• 제목/요약/키워드: Garment

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Distribution of the Garment Pressure by Postures (자세 변화에 따른 의복압 분포 현황)

  • Kim, Yang-Weon;Baek, Yoon-Jeong
    • Journal of the Korean Society of Clothing and Textiles
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    • 제33권5호
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    • pp.775-781
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    • 2009
  • This study was to investigate the distribution of the garment pressure in daily wearing and in ordinary posture. Ninety-nine college women students majoring the fashion were participated for this study. IBP questionnaire, garment pressure, personal preferring pressure sensations(questionnaire), and subjective garment pressure sensations were measured. There were no significant differences between the data of 2003 and those of 2005. Participants preferred T-shirts and jeans and also preferred slightly fitted style to the loose style. They were classified with the high garment pressure group and the low garment pressure group. Garment pressure from lower garments were usually higher in the high garment pressure group than in the low garment pressure group. There was no significant differences in the upper garments weights between two groups. The lower garments weight of the high garment pressure group showed $533.3{\pm}182.11g/m^2$ and that of the low garment pressure group was $453.4{\pm}181.6g/m^2$. There was a significant difference in the lower garments weight between two groups(p<.01). In a standing posture, there were no significant differences among the distribution of garment pressure. There was a significant garment pressure differences between sitting on a chair and sitting on the floor(p<.001). Participants included in the low garment pressure group felt a higher garment pressure than participants included in the high garment pressure group.

Development of a Platform for Realistic Garment Drape Simulation

  • Kim, Sung-Min;Park, Chang-Kyu
    • Fibers and Polymers
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    • 제7권4호
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    • pp.436-441
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    • 2006
  • An integrated platform for garment drape simulation system has been developed. In this system, garment patterns from conventional two-dimensional CAD systems can be assembled into a three-dimensional garment on a parametrically resizable realistic human body model. A fast and robust particle-based physical calculation engine has been developed for garment shape generation. Then a series of geometric and graphical techniques were applied to create realistic impressions on simulated garments. This system can be used as the rapid prototyping tool for garments in the future quick-response system.

Comparison on the Pants Fitting for Obese Women between 3D Virtual Garment and Real Garment (3차원 가상착의와 실제착의를 통한 비만여성의 바지 맞음새 비교)

  • Lee, Jinsuk;Lee, Jeongran
    • Journal of Fashion Business
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    • 제17권2호
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    • pp.33-45
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    • 2013
  • A study using 3D virtual garment simulation is carried out for the evaluation and application on the pants fit for obese women in their age of 20s and 30s. The results are as follows; 5 obese women in their 20s and 30s were selected for the testing 3D body. They showed no significant differences in all items, comparing with the data of 5th Size Korea body dimensions. The average waist circumstance of the subjects' 3D body dimensions was 87.0cm, hip circumstance was 102.4cm, BMI was $27.1kg/m^2$, and their obese body types had similar mean values. Based on the detailed design of ready made pants and the study results of 20~30s obese women preference for pants design, pants of straight silhouette and semi-tight fit which have waist line lowered, no front dart and one back dart, were manufactured with 100% black cotton and cotton spandex mixed fabrics. When comparing the appearances between real garment and virtual garment, the average of the real garment with 100% cotton was 3.70 and the virtual garment was 4.05. The average of real garment with cotton spandex mixed fabrics was 3.75 and the virtual garment was 4.06. Therefore, the average of virtual garment was highly evaluated. When comparing the results of evaluating the appearance, there was no significant difference caused by materials between real garment and virtual garment. The expression for the ease of virtual garment and real garment was also similar for good evaluation. Thus, 3D virtual garment simulation did positively prove its reliability and effect.

Mechanical Properties and Garment Formability on Breathable Fabrics for Sports-wear Garment (스포츠 의류용 투습직물의 역학특성과 의류형성성능 특성)

  • Kim, Hyun Ah
    • Fashion & Textile Research Journal
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    • 제19권5호
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    • pp.626-634
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    • 2017
  • This study investigated garment formability of the 73 breathable fabrics for sports-wear garment and their fabric mechanical properties were measured using KES-FB and FAST systems. Predicted garment formability from the mechanical properties measured using KES-FB and FAST systems was compared and discussed with fabric structural parameters. In addition, virtual 3D simulation silhouette by I-designer CAD system wear appearance by simulation using 3D CAD system. And compared with FAST finger chart by mechanical properties of FAST system. The correlation coefficients of extensibility and shear modulus between KES-FB and FAST systems were high, however, bending rigidity and compressibility showed relatively low correlation coefficients. The correlation coefficient of garment formability of breathable fabrics between KES-FB and FAST systems was 0.82. It revealed that garment formability can be predicted from fabric mechanical properties by KES-FB and FAST systems. The garment formability of nylon breathable fabric was higher than that of PET one, and the garment formability of laminated breathable fabric showed the highest value compared to coated, dot and hot melt laminated breathable fabrics. It revealed that garment formability of breathable fabrics for sports-wear can be predicted from fabric mechanical properties and garment formability was dependent on the materials, finishing method and fabric structural parameters.

A Study on Knitting Method of Seamless Knitted Garment Knitting Machine -Focused on Whole Garment Knitting Machine- (무 봉제 완벌 편기의 생산 방식에 관한 연구 -WHOLE GARMENT 편기를 중심으로-)

  • Ki Hee-Sook;Kim Young-Joo;Suh Mi-A
    • The Research Journal of the Costume Culture
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    • 제13권2호
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    • pp.189-199
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    • 2005
  • The purposes of this study are to see a manufacturing process on knit by comparison, and to present whole garment knitting machine different from the traditional method of the production by using the whole garment system. The characteristics of each stage were examined through SDS-one, Shimaseiki Design CAD System and the whole garment knitting machine. The whole garment knitting machine as a method of composing a suit of knitting product is a way of making creative knitting fashion, which also can be used as a basic material for the further study on the whole garment knitting machine. Eventually, it is expected that this machine can satisfy the knit wearers' various needs by showing more useful method to knit designers.

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A study on simulation of women's Jacket using 3D CAD system (3D CAD system을 활용한 여성재킷 시뮬레이션에 관한 연구)

  • Kwak, Younsin
    • The Journal of the Convergence on Culture Technology
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    • 제4권3호
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    • pp.191-196
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    • 2018
  • The purpose of this study is to propose improvements for 3D garment simulation system by comparison with the difference between real garment and 3D garment simulation A, B of women's jacket. The process of the study was to take pictures on the standard sized subject wearing the jacket of basic size, to get a avatar from body sizes of the subject, and to obtain images of 3D garment simulation on the avatar. The appearance evaluation was resulted by the method of a questionnaire survey after presenting the images to 20 members of women's jacket customer. On that appearance evaluation, performed comparative analysis of same degree between the real garment and the Virtual garment A in women's jacket. And performed comparative analysis of same degree between the real garment and the Virtual garment B in women's jacket. It was done t-test for difference in appearance evaluation between real garment/virtual garment A and Real garment/virtual garment B. There were the differences on 4 areas: 1 question on the fabric, 9 questions on the front, 3 questions on the side, and 6 questions on the back.

A study on the 3D simulation system improvement through comparing visual images between the real garment and the 3D garment simulation of women's Jacket (여성 재킷의 실제착의와 가상착의 비교를 통한 3D 가상착의 시스템 개선에 대한 연구)

  • Kwak, Younsin
    • The Journal of the Convergence on Culture Technology
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    • 제2권3호
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    • pp.15-22
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    • 2016
  • The purpose of this study is to propose improvements for 3D garment simulation system by comparison with the difference between real garment and 3D garment simulation of women's jacket. The process of the study was to take pictures on the standard sized subject wearing the jacket of basic size, to get a avatar from body sizes of the subject, and to obtain images of 3D garment simulation on the avatar. The appearance evaluation was resulted by the method of a questionnaire survey after presenting the images to 24 members of patterner and 22 members of designer. On that appearance evaluation by designer group, perform comparative analysis of differences between the real garment and the 3D garment simulation of women's jacket. On that appearance evaluation by patterner group, perform comparative analysis of differences between the real garment and the 3D garment simulation of women's jacket. There were the differences on 4 areas: 1 questions of the side, 1 questions on the back, 7 questions on the sleeve, and 1 questions on the collar, and the results showed that the 3D garment simulation was preferable on each question.

A Systematic Review on Smart Manufacturing in the Garment Industry

  • Kim, Minsuk;Ahn, Jiseon;Kang, Jihye;Kim, Sungmin
    • Fashion & Textile Research Journal
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    • 제22권5호
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    • pp.660-675
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    • 2020
  • Since Industry 4.0, there is a growing interest in smart manufacturing across all industries. However, there are few studies on this topic in the garment industry despite the growing interest in implementing smart manufacturing. This paper presents the feasibility and essential considerations for implementing smart manufacturing in the garment industry. A systematic review analysis was conducted. Studies on garment manufacturing and smart manufacturing were searched separately in the Scopus database. Key technologies for each manufacturing were derived by keyword analysis. Studies on key technologies in each manufacturing were selected; in addition, bibliographic analysis and cluster analysis were conducted to understand the progress of technological development in the garment industry. In garment manufacturing, technology studies are rare as well as locally biased. In addition, there are technological gaps compared to other manufacturing. However, smart manufacturing studies are still in their infancy and the direction of garment manufacturing studies are toward smart manufacturing. More studies are needed to apply the key technologies of smart manufacturing to garment manufacturing. In this case, the progress of technology development, the difference in the industrial environment, and the level of implementation should be considered. Human components should be integrated into smart manufacturing systems in a labor-intensive garment manufacturing process.

A Case Study on Manufacturing Processes for Virtual Garment Sample

  • Choi, Young Lim
    • Fashion & Textile Research Journal
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    • 제19권5호
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    • pp.595-601
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    • 2017
  • Advances in 3D garment simulation technology contribute greatly to consumers becoming more immersed in movies and games by realistically expressing the garments the characters in the movie or game are wearing. The fashion industry has reached a point where it needs to maximize efficiency in production and distribution to go beyond time and space in order to compete on the global market. The processes of design and product development in the fashion industry require countless hours of work and consume vast resources in terms of materials and energy to repeat sample production and assessment. Therefore, the design and product development tools and techniques must aim to reduce the sample making process. Therefore, this study aims to study a case for comparing the real garment sample making process to the virtual garment sample making process. In this study, we have analysed the differences between the real and virtual garment making processes by choosing designated patterns. As we can see from the study results, the real and virtual garments generally are made through similar processes in manufacturing, while the time consumed for each shows great variation. In real garment making, scissoring and sewing require the greatest number of work hours, whereas in virtual garment making, most of the time was spent in the simulation process.

The Change of Garment Pressure and Body Measurement by Material of Women's Girdle

  • Park, Jee-Hye;Chun, Jong-Suk
    • Journal of the Ergonomics Society of Korea
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    • 제31권3호
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    • pp.455-461
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    • 2012
  • The aim of this study was to investigate the appropriate elasticity of the textile material used for making women's girdle. Background: The elastic textiles have been used for making girdle. The hard type girdle gave high pressure on the body to make slim look. However, excessively high garment pressure caused negative effect to human bodies. This study studied the material giving proper garment pressure in girdle. Method: In this study five experimental girdles were made fabrics with various elasticities. The change of garment pressures and body girths were measured after subjects wearing the experimental girdles. The garment pressure was measured at 10 points. Body girths measured at abdomen, hip, and thigh. Results: The garment pressure of the commercial girdle was high at side of waistband, side femur and back gluteal fold. The experimental girdles made with high elasticity material definitely lowered garment pressure at those points. After wearing experimental girdle their abdomen and hip girths measurements were decreased. But, thigh girth was not reduced. Conclusion: The girdle made with excellent elasticity materials reduced garment pressure significantly and it made body slim as much as the commercial girdle except the thighs. Application: This study provides guideline for the developing girdle that applying optimum range of garment pressure with body slim effect.