• 제목/요약/키워드: Virtual Costumes

검색결과 27건 처리시간 0.017초

기하학적 조형성을 이용한 3D 가상의상 개발 (Development of a 3D Virtual Costume Using Geometric Formativeness)

  • 서여;김민지
    • 패션비즈니스
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    • 제27권3호
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    • pp.115-131
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    • 2023
  • The revolution of digital fashion continues along with the development of technology. In particular, after COVID-19, fashion design development, exhibitions, and fashion shows using the metaverse space are being actively developed. In particular, as research on 3D virtual costumes becomes active, creative ideas are needed to develop creative virtual costumes. The purpose of this study is to examine the geometric formative characteristics of constructivism in art and fashion design and to develop 3D virtual works using them. Geometric form is a logical and rational basic form that includes the order of nature as an artistic material that has been constantly studied along with the creation of mankind a long time ago, and it has become a motif of many artworks and fashion. In this paper, we studied the application of the costume design of geometric shapes according to the 3D Clo, virtual-wear production software, and understood the effect of the combination of geometric shapes on costume styling. As the formative characteristics of constructivist art, three types of overlap, asymmetry, and simplicity were derived, and the geometric form was visually simple, clear, and concise. The first work produced virtual costumes that reflected the overlapping elements of constructivism. The second costume was produced by reflecting the asymmetric formative characteristics of constructivism. The third costume was a jacket that applied the simplicity of constructivist art.

당의의 3차원 시뮬레이션 활용을 위한 기초 연구 -마야 퀼로스(Qualoth) 프로그램을 이용한 전통복식의 3차원 재현의 문제점을 중심으로- (Basic Research for 3D Virtual Clothing Simulation of Traditional Korean Dang'ui Costumes -A Focus on Issues Occurring in the Course of a 3D Virtual Presentation that Uses the Qualoth for Maya Program-)

  • 김민경;최영림;남윤자
    • 한국의류학회지
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    • 제34권11호
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    • pp.1836-1843
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    • 2010
  • This research examines the possibilities of a traditional costume revival and digital exhibition as well as the application of 3D virtual clothing modeling data in order to preserve and record a disappearing costume heritage to realize it as a social education tool through the newly emerging technology of 3D virtual clothing. A 3D revival of costumes worn by royal families and aristocrats was accomplished through the 3D animation and simulation technology of Maya 2011 (Autodesk, Inc.) and Qualoth (FX Gear, Inc.). The simulation shows the possibility of a 3D revival and digital exhibition of costume heritage. However, further technology support to analyze and realize the composition and design is still necessary to develop the digital contents of traditional garment culture that includes skirt pleats, petticoat silhouettes, that exaggerates the skirts and knots of traditional upper garments (Jeogori). Further studies on design attributes of historic costumes and the upgrading of 3D simulation software are required to realize 3D virtual clothing. Korean traditional costumes will be revived as a cultural content in the digital era as a result of outstanding issues detected by this study.

판타지 영화 의상에 대한 기호학적 분석 - 슈퍼영웅의 파워 이미지를 중심으로 - (A Semiotic Analysis of Costumes in Fantasy Films - With a Focus on the Power Image of Super Heroes -)

  • 류수현;김민자
    • 복식
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    • 제57권10호
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    • pp.112-128
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    • 2007
  • As fantasy films in which super heroes with superhuman abilities play an active part are rapidly becoming more popular, super hero stories are taking root as a new genre in fantasy films. The costumes in films play an important role in visualizing the virtual reality of fantasy films when those costumes are worn by characters so as to express and define them. In the meantime, in the antagonistic structure of good versus evil as a typical subject in these films, it may be said that the costumes of super heroes who advocate good and those of villains who represent evil have been created as an image of power. In this sense, it is necessary to establish an analytic system of how images of the power of good and evil are visually created in costumes for fantasy films. As such, this study seeks to analyze costumes in fantasy films more systemically through semiotic, which has taken root as a science of analysis in all areas of science. From the perspectives of aesthetic semiotic developed by Morris and costume aesthetics, the syntactical dimension is analyzed into formative elements and the principles of costumes; factual and expressive meanings, themes, and inherent meaning, all of which are immanent in costumes, are elicited in the semantic dimension; and the influence of costumes on viewers is described as identification in terms of pragmatics. This study provided a system to analyze costumes in fantasy films(especially 'Superman', 'Batman' and 'Spiderman') from the perspective of Morris' semiotic, and based on the analytic system, examined how 'power' is revealed in the costumes of super heroes and ruffians, and what it implies.

미장아빔으로 배치된 영화 속 의상코드 분석 -Lucien Dällenbach의 이론과 영화 를 중심으로- (Costume Code Analysis Placed Mise-en-abyme in the Movie - Focused on the Lucien Dällenbach's theory and the film -)

  • 김향자
    • 복식
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    • 제67권1호
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    • pp.130-146
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    • 2017
  • This study focuses on the Mise-en-abyme theories of Lucien $D{\ddot{a}}llenbach$, and presents research methodology to analyze the modern cinema costume in a new view. Inherent aesthetic values of the costume code shown in the film are as follows. First, esthetics value shown is the analogic code through the maximization of factual realism by directing target. Mise-en-abyme placed in this film plays the role of costume codes, and highlights the subject by presenting specifically targeted realistic icons to maximize the realism of the movie. Second, Mise-en-abyme is deployed to the explicit text through costumes code is placed as Displaced code arrangements. In other words, each of the characters is a signifier. Symbolizing a historical era is the device that represents a self-reflective signifier. Third, paradoxically reflected by the overlapped expansion of virtual reality and the self-referential characteristics and are subject to reflect the thinking of the author. Costumes code placed in Mise-en-abyme is expressed in costumes positioned to maximize the realism in the film as described above, and implies narratives and self-reflective mediating tools that symbolism can be seen that the paradoxical metaphor for the reality and the future. In addition, through the metaphor of visual narrative is allegorical representation Mise-en-abyme with ambiguity, and it is a concrete text that can be realized in a variety of creative storytelling methods and image delivery methods of modern fashion. This study confirmed that this costumes to take the point of view of emotional $Mise-en-sc{\grave{e}}ne$ in the process of completing the film's themes and cinematic devices by identifying the roles and aesthetic value of code costumes as the core subjects that make up the narrative of the film.

영화 '타이타닉(TITANIC)'의 의상에 관한 연구 (A Study on the Cinema Costume for the 'TITANIC')

  • 이혜경;정흥숙
    • 복식
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    • 제57권1호
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    • pp.1-16
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    • 2007
  • This study is to design costumes of each characters, seen in the film of 'TITANIC' directed by James Cameron in 1997, by analyzing various costumes for each roles in the film. The 'TITANIC' has got the 'Oscar Award' in 1998 in 11 sectors for its' high box office record and the finest of the work, based on successful visualization of the costumes for the contemporary characters by historical research. The social background of 'TITANIC' would be presumed in the year of 1912, of which era was also called by 'La Belle Epoque', to say, 'good period'. This study, therefore, traced the representative art trend for the 1910's, together with political, economical and social backgrounds as 1st step. The 2nd step is the consideration of fashion trends of costume affected by the contemporary trends such as Art Nouveau and Art Deco in the period. The 3rd step is the analysis of costumes in the film of 'TITANIC'. Finally, this work has designed the virtual costumes of the characters, in imaginary scenes, which could denote the nature of the personality. Hopefully, this study could help designers show sustainable development in creating cinema costumes and other related projects, based on the understandings of this work.

19세기 말 20세기 초 서양 여성 3D 바디스 및 재킷 개발 - Gordon S. S.의 패턴북을 중심으로 - (Study on Developing Western Women's 3D Bodice and Jacket of the Late 19th to Early 20th Century - Based on the Pattern Drafting Book of Gordon S. S. -)

  • 류경화;김양희
    • 한국의류산업학회지
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    • 제23권6호
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    • pp.744-757
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    • 2021
  • This study aims to develop a bodice and a jacket in 3D of the late 19th to early 20th based on the pattern drafting book of Gordon S. S., which contains body measurement method and pattern drafting system. The findings of this research are as follows. First, female tops of the late 19th to early 20th century are categorized as outer, jacket, vest, and bodice. Of these, this study highlights the jacket, which can be divided into 4 types: 4 kinds of basic jacket, 2 kinds of riding jacket, bolero jacket, and newmarket jacket. Second, by referring to Gordon's pattern drafting system and book, a bodice was developed in 3D format based on the adherence to the following steps: analysis of the pattern drafting system, pattern drafting, 3D virtual simulation, 3D virtual fitting analysis, and the pattern correction. A bodice pattern corrected by 3D virtual clothing simulation results was proposed. Last, a basic sleeve and collar pattern for a basic jacket was drafted, which was followed by the correction and transformation of the bodice pattern. The jacket developed shows great fit except for the issues at the armhole line and shoulder, which were caused by the unique shape of the sleeves(big sleeve head) of the time. The study attempted to develop the past costumes in 3D, providing the basis for interdisciplinary research in the field of fashion history field and suggesting a new approach for the virtual restoration of costumes. Future studies should target to 3D virtual simulation in accordance to the 3D avatar pose in the developed virtual costume.

가상 의상 제작 간략화 서비스 설계 - 메타버스, 제페토를 중심으로 - (Virtual Costume Creation Simplification Service Design - Focusing on Metaverse and ZEPETO -)

  • 류상현;서다은;김경목;반재은;허원회
    • 문화기술의 융합
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    • 제8권5호
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    • pp.583-589
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    • 2022
  • 전 세계를 혼란에 빠트린 코로나19로 인해 많은 기술과 콘텐츠들이 비대면으로 이루어지는 시대가 되었다. 그와 함께 메타버스 서비스의 인기 역시 나날이 증가하고 있으며, 하위 산업 중 하나인 가상 의상(아바타) 산업 역시 함께 성장하고 있다. 본 연구에서는 모바일 메타버스 서비스인 제페토에 업로드할 가상 의상을 제작하는 시스템을 설계하고 개발하였다. 이는 PC 환경에서 작동하는 프로그램을 거쳐야 하는 기존 서비스와 달리 모바일 디바이스를 통한 촬영과 간단한 조작만으로 제작이 가능하다. 본 시스템의 모든 작업을 모바일 환경에서 처리할 수 있다는 장점을 통해 외부 프로그램에 익숙하지 않은 소상공인 및 개인 사업자들이 3D 가상 의상 산업에 더 쉽게 접근할 수 있을 것이다.

영화의상 "매트릭스 2 - 리로디드"에 나타난 포스트모던 패션 이미지 연구 (A Study on Post-modern Fashion Image Expressed in the "Matrix2-Reloaded" Costume)

  • 김현숙
    • 복식
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    • 제53권7호
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    • pp.125-137
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    • 2003
  • This study is to explore the Post-modern fashion image appeared in the costumes of the movie $\ulcorner$Matrix2-Reloaded$\lrcorner$, which is believed to adapt successfully the Postmodernism ideas on screen. From this study, we can find that the movie costumes express certain formative characteristics considerably affected by the contemporary fashion trends such as Minimalism, Formalism, Futurism, Ethno-eclecticism, Asexualism. These are mostly common tendencies aroused in the complex and pluralistic circumstances of Postmodernism where many diverse values are equally regarded. Finally, the 5 trends lead to represent the following symbolic meanings with entanglement in multiplex ways, that is Virtual Reality, Mechanic Artificiality, Human Dignity, Mysticism, Multi-Culturism, and Nonsexuality to create a strong unified imagery and style in that Post-modern movie.

조선 화포(花布) 문양을 활용한 현대 패션디자인 개발 연구 (Study on the Development of Modern Fashion Design Using Joseon Hwapo (Flower Cloth) Patterns)

  • 오하타 에미이;서승희
    • 패션비즈니스
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    • 제26권1호
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    • pp.68-91
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    • 2022
  • The purpose of this study is to create modern patterns based on considering the types and design elements of Joseon hwapo patterns containing Korean identity, and to develop costume designs by applying design elements of traditional Korean dress, Hanbok. These designs combine traditional costumes with modern sensibility using the attribute listing method, and present them using a 3D virtual clothing program. Through this, it is meaningful as it organizes data on Joseon hwapo patterns, which were rarely dealt with in the traditional Korean costume research, and it is also of research value as it is a work that utilizes Joseon hwapo patterns as a new source of fashion design development. As a research method, literature research was conducted based on the documents, 'Nabeshima-sarasa hidensho', 'Nabeshima-sarasa mihoncho', and 'Zoho kafu benran', which are related to Joseon hwapo remaining in Japan. Based on the literature research, research was performed by creating pattern design and costume design using the attribute listing method, and 3D virtual clothing. Traditional Korean costumes used in design development in this study were saekdong-jeogori, dolddi-jeogori, magoja, hongjangsam, durumagi, jungdan, gollyongpo, jeogui, breast band, mujigi-chima, chima, and baji. Further, accessories used in each costume, such as pyeseul, daedae, hapi, and jeonhaeng-utchima, and features of configurations, such as yongbo, chest ribbons, band hem, gusset, collar and dongjung, heorimalgi, neckline, and sapok line, were used for design development.

패션디자인 분야의 메타버스 플랫폼 활용 연구 (Study on Use the Metaverse Platform in Fashion Design)

  • 류경옥
    • 한국의상디자인학회지
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    • 제25권2호
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    • pp.31-44
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    • 2023
  • Fashion design in the metaverse is not simply a 3D avatar or virtual fashion, it is an important clue for shopping trends, and the role of fashion design has grown even more because avatars and humans are identified and active. This study, I attempts to understand the metaverse platform accurately and find out the scope of fashion design within the metaverse platform. In addition, we want to provide basic data that can expand the field by using fashion design in various ways on the metabus platform. This study investigated and analyzed various metaverse fashion cases, articles, software, and methods used by metaverse fashion creators, and the results are as follows. First, the metaverse platform is a new level of virtual interaction where users and creators communicate through the convergence of augmented reality, lifelogging, mirror world, and virtual world. Second, most of the users of the metaverse platform are generation Z, and metaverse creators who make money by producing avatars or items, including fashion design, are emerging as a new job field. Third, many fashion brands created spaces on the Metaverse platform, collaborated with games, or opened fashion weeks for publicity, marketing, and sales. Fourth, as a 3D program for metaverse fashion creator activities, open-source software is easier and free of charge compared to programs for fashion design specialists, and most costumes can be reproduced, so it will be easier for fashion design majors to utilize.