• Title/Summary/Keyword: Virtual wear

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Compact near-eye display for firefighter's self-contained breathing apparatus

  • Ungyeon Yang
    • ETRI Journal
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    • v.45 no.6
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    • pp.1046-1055
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    • 2023
  • We introduce a display for virtual-reality (VR) fire training. Firefighters prefer to wear and operate a real breathing apparatus while experiencing full visual immersion in a VR fire space. Thus, we used a thin head-mounted display (HMD) with a light field and folded optical system, aiming to both minimize the volume for integration in front of the face into a breathing apparatus and maintain adequate visibility, including a wide viewing angle and resolution similar to that of commercial displays. We developed the optical system testing modules and prototypes of the integrated breathing apparatus. Through iterative testing, the thickness of the output optical module in front of the eyes was reduced from 50 mm to 60 mm to less than 20 mm while maintaining a viewing angle of 103°. In addition, the resolution and image quality degradation of the light field in the display was mitigated. Hence, we obtained a display with a structure consistent with the needs of firefighters in the field. In future work, we will conduct user evaluation regarding fire scene reproducibility by combining immersive VR fire training and real firefighting equipment.

The effects of virtual reality-based physical therapy in stroke patients

  • Kim, Charyong;Min, Won-Kyu
    • Physical Therapy Rehabilitation Science
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    • v.2 no.1
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    • pp.7-11
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    • 2013
  • Objective: Final goal of nerve advancement therapy is to provide maximum ability to function independently in life to patients. This paper appraises and describes basic concepts of the virtual reality (VR) based exercise program to improve functional movement for neurologically impaired patients. Design: Review article. Methods: Stroke patients from the physical therapy department while wearing comfortable clothing receive therapy and also VR based motion therapy administered by the therapist in charge. After evaluation of stroke patients, therapy includes an exercise program that is suitable for use with stroke patients; stroke patients wear head-mounted display while in front of the computer, where the camera is located; they follow the action on the screen and the computer perceives the operation of the stroke patients according to subject accomplishment. Results: According to obstacle condition of stroke patients using the method, which is various environments after setting, in stroke patients, there is a possibility of presenting suitable therapeutic environments. The display presentation of the method, which is identical, causes difficulty for all stroke patients. According to subject accomplishment; stroke patients result in execution of repetition training and deepening study, which leads to mobility. Conclusions: The VR based rehabilitation training programs is a difference of the existing video training program, is immediate feedback and compensation method. It will provide rehabilitation training services for the family of the patient whose condition could be improved with rehabilitative therapy where it is a continuous circumstance as a matter of the social welfare facility therapy.

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Comparison of pants pattern by adolescent boy's body type using 3D virtual simulation

  • Cha, Su-Joung
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.2
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    • pp.75-84
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    • 2019
  • The purpose of this study was to present a good pants pattern for boys aged 13-18 by comparing and analyzing the pants pattern according to lower body shape. And through it, this study was to provide basic data for pants production considering male student body shape. The pattern of this study used the industrial type Lee Hee-chun pattern and DC Suite Program for 3D virtual simulation. As a result of the appearance evaluation, there was a significant difference between the patterns in most items. Type 2 was rated highly, followed by Type 4, Type 3, and Type 1. Type 1 required correction of the length of the pants and the amount of crotch part, while type 3 required adjustment of the pants in the knee area. Type 4 required correction of pattern drawing method of crotch width, thigh circumference, and knee circumference. This pattern method was evaluated as suitable for slender body shape. This study suggests a pants pattern system suitable for adolescent boys by reflecting the body shape characteristics of adolescent boy with a change of body shape. It is expected that this will meet the increasing demand for fitting. In this study, we have examined 3D virtual simulation, not actual wear experiment, so it will be necessary to investigate the difference through actual clothing experiment for adolescent boys.

Compact See-though Near to Eye Display with Diffractive Optical Elements

  • Levola, Tapani
    • 한국정보디스플레이학회:학술대회논문집
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    • 2007.08b
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    • pp.1749-1752
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    • 2007
  • The Near to Eye Display (NED) solves the problem of having a display larger than a small portable device. The virtual image of the NED is created using a microdisplay and imaging optics. It is important that the optics does not interfere with the human visual system and that the device is light, compact and easy to wear. In this paper the principles of a biocular NED, which is based on a novel diffractive Exit Pupil Expander (EPE), are presented. The optical system is compact and intrinsically free from distortions and misalignments.

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A Study on Knit Flare Skirts of Hem for 3D Virtual Clothing System - Focused on the Angle of Flare Skirt - (가상착의 시스템을 통한 니트 플레어스커트의 드레이프 형상에 관한 연구 - 각도에 따른 플레어스커트를 중심으로 -)

  • Ki, Hee-Sook
    • Journal of the Korea Fashion and Costume Design Association
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    • v.15 no.2
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    • pp.77-89
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    • 2013
  • This study investigated the formation of silhouette and hemline shape of knit flare skirts according to the properties of knit material through virtual clothing with a 3D virtual clothing system called i-Designer of Technoa, thus building a database of the property data of knit material to reduce the number of sample making steps repeated and implemented several times in the process of clothes making. The results would help to estimate a silhouette in advance, offer assistance to the development of original knit wear, and explore ways to provide basic data for the development of the knit industry of the nation. The investigator made 12 kinds of experimental clothes to the angles(width of skirt: $90^{\circ}$ and $180^{\circ}$), gauge(7G, 12G, and 15G), and grain directions(wale and bias direction) of experimental clothes for virtual clothing. The dynamic characteristics of knit skirt samples according to each gauge were measured with the KES-FB system. Draper shapes were analyzed with the sectional shape data of hemline based on i-Designer. As for the measurements of the sectional shape of hemline and the formation of silhouette, the number of nodes, the average height of node mountains and valleys, and the hemline width right and left and before and after increased at the angle of $180^{\circ}$ than $90^{\circ}$. As gauges multiplied, the number of nodes, and silhouette angle dropping. When considering grain directions, the number of nodes and silhouette index increased in the wale direction at the angle of $90^{\circ}$ with the number of nodes and silhouette angle increasing in the wale direction at the angle of $180^{\circ}$.

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The Evaluation of the Work Motion Suitability of Men's Coverall Type Painting Work Clothes Using 3D Virtual Clothing Simulation (3차원 가상착의 시스템을 활용한 남성용 커버롤 도장 작업복의 작업동작 적합성 평가)

  • Park, Gin Ah
    • Journal of Fashion Business
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    • v.24 no.4
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    • pp.63-84
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    • 2020
  • It is essential to consider the heavy industrial working environment factors which are regarded as harmful to workers' health and safety and suitable work motion factors for the workers' motion while developing the work clothes for painting workers in the machinery and shipbuilding industries. This study suggests the use of 3D virtual clothing simulations as a solution to protect the human body from hazardous working conditions accompanying the development of painting work clothes and assessing the work motion performance associated with the comfort while workers wear them during the work clothes. The initial aim of the study is to examine a male avatar to run work motions simultaneously within a 3D virtual clothing simulator, secondly, to present the simulation images of coverall type men's painting work clothes with the application of two experimental painting work motions and one control motion to the avatar, and finally, to present the distance analysis images of the painting work clothes and the avatar body and air gap rates through the analysis of cross-sections of the avatar body while wearing the coverall work clothes according to the work motions. The results showed that the distance degree of painting work clothes to the avatar body for each part of the human body when performing painting work motions. Moreover, 3D virtual clothing simulations enabled the creation of a male model avatar to run painting work motions together and the painting work clothes developed were found to be suitable for the painting work motions.

Comparative analysis of metaverse platform according to function: focusing on industrial applicability (기능에 따른 메타버스 플랫폼 비교분석: 산업적용 가능성을 중심으로)

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.617-625
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    • 2022
  • This study attempted to compare and analyze metaverse platforms according to their functions. The five metaverse platform was selected and comparatively analyzed through in-depth interviews with experts. As a result of the research, first, Roblox allows you to create and customize your own avatar, provides studio functions for free, and allows you to enjoy private games with friends. Second, Zepeto can create an avatar with one selfie and provides a creative studio function. Third, in Fortnite, it is possible to create in-game characters, purchase and wear items provided in the game, and play games with friends in Creative Mode. Fourth, in Gather Town, networking with users in virtual space is possible, and your own avatar customization and desired virtual space template are provided. Finally, Facebook Horizon participates in the virtual world Horizon with its own avatar that you decorate yourself, and it can function as a world builder, and you can set up a billboard in virtual reality or a virtual store. The value of this study provided a theoretical basis that can be applied to the future industry through the characteristics of the metaverse platform.

The Comparison of formative Characteristics Clothing in Fashion and Art to Wear.-focused on Art to Wear of Futurism in 1910~1930 (유행의상과 예술의상의 조형적 특성 비교-미래주의 예술의상을 중심으로-)

  • 양취경
    • Journal of the Korean Society of Costume
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    • v.38
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    • pp.51-72
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    • 1998
  • Futurists objected the existent style, that is the conventional fashion, and took part in these disciplines of fashion to make clothes the instruments being able to represent the individuality. Giacomo Balla and fortunato Depero, pain-ters who in 1915 were to work with Diaghilev's company, were the first to see clothing as a dynamic interfaced between th body and the atmosphere, between physical gestures and the urban context, which could be translated into encounters between forms and colours, volumes and architecture. For them, clothing began to exist as an object and an event, something to be removed from a mainly static conception and made mobile, active. The interaction between movement and clothing was based on the relativity of perception : the appearance and disappearance of the body produced points without dimension or duration which served, as Balla wrote in the Futurist Mnaifesto of Men's Clothing to“renew incessantly the enjoyment and impetuous movement of the body”. The historical achievement in the effort for the reformation of Futurist, Art to Wear. First, for Futurist, clothing is removed from a static conception and focused on dynamics. Second, Balla used asymmetry in men's clothing. Moreover he supposed dynamic men's clothes by using optical intersection. Third, the after image of Chronophotograph represented rapidity. This rhythmic expression is the fore-runner in Optical and Kinetic Art of Visual Art. Fourth, Futurist emphasized flexibility in fashion. They aimed to create‘Clothing Machines’whose parts would interact to aceelerate the real and virtual, inner and outer movement of the human being. Fifth, the variety and short life of cutting skills and colors are focused and‘Fast Substance’in fashion is admitted by Futurists. Futurist concern with clothing was not lim-ited its appearance in terms of cut and colour. What important was also the way it appeared and disappeared according to fashion. It was a“fast substance”, able to reflect rapid, sudden changes of social and aesthetic taste. To reach to the aim of internationalization, Gesamtkunstwerk in our Art to Wear, it is extremely meaningful to examine art fashion which is created under the conception of Gesamtkunstwerk production of avang garde artist in the early 20th century and look at formative conscious of truth, goodess and beauty synthetically which they faced on their works of art.

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The Basic Study for Development of Shoes' Easy-Order Prototypein 3D Virtual Reality (3D 가상현실에서의 신발류 이지오더 Prototype 개발의 기초 연구)

  • Lim, Ji-Young
    • Fashion & Textile Research Journal
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    • v.7 no.4
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    • pp.426-432
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    • 2005
  • The health of feet is connected with individual's health and affects a man's activity. Shoes need to be designed to protect feet and to absorb the impact of land. Thus, design, comfort and economical efficiency are important factors of shoes. Consumers can choose suitable shoes for their feet in off-line shopping. However, in on-line shopping, because they can not wear shoes, compare to the off-line shopping, there are many problems in internet shopping. First, consumers can get limited information of shoes because they must search information of purchase without other's help. Second, because consumers can not get important information such as design, size and a comfort of wearing, they can not make a careful decision. Above these, the solution of user-oriented internet shopping is development of new type of prototype which is accessible to user and to offer visual information through 3D-virtual reality. The purpose of this study is to develpoment of shoes easy-order prototype so to reduce of internet shopping risk and offer to shopping convenience. Contents of the new prototype are as follows; 1. Consumers can print out a foot shaped plane figure and compare it to their foot. If the size of printed sheet is not proper, consumers can choose another size. Through this step, they can get their own size. 2. In 3D-virtual reality, consumers can get a various visual information. So they feel wearing comfort indirectly. It is expected that the result of this study would be an important case study to develop of shoes' easy-order prototype for a disabled person.

Comparison and analysis of men's classic-fit and slim-fit shirt patterns - Utilizing the 3D virtual try-on system - (남성의 클래식핏과 슬림핏 셔츠 패턴 비교 분석에 관한 연구 - 3D 가상착의를 활용하여 -)

  • Kim, Minjung;Kim, Myoung-Ok;Park, Sunkyung
    • The Research Journal of the Costume Culture
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    • v.22 no.2
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    • pp.209-224
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    • 2014
  • This study aims to compare the ease of shirt patterns in the men's wear market that have been constantly developing, and to analyze the fitness and appearance through the 3D virtual try-on system. The study selected three industrial patterns and two educational materials of classic-fit and slim-fit shirts for a total of ten items. The experiments involved virtual wearing, a stress contact point perspective map, and appearance evaluations. First, the ease differed significantly in the chest, waist, and sleeve cap height according to the patterns. Second, based on the stress, contact point, and transparency, there was ease in the order of Nam, D-brand, J-brand, Park, and S-brand in the classic-fit shirts while the order of D-brand, Nam, J-brand, Park, and S-brand resulted in the slim-fit shirts. Third, in the appearance evaluation, higher points resulted in the order of J-brand, Park, S-brand, D-brand, and Nam in both classic-fit and slim-fit. The results showed that proper ease differs greatly by shirt-fit and target age. Also, the shirts with more ease tended to be evaluated less favorably in the appearance evaluation. Based on the results, the study suggests that the proper ease in chest circumference is 18cm for the classic-fit shirts and 6 cm for the slim-fit shirts.