procedures to edit a 3-D virtual model required the total body shape to be 3-D scanned into a digital format, which was revised using 3-D Studio MAX and Maya rendering tools. In addition, heavy industry workers' work motions were observed and recorded by video camera at manufacturing sites and analyzed to categorize the painting work motions. This analysis resulted in 4 categories of motions: standing, bending, kneeling and walking. Besides, each work motion category was divided into more detailed motions according to sub-work posture factors: arm angle, arm direction, elbow bending angle, waist bending angle, waist bending direction and knee bending angle. Finally, the implementation of the painting work motions within the 3-D clothing simulation system presented the virtual painting work clothes images simulated in a dynamic mode.

남녀 청소년 소비자의 생활양식 유형과 의복소비성향 (Lifestyle Types and Clothing Consumption Orientations of Male and Female Adolescent Consumer)

  • 이명희
    • 복식문화연구
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    • 제14권5호
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    • pp.776-789
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    • 2006
  • The purpose of this study was to investigate the relationships between lifestyle types, demographic variables, and clothing consumption orientations of male and female adolescents. The method of this study was a survey research by using questionnaires. Subjects were 393 high school students in Seoul. Four lifestyle types of adolescents were derived by cluster analysis: 'digital orientation type', 'material orientation type', 'positive enterprise type', and 'achievement orientation type'. The material oriented students spent high expense on clothes, had higher preference of imported products, had more sensuous consumption orientations, did more impulsive buying, and were more influenced by advertisements than other types of students. Digital oriented students had mothers with low educational background, low academic records, spent small expense on clothes, and had less sensuous consumption orientation. There were more male students than female students in positive enterprise type and the students of this type had upper middle academic records, had higher sensuous consumption orientation and did less impulsive buying. There were more female students than male students in achievement oriented type and this type had high academic records, had mothers with high educational background, and spent small expense on clothes. They had low level on most of the clothing consumption orientation and were especially less influenced by advertisement. This research confirms that the clothing consumption orientations are associated with the lifestyle of adolescent.

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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.

브랜드 인지도 향상을 위한 로고타입 상징성에 관한 연구 (A Study on the Logotype Symbolism for the Improvement of Brand Recognition)

  • 황미경;김치용;권만우;박민희;정홍인
    • 한국멀티미디어학회논문지
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    • 제23권4호
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    • pp.581-587
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    • 2020
  • In this study, we investigated the correlation between logotype elements and brand recognition among corporate logos using quantification methodology 2. In addition, this study wanted to find out if consumers could easily recognize the product according to the design elements of the logotype. Our study showed that feminine tendency in logotype design was associated with clothes and cosmetics and masculine design element that will make people recall the game and health products. There were clothes and cosmetics for men but feminine design factor was strongly associated with clothes and cosmetics. In other words, logotype for cosmetic and clothing needed to be feminine by using neutral and cold colors. The relationship between the logotype and related products affected the brand recognition and this result can be used as a key element of corporate marketing.

A Study on Developing Designs and the Practical Use of Outdoor Backpacks Equipped with Solar Cells

  • Park, Jinhee
    • 패션비즈니스
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    • 제17권6호
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    • pp.88-97
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    • 2013
  • 'Smart Clothes', which incorporate topnotch digital technology into fashion, are a leading fashion runner in this digital era. The purpose of the study is to first help develop a practical design for outdoor backpacks which are equipped with eco-friendly solar cells that facilitate recharging diverse smart devices during outdoor activities; and, secondly, to offer some practical data from the actual appropriation tests that will be used for manufacturing such products. This trial study finds out how to conjoin some practical IT devices with fashion items and mainly focusses on designing outdoor backpacks which are loaded with solar cells for recharging electric devices, and, later, experiments on designed backpacks with some smart phones to see how it works. According to the desired purposes of backpacks, all the features can be adjusted and modified such as the kinds of solar cell panels, materials, sizes, positions of attachment, weights, etc. Smart Clothes are highly functional and fashionable items that satisfy both practical and emotional purposes, and are being actively developed to serve consumers. This study proves that Smart Clothes or Smart Wear will have practical uses for outdoor activities and will possibly lead our smart lifestyles.

기계 산업 분야의 통합 환경 조화와 안전을 위한 작업복 색채 배색 평가 (Color Arrangement Evaluation on Working Clothes for Safety and Integrated Environment Harmony in Machinery Industry Fields)

  • 박혜원;양정희
    • 패션비즈니스
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    • 제16권5호
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    • pp.207-219
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    • 2012
  • It is intended to study the colors of work environment and the working clothes colors between humans and environment with application of the arrangement of working clothes colors to domestic machinery companies that play pivotal roles in the industry of Korea. The purpose of this study is to provide the foundation of color plan for the integrated environmental harmonization and the safety of industrial sites by analyzing the photographs of working clothes in the sires in consideration of the functions of colors (clearness, attention-getting, and safety) using the Faber Birren's Color Harmony and by analyzing the result of a questionnaire survey. The study was conducted by the method to shoot a worksite using a digital camera after wearing 24 sets of uniforms, which were developed by the color plan established in a previous study, in the same worksite. The shooting place was an outdoor steel sheet inspection site of D company, a machinery company in Changwon-si, Gyeongnam, and the intensity of illumination was 2400lux. 24 pieces of images were printed in 5x7 inch size and a questionnaire survey was performed at 5-point scale. The questionnaire survey was performed for 13 subjects consisting of 6 field professionals having more than 30 years of experiences, 4 clothes color professionals, and 3 industrial engineering professionals. The result of the survey was statistically analyzed by the method of frequency analysis using IBM SPSS Statistics 20 Program. As the result of assessment of basic four colors (yellow green, sky blue, blue, and violet) of working clothes, yellow green, sky blue, and blue showed high mean values in (Tint)+(Shade)+(Tone)+(Gray) equation indicating that its is a harmonized equation.

멀티센서 기반 스마트의류에서 상황인지를 위한 디지털필터연구 (A Study of Digital filter for context-awareness using multi-sensor built in the smart-clothes)

  • 전병찬;박현문;박원기;이성철
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2013년도 춘계학술대회
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    • pp.911-913
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    • 2013
  • 사용자의 행동 추론에서는 수신된 센서 데이터의 신뢰성이 중요하다. 하지만 외 내부 환경, 온도, 진동 등에 따라 센서의 측정값이 달라진다. 이러한 잡음 환경은 센서로부터 수집되는 정보의 신뢰성에 영향을 준다. 때문에 잡음을 감소시키고 사용자의 행동을 추론하는 디지털 필터와 추론 알고리즘이 요구된다. 본 연구는 사용자 행동의 잡음 제거, 왜곡 방지로 칼만 필터와 지수 가중이동 평균 필터의 비교실험을 하였다. 또한 본 제안된 확장가중 이중필터 법과 비교하였다. 결과적으로 제안된 필터가 다른 필터에 비해 잡음 환경에 견고하였다.

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개인별 체감 온도를 반영한 개인 소장 의류 추천 시스템 개발 (Development of a Personal Clothing Recommendation System that Reflects Individual Temperature Sensitivity)

  • 정병희;김우석;이상용
    • 디지털융복합연구
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    • 제19권2호
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    • pp.357-363
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    • 2021
  • 일반적으로 사람들은 외출 시 실시간 날씨 및 기온 등을 참고하여 입고 나갈 의류를 선택하게 된다. 그러나 개인이 실시간 날씨 정보, 자신의 체감 온도 정보 등을 활용하여 자신이 소장한 의류 중에서 알맞은 의류를 선택하는 것은 어려운 일이다. 이러한 문제를 도와주기 위해 개발된 기존의 의류 추천 시스템들은 의류 범주가 명확하게 설정되어 있지 않고, 사용자가 소지하고 있지 않은 의류를 추천하는 문제점이 있다. 또한 사용자별 체감 온도를 고려하지 않아 사용자에게 적절하지 못한 의류를 추천하는 경우가 발생한다. 이러한 문제점들을 해결하기 위하여 본 연구에서는 사용자가 소장하고 있는 의류에 대해 의류 범주를 결정하여 등록하고, 사용자별 체감 온도와 실시간 날씨 정보를 함께 고려하여 개인별 맞춤형 의류를 추천하는 시스템을 개발하였다. 날씨 정보의 경우, 단순한 기온, 풍향 등의 기상 정보만이 아니라 온도 민감도를 이용하여 개인별 체감 온도에 따른 의류를 추천하였다. 본 시스템을 평가하기 위해 대학생 65명을 대상으로 만족도 조사를 실시하였다. 그 결과 추천된 의류에 대해 만족한다는 의견이 80%를 차지하여 본 시스템의 만족도는 양호한 것을 확인할 수 있었다. 따라서 본 시스템을 사용할 경우, 개인별 체감 온도를 반영하여 개인이 소장한 의류를 기반으로 추천받게 됨으로써 실생활에서 활용도가 매우 높을 것으로 기대된다.

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.