• Title/Summary/Keyword: Virtual Dressing

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Virtual Dressing System for the Disabled Using SURF Algorithm (SURF 알고리즘을 이용한 장애인 Virtual Dressing 시스템)

  • Song, Jin Hyun;Hong, Jang-Eui
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.1005-1007
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    • 2017
  • 문화적 진보와 경제 발전은 사람들의 사회 활동을 증가시키고 있으며, 이로 인하여 사람들이 자신에게 적합한 옷을 착용하고자 하는 요구가 높아졌다. 이러한 현상에 따라 일일이 매장을 방문하여 옷을 구입하는 것보다는 가상현실(또는 증강현실)내에서 다양한 옷을 입어보고자 하는 Virtual Dressing Room에 대한 연구개발이 많이 수행되어 왔다. 본 논문에서는 이러한 증강현실 기술을 기반으로 하는 Virtual Dressing 시스템에 대하여 제시한다. 특히 그 간에 수행되지 않았던 장애인을 위한 Virtual Dressing 시스템을 SURF 알고리즘을 기반으로 제시한다. 이러한 시스템은 움직임이 불편한 장애인에게 더욱 필수적인 시스템이 될 것이며, 인터넷 기반의 매장을 위해 수요도 충족할 것으로 판단한다.

패션산업 경쟁력 강화를 위한 Virtual Dressing System개발에 관한 연구

  • 김진수;조영재;조재용;이우룡;박병연
    • Proceedings of the Korean DIstribution Association Conference
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    • 1999.11a
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    • pp.101-121
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    • 1999
  • 국내 섬유 및 패션산업은 세계적인 경쟁력을 갖추고 있으나 낙후된 디자인 기술, 비효율적인 생산관리, 다양한 고객 요구변화에 신속한 대응부족, 비효율적인 유통구조 등으로 인하여 경쟁력 향상에 많은 어려움을 겪고 있다. 따라서, 정부에서는 패션산업의 경쟁력강화를 위하여 대구지역을 중심으로 밀라노 프로젝트를 추진하고 있으나 대부분이 건물 신축 등 하드웨어적인 측면을 강조하고 있어 디자인 기술향상, 생산관리, 전자상거래 활성화 등 의류 및 패션산업 특성을 감안한 소프트웨어적인 전략 및 지원이 부족한 실정이다. 이에 따라, 본 연구에서는 3D 가상현실 기법을 의류 및 패션산업에 적합하게 개발하여 국내 패션산업의 세계화와 경쟁력강화에 기여하고자 한다. 주요 연구내용을 살펴보면, 소재의 2D, 3D 입체화 표현기술, 3D Virtual 표현기술, 2D, 3D Model 및 의상 DB 개발, Mapping 기술 등을 통합한 Virtual Dressing System(VDS)을 개발하고자 한다. VDS를 통하여 고부가가치 섬유의 신속한 개발, 디자인 기술 향상, 다자간 공동생산지원에 따른 효율적 생산관리가 가능할 것으로 기대된다. 또한, 웹기반 하에 Virtual Dressing System을 개발함으로써 의류 및 패션상품을 3D 형태로 입체적으로 볼 수 있게 함은 물론 가상 코디네이션 연출까지 가능케 함으로써 인터넷 쇼핑몰 상에서 의류, 패션상품의 판매 증대에 기여하고자 한다.

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A Study on the Comparison of 3D Virtual Clothing and Real Clothing by Neckline Type (네크라인 종류에 따른 3D 가상착의와 실제착의 비교 연구)

  • Nam, Young-Ran;Kim, Dong-Eun
    • Fashion & Textile Research Journal
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    • v.23 no.2
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    • pp.247-260
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    • 2021
  • While it is an important element of clothing construction, research has so far been very limited on the similarities between virtual and real clothing in terms of the type of neckline. The purpose of this study is to verify the similarity, accuracy of virtualization, and actuality of neckline, which all play an important role in individual impressions and image formation, and require considerable modification when fitting real samples. A total of 5 neckline models were selected through the analysis of dress composition textbooks. The selected designs were then planned and manufactured in muslin. The specimen clothes were then tested on a female model in her 20s. 2 kinds of virtual bodies were created in order to compare the real and the virtual dressing. The first virtual body was made through an Artec 3D Eva scan of the model, and the other was made by entering the model's measurements in a CLO 3D program. A visual image of the front, side, and back image of both the real and virtual dressing were subsequently collected. The collected images were then evaluated by 20 professional fashion workers who checked the similarity between the real and the virtual versions. The current study found that the similarity between the actual and virtual wearing of the five neckline designs with reality appeared higher with the virtual wearing image using the 3D-scanned body. The results of this study could provide further information on the selection of appropriate avatars to clothing companies that check the fit of clothing by utilizing 3D virtualized programs.

Development of the CAD/CAM System for CNC Universal Cylindrical Grinding Machines (CNC 만능 원통연삭기의 CAD/CAM 시스템 개발)

  • 조재완;김석일
    • Korean Journal of Computational Design and Engineering
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    • v.5 no.4
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    • pp.312-318
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    • 2000
  • In this study, an exclusive CAD/CAM system is developed for enhancing the effectiveness and productivity of CNC universal cylindrical grinding machines on which the external/facing/internal grinding cycles and the wheel dressing cycles are integratively carried out. The CAD/CAM system can manage the various processes such as geometry design, NC code generation, NC code verification, DNC operation, and so on. Especially, the feature-based modeling concept is introduced to improve the geometry design efficiency. And the NC code verification is realized by virtual manufacturing technique based on the real-time analysis of NC codes and the boolean operation between workpiece and wheel.

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Application of Electronic Retailing in Apparel (의류를 중심으로 한 전자상거래의 활용 실태에 관한 연구)

  • Won, Myung-Sim
    • Korean Journal of Human Ecology
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    • v.8 no.3
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    • pp.511-524
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    • 1999
  • This research examines 13 Korean Web sites and 15 foreign Web Sites to explore how companies present apparel products by both layout of graphics and information at the Web sites. The results show that most Web sites display tiny icons next to the item's text description. Clicking on these icons takes the customers to another web page, where the full size photograph of the item appears. The results also revealed that most web sites offer shopping bag function and payment options such as on-line and credit cards. The results indicate that Web sites are constantly evolving and following functions such as virtual dressing room, FAQ, the links, E-Cash payment, currency converter and multilingual sites are becoming standards in the near future.

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Study on Virtual Fashion Coordination to Realize Magic Mirror -Focus on RFID Code Proposal- (매직미러 실현을 위한 가상 패션코디네이션 연구 -RFID 코드 제안 중심으로-)

  • Lee, Woon-Young
    • Journal of the Korean Society of Costume
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    • v.56 no.8 s.108
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    • pp.83-94
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    • 2006
  • In this era of ubiquitous service, a computing device has functions similar with human beings. It influences all major fields of human life, such as clothing, dieting and housing. In order to use the coordination functions of the magic mirror, which might be a basic part of clothing in the era of ubiquitous service, this study concentrates on product information that should be inputted in RFID chip in detail in order to exercise virtual fashion coordination. Information should be inputted in RFID chip to use magic mirror for fashion coordination, a direction for doing this was also suggested. After coding the suggested clothing items, virtual fashion coordination was implemented as a fashion illustration. This study is as following, First, sorts standard code for suitable coordination in 4 images and presented to a proof. Code denoted by 10 characters. Each code literal special quality marks by two characters and divided by season, image, fabric, item, rotor, five items. Item middle of characters of 10 code, when agree on article more than 8, coordination is enabled. Secondely, It is presented by coordination to dressing action picture by suitable coordination classified apart in whole occasions, and coordination method by wearer inclination is remembered wearer's dressing action picture to Magic mirror including layered look. Thirdly, wardrobe of Magic mirror clothes that always buy newly in magic mirror, is washing and clothes that do not take to wardrobe did to be controlled. Fourth, Wealth and schedule is suggested firster than wearer's dressing action.

The Modified Hanbok Jeogori Pattern Development Using Virtual Dressing System - Based on Female Bodice Pattern -

  • Jeon, Seong Yeon;Wee, Hye Jung
    • Journal of Fashion Business
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    • v.21 no.6
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    • pp.66-76
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    • 2017
  • This study used a virtual wearing system equipped with body shape data with a 3D scanner, based on a female basic bodice, to develop a modified Hanbok Jeogori with high fitness capabilities to provide basic data for the development of the modified Hanbok Jeogori pattern for the academic and industrial fields. In this study, the representative modified Hanbok design which most frequently appeared in broadcasting ads and on line was selected. The wearing test was conducted by six professionals, and three times wearing tests were implemented based on 17 evaluation items. The data for this study was processed statistically using SAS 9.0. We conducted, the F-test for significance verification, the Duncan-test for a post test, and a correlation analysis of Cronbach's alpha coefficient for a reliability test of dressing test results were implemented for each of the three tests. The pattern of the developed modified Hanbok Jeogori overcame the defects of the short length of the conventional modified hanbok, and could fix the length issue. The developed Hanbok pattern solved the overlapping problem of the shoulder, back neck point-sleeve length(Whajang), and armhole, displayed in a straight line from the Godae point of the previous modified Hanbok; it suggested the position of the Seop and neck line in the basic bodice. Based on this, the Seop width, Git form, Goreum and the width, length, and position of the string whose dimensions can differ in accordance with the trend can be applied in various forms.

A Study on the Analysis of Patent Information in the Apparel Design -Focused on International Patent Classification- (의류디자인 분야의 특허정보 분석 -국제특허분류를 중심으로-)

  • 이금희
    • The Research Journal of the Costume Culture
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    • v.11 no.6
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    • pp.835-851
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    • 2003
  • This study analyses patent information of apparel design using computer technology and researches the trend of patent application focused on International Patent Classification. In terms of trend by filling data, Patent application started first in 1974 and increased sharply in 1993 with 14 cases and increased to 25 cases in 2000. In case of Korea, they began somewhat late in 1996, but reached a similar level with the leading country in 2000. In terms of trend by applicant, Gerber Garment Technology, Inc. filed 7 cases TORAY IND INC, filed 6 cases Levi Strauss & Co. filed 4 cases, NEC HOME ELECTRONICS LTD filed 3 cases, TOYOBO CO LTD filed 3 cases. Japanese companies occupied 52% and United States's companies occupied 48%. In terms of trend by country, foreigner occupied 47% of the patents filed by United State. Japanese take up 10% of total patent of United States. Korean occupied 84% of total patent of Korea and foreigner, american occupied 16% of the patents filed by Korea. In regared to International Patent Classification, in the section level G filed 92 cases(53%). In class level, G06 marked the first place in United States, Japan, and Korea. In subclass level, G06F marksed the first place with 74 cases. G06T and A61B were regarded as the new technologies. The new technologies are representing the dimensions of garment or computer-rendered model, providing the virtual reality through the texture mapping, digital dressing room or virtual dressing, and performing or retriving display on a screen for the result of changing pattern ao dress design, The technologies of core patent are designing or producing custom manufactured item, providing or prealtering the data for pattern making and visually displaying, interactively generating or previewing of various articles.

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An Usability Evaluation of the Pattern Making Software for Virtual Cloth of 3D Character: A Case Study of "Looks Tailor X" (3D 캐릭터 가상의상 제작을 위한 패턴제작 소프트웨어의 사용성 평가 : "Looks Tailor X"을 사례로)

  • Kim, Sook-Jin
    • Journal of the Korean Home Economics Association
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    • v.47 no.2
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    • pp.111-123
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    • 2009
  • This study is to explore the usability of a pattern making software 'Looks tailor X' developed recently by the Digital Fashion in line with the cloth simulation software 'DressingSim'. When the software engineers develop software for clothes and clothing simulations, most often they lose touch of real-world craftsmanship of pattern making. As such, the software evaluation of the functionality and the usability is a crucial step in the field of virtual clothing. We carried out a detailed evaluation of the software via the process of making some basic types of pattern including tight skirts, pants, jackets, and one-piece dress. In this paper, we documented a step-by-step scenarios of making clothes using the Looks tailor X, and listed both the advantages and limitations of the software from the perspective of an enduser, i.e., a professional fashion designer. We also briefed suggestions on the refinement of the future software in the field.

Development of Shirt Design Applying Traditional Clothing Design in Northeast Asia Region - Global Fashion Cultural Products - (동북아시아 지역 전통복식 디자인을 응용한 셔츠디자인 개발 -글로벌 패션문화상품-)

  • Choi, Eunjoo
    • Fashion & Textile Research Journal
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    • v.22 no.4
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    • pp.446-455
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    • 2020
  • In order to develop high value fashion culture products capable of reaching the global market, this study developed the original traditional clothing design of Northeast Asian countries according to a global perspective. This study applied the structural formality of traditional clothing to fashion cultural products. This study developed designs using Deel of Mongolia, Makap of China Korean Dang-ui / Dan-ryung, and Haori of Japan. The research methods are theoretically examined using literature on traditional clothing in Northeast Asia. First, it designed a shirt design using Adobe Illustrator CS6 and created a pattern with the Yuka program as well as applied CLO 5.0 (a 3D virtual dressing system from CLO Virtual Fashion Co.). A survey was also conducted on individual interest for the developed fashion cultural products. The design method obtained various design effects by applying the method of adding point detail parts of the clothes to the shirt that represented each country among their traditional clothes. This research can be used as basic data for the global fashion cultural products market that can contribute to maintaining the originality of each country in the global era, expanding tourism income to succeed and develop culture and tradition.