• 제목/요약/키워드: Virtual fit simulation

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Learning of Emergent Behaviors in Collective Virtual Robots using ANN and Genetic Algorithm

  • Cho, Kyung-Dal
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제4권3호
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    • pp.327-336
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    • 2004
  • In distributed autonomous mobile robot system, each robot (predator or prey) must behave by itself according to its states and environments, and if necessary, must cooperate with other robots in order to carry out a given task. Therefore it is essential that each robot have both learning and evolution ability to adapt to dynamic environment. This paper proposes a pursuing system utilizing the artificial life concept where virtual robots emulate social behaviors of animals and insects and realize their group behaviors. Each robot contains sensors to perceive other robots in several directions and decides its behavior based on the information obtained by the sensors. In this paper, a neural network is used for behavior decision controller. The input of the neural network is decided by the existence of other robots and the distance to the other robots. The output determines the directions in which the robot moves. The connection weight values of this neural network are encoded as genes, and the fitness individuals are determined using a genetic algorithm. Here, the fitness values imply how much group behaviors fit adequately to the goal and can express group behaviors. The validity of the system is verified through simulation. Besides, in this paper, we could have observed the robots' emergent behaviors during simulation.

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

  • 남영란;김동은
    • 한국의류산업학회지
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    • 제23권2호
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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.

3D virtual clothing simulation을 활용한 남자 중학생의 브랜드교복 패턴비교 및 체형별 교복 패턴개발 (Comparison of brand-name school uniform patterns for middle school boys and the development of school uniform patterns by students' body shape, using 3D virtual clothing simulation)

  • 신장희
    • 한국의상디자인학회지
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    • 제23권1호
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    • pp.143-154
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    • 2021
  • This study attempted to develop winter jackets and pants patterns reflecting the latest comfortable and active school uniform trends, using middle school boy avatars having various body shapes. Jacket and pants pattern-drawing methods and margins differed. Based on the results, research prototypes were prepared. Then, virtual wear prospective drawings, clothing pressure, and appearance were assessed according to body shape. Jackets were assessed using 25 factors, while pants were assessed using 19. Then, correlations between the jackets and pants were analyzed. According to the analysis, the reason why the dart & tuck position and margin were rated low was confirmed. In a virtual wear assessment on jacket patterns by body shape, a significant difference was found in all categories, except for fit and shape at the front bottom, sleeve length on the side, and the center back line. The virtual wear assessment on the pants patterns by body shape also revealed a significant difference in all categories, except for pants length. In jackets, a significant influence was observed around the shoulders and waist in Type 1 and around the belly in Type 2. On the contrary, for pants, a significant influence was found around the hip and waist in Type 1 and around back crotch in Type 2. Therefore, they should be considered when making of jackets and pants. The above results suggested that jacket and pants patterns should vary depending on body shape. It is anticipated that there should be further studies comparing brand-name school uniforms for middle school girls and school uniforms by body shape.

WDM-기반의 클러스터 구현을 위한 가상 토폴로지 재구성 알고리즘 (Virtual Topology Reconfiguration Algorithm for Implementing the WDM-based Cluster)

  • 박병섭
    • 한국콘텐츠학회논문지
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    • 제6권9호
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    • pp.9-18
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    • 2006
  • 본 논문에서는 새로운 가상 토폴로지 재구성 기법을 제안하여 WDM 기반의 클러스터 시스템 구현을 위한 이론 연구를 수행하였다. 제안 기법의 핵심 아이디어는 파장 할당이 요구되는 연결 요청을 최대한 이어서 집합을 형성하는 것으로, 각 집합은 서로 소이며 집합 내의 연결 요청들 중에는 링크의 중복이 일어나지 않도록 한다. 이러한 조건을 만족하도록 집합을 형성한 후, 각 집합마다 파장을 하나씩 할당한다. 이는 일괄적으로 재구성을 수행하는 방법이다. 제안된 기법은 OWns 시뮬레이션도구를 사용하여 측정한 결과, 블로킹 확률 및 ADM 이용률 측면에서 First-fit 기법에 비해 10% 정도의 블로킹 감소율과 30% 정도의 ADM 이용률이 향상되었음을 보였다.

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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.

20대 후반 여성의 상반신 뒷면 형상에 따른 저고리 원형 개발 (Jeogori Pattern Development for Female in Late 20s According to Shape of Upper Back)

  • 엄란이;이예진
    • 한국생활과학회지
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    • 제23권6호
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    • pp.1191-1204
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    • 2014
  • Even though a Han-bok, or traditional Korean costume, should be inherited since it is invaluable part of our culture, research on Han-bok is scarce. Since the development of a Jeogori pattern, the upper garment of Korean traditional clothes, is done mostly based on the chest size, the design does not completely consider on wearer's body shape. Moreover, unless made by an expert, trial and error is almost always necessary to improve the fit of the clothes. In this research, a Jeogori pattern was suggested that improves the fit based on the shape of the upper back(straight or bent) of a female in her late 20s who often wears a Han-bok and is comfortable when moving. Using a 3D virtual clothing system, the optimum pattern was selected based on the body shape. The final selection was made, and each subjects tried the garment on to evaluate the comfort when moving, along with its appearance, based on a seven point Likert scale. As a result, for a straight body shape, the optimum ease for the front bust width was 2.5cm, and that for the back bust width was 2.0cm. The optimum center back dart was 1.0cm. The optimum Geodae width was 7.6cm, and the optimum back Geodae point was 2.0cm. For the bent body shape, the optimum ease for the front and back bust was 2.0cm. The optimum Geodae width was 8.4cm, and the optimum back Geodae point was 1.5cm. Furthermore, if the Hwajang slope was set at half of the vertical distance between the laterals of the neck and shoulder, a fitted silhouette appeared, which is preferred nowadays. In the appearance evaluation, the final pattern designed in this research received higher scores than the original design(straight; p<.001, bent; p<.05). The results of the evaluation of the comfort when moving also showed higher scores for the final pattern that was designed.

E-Business and Simulation

  • Park, Sung-Joo
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 2001년도 The Seoul International Simulation Conference
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    • pp.9-10
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    • 2001
  • Simulation has been evolved with the advance of computer and technique of modeling application systems. Early simulations were numerical analysis of engineering models known as continuous simulation, analysis of random events using various random number generators thus named as Monte Carlo simulation, iud analysis o(\\\\`queues which are prevalent in many real world systems including manufacturing, transportation, telecommunication. Discrete-event simulation has been used far modeling and analyzing the systems with waiting lines and inefficient delays. These simulations, either discrete-event, continuous, or hybrid, have played a key role in industrial age by helping to design and implement the efficient real world systems. In the information age which has been brought up by the advent of Internet, e-business has emerged. E-business, any business using Internet, can be characterized by the network of extended enterprises---extended supply and demand chains. The extension of value chains spans far reaching scope in business functions and space globally. It also extends to the individual customer, customer preferences and behaviors, to find the best service and product fit for each individual---mass customization. Simulation should also play a key role in analyzing and evaluating the various phenomena of e-business where the phenomena can be characterized by dynamics, uncertainty, and complexity. In this tutorial, applications of simulation to e-business phenomena will be explained and illustrated. Examples are the dynamics of new economy, analysis of e-business processes, virtual manufacturing system, digital divide phenomena, etc. Partly influenced by e-business, a new trend of simulation has emerged called agent-based simulation, Agent-based simulation is a technique of simulation using software agent that have autonomy and proactivity which are useful in analyzing and integrating numerous individual customer's behavior. One particular form of agent-based simulation is swarm. This tutorial concludes with the illustration of swarm or swarm Intelligence applied to various e-business applications, and future directions and implications of this new trend of simulation.

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동적 WDM네트워크를 위한 MDP기반의 단계적 망 재구성 기법 (MDP-Based Stepwise Network Reconfiguration Scheme for Dynamic WDM Network)

  • 박병섭
    • 한국콘텐츠학회논문지
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    • 제8권1호
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    • pp.160-168
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    • 2008
  • 본 논문에서는 새로운 가상 토폴로지 재구성 기법을 제안하여 WDM 기반의 클러스터 시스템 구현을 위한 이론 연구를 수행하였다. 제안 기법의 핵심 아이디어는 파장 할당이 요구되는 연결 요청을 최대한 이어서 집합을 형성하는 것으로, 각 집합은 서로 소이며 집합 내의 연결 요청들 중에는 링크의 중복이 일어나지 않도록 한다. 이러한 조건을 만족하도록 집합을 형성한 후, 각 집합마다 파장을 하나씩 할당한다. 이는 일괄적으로 재구성을 수행하는 방법이다. 제안된 기법은 OWns 시뮬레이션도구를 사용하여 측정한 결과, 블로킹 확률 및 ADM 이용율 측면에서 First-fit 기법에 비해 10% 정도의 블로킹 감소율과 30% 정도의 ADM 이용율이 향상되었음을 보였다.

탈경계의 건축: 도요 이또의 공간디자인에 관한 연구 (Blurring Architecture: A Study on the Architectural Design of Toyo Ito)

  • 김혜자;이선민
    • 한국실내디자인학회논문집
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    • 제36호
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    • pp.37-43
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    • 2003
  • This study investigates the characteristic traits of architectural design of Toyo Ito, who has been acclaimed as one of the most famous present-day Japanese architects. Ito' architecture is generally known as media architecture for its specific natures such as lightness, dematerialization, extensive use of shiny glass, etc. In this respect, Ito's architecture is a radical departure from the tradition of the architectural modernism mostly represented by Le Corbusier. In this study, the architectural world of Toyo Ito is divided into four main section: the conversation between architecture and nature, the architecture of the wind, simulation, and virtual reality, Each of these categories is given full investigation together with appropriate architectural model fit into them.

3D virtual clothing simulation을 활용한 여자 중학생의 브랜드교복 패턴비교 및 체형별 교복 패턴개발 (Comparison of Brand-name School Uniform Patterns for Middle School Girls and Development of School Uniform Patterns by Students' Body Shape, Using 3D Virtual Clothing Simulation)

  • 신장희
    • 한국의상디자인학회지
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    • 제24권2호
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    • pp.117-129
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    • 2022
  • In terms of junior high school girls' growth patterns during early adolescence, unlike childhood when relatively balanced growth patterns are found and high school years in which the normal adult body type is almost reached, junior high school girls display imbalanced and rapid growth. In fact, diverse size changes by body part occur with a significant difference among individuals. Therefore, it has been difficult for junior high school students to select their exact size when buying a school uniform. This study attempted to develop winter blouse and skirt patterns reflecting the latest comfortable and active school uniform trends, using middle school girl avatars of various body shapes. Skirt and blouse pattern-drawing methods and margins differed. Based on such results, research prototypes were prepared. Then, virtual wear prospective drawings, clothing pressure, and appearance were assessed by body shape. Skirts were assessed with 22 factors while blouses were analyzed with 25 factors. Then, correlations between skirts and blouses were analyzed. According to the analysis, the reason why the dart & pleats position and margin were rated low was confirmed. In a virtual wear assessment on skirt patterns by body shape, a significant difference was found in all categories except for position of the hip circumference, margin of the hips, width of the skirt, and appropriateness of waist line position. The virtual wear assessment on the blouse patterns by body shape also revealed a significant difference in all categories but fit and shape pf the back part. In blouses, a significant difference was observed around shoulders and waist in type 1 and around the belly in type 2. On the contrary, for skirts, a significant difference was found around the hips and waists in type 1 and type 2. Therefore, these factors should be considered in making blouses and skirts. The above results suggested that skirt and blouse patterns should vary by body shape. It is anticipated that there should be further studies comparing brand-name school uniforms for high school girls and school uniforms by body shape.