• 제목/요약/키워드: Virtual wear

Search Result 85, Processing Time 0.023 seconds

Development of Digital 3D Textile Design - Focusing on the analysis of textile embroidery techniques by Maria Grazia Chiuri - (디지털 3D 텍스타일 디자인 개발 - 마리아 그라치아 치우리 작품의 텍스타일 자수 기법 분석을 중심으로 -)

  • Yunjun Wan;Jae Yoon Chung
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.25 no.2
    • /
    • pp.123-134
    • /
    • 2023
  • Fashion design, CAD production, and the use of digital software can shorten the time and production processes in the fashion industry, but there are still many limitations in how to similarly express textile textures. Having this awareness, how to implement the visual effects of textile texture similar to that of the real world in the virtual world is one of the major exploration tasks in the fashion industry. Therefore, this study aims to analyze examples of embroidery techniques in Christian Dior collections and explore how embroidery techniques in 3D CLO fashion design can express the texture of real clothes more similarly by creating virtual works through 3D samples and 3D CLO software. First, the analysis criteria and theoretical basis of this study were derived through a literature review on fashion textile embroidery techniques, identifying types and characteristics of embroidery techniques, and classifying them into 12 types. Second, photos of the Dior 2017-2023 SS/FW Ready-to-Wear collections were collected and analyzed through the case analysis VOGUE site. Third, it presents the production of 3D CLO works by deriving a method of implementing embroidery techniques through the design of sample textile embroidery techniques using substances 3D sample software. The study's has some limitations. First, in 3D CLO fashion design, the needle gap for embroidery must be widened to see the thread pattern. Second, by reducing the number of needles, it is necessary to imitate the actual embroidery effect. Third, it is judged that it will be effective to lengthen the thread and adjust the thickness of the thread. Fourth, the thickness of the entire embroidery pattern must be increased to enable a three-dimensional texture.

Development of fashion design applying the characteristics of women's Hu clothing from Tang dynasty in China - Utilizing the 3D virtual clothing program - (중국 당나라 여성 호복의 특성을 활용한 패션디자인 - 3D 가상착의를 활용하여 -)

  • Ziheng Zhou;Younhee Lee
    • The Research Journal of the Costume Culture
    • /
    • v.31 no.1
    • /
    • pp.124-140
    • /
    • 2023
  • This study analyzes traditional women's Hu costumes of the Tang dynasty, and deploys a creative fashion design to converge contemporary and traditional styles. In this costume, women wear a robe with striped or plain patterns in the lower part of the pants, and it appears frequently in red and yellow colors. Depending on the sleeve, it is either a round collar or a turn down collar robe. In the Hu hat, the huntuomao and juanyanxumao were leather and mili and weimao were used to prevent the sand from flowing. This study uses the CLO 3D program with the "moment" theme based on the Hu costume for women to deploy 4 pairs of fashion design and to produce works for 2 pairs. The 3D virtual clothing program demonstrates important effects in design deployment and pattern arrangement through its efficiency and convenience of clothing production. The CLO 3D program was closely combined with the 2D design and the 3D affect, and it heightened the efficiency in saving the processing time and energy of the sample clothes. Through facilitating the 3D digital fashion design, the production may reduce time needed and contribute to an effective economy, and it may compare digital fashion design to actual products as well as illustrate the potential of digital fashion design.

Gesture Recognition based on Motion Inertial Sensors for Interactive Game Contents (체험형 게임콘텐츠를 위한 움직임 관성센서 기반의 제스처 인식)

  • Jung, Young-Kee;Cha, Byung-Rae
    • Journal of Advanced Navigation Technology
    • /
    • v.13 no.2
    • /
    • pp.262-271
    • /
    • 2009
  • The purpose of this study was to propose the method to recognize gestures based on inertia sensor which recognizes the movements of the user using inertia sensor and lets the user enjoy the game by comparing the recognized movements with the pre-defined movements for the game contents production. Additionally, it was tried to provide users with various data entry methods by letting them wear small controllers using three-axis accelerator sensor. Users can proceed the game by moving according to the action list printed on the screen. They can proceed the experiential games according to the accuracy and timing of their movements. If they use multiple small wireless controllers together wearing them on the major parts of hands and feet and utilize the proposed methods, they will be more interested in the game and be absorbed in it.

  • PDF

Surgical Simulation Environment for Replacement of Artificial Knee Joint (CT 영상을 이용한 무릎관절 모의 치환 시술 환경)

  • Kim, Dong-Min
    • Journal of IKEEE
    • /
    • v.7 no.1 s.12
    • /
    • pp.119-126
    • /
    • 2003
  • This paper presents a methodology for constructing a surgical simulation environment for the replacement of artificial knee join using CT image data. We provide a user interface of preoperative planning system for performing complex 3-D spatial manipulation and reasoning tasks. Simple manipulation of joystick and mouse has been proved to be both intuitive and accurate for the fitness and the wear expect of joint. The proposed methodology are useful for future virtual medical system where all the components of visualization, automated model generation, and surgical simulation are integrated.

  • PDF

A Case Study on the Recommendation Services for Customized Fashion Styles based on Artificial Intelligence (인공지능에 의한 개인 맞춤 패션 스타일 추천 서비스 사례 연구)

  • An, Hyosun;Kwon, Suehee;Park, Minjung
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.43 no.3
    • /
    • pp.349-360
    • /
    • 2019
  • This study analyzes the trends of recommendation services for customized fashion styles in relation to artificial intelligence. To achieve this goal, the study examined filtering technologies of collaborative, content based, and deep-learning as well as analyzed the characteristics of recommendation services in the users' purchasing process. The results of this study showed that the most universal recommendation technology is collaborative filtering. Collaborative filtering was shown to allow intuitive searching of similar fashion styles in the cognition of need stage, and appeared to be useful in comparing prices but not suitable for innovative customers who pursue early trends. Second, content based filtering was shown to utilize body shape as a key personal profile item in order to reduce the possibility of failure when selecting sizes online, which has limits to being able to wear the product beforehand. Third, fashion style recommendations applied with deep-learning intervene with all user processes of buying products online that was also confirmed to penetrate into the creative area of image tag services, virtual reality services, clothes wearing fit evaluation services, and individually customized design services.

Development of Shoes' Easy-Order Prototype According to Foot Types of Juveniles In On-Line 3D Virtual Reality (청소년의 발의 형태 분류에 따른 On-line 3D 가상현실에서의 신발류 이지오더 Prototype 개발)

  • Choi, Sung-Won;Lim, Ji-Young
    • The Journal of the Korea Contents Association
    • /
    • v.6 no.11
    • /
    • pp.182-189
    • /
    • 2006
  • 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. And 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. We made this Prototype that the consumer can measure their own shoes size. And the consumer can print out their foot size in the internet database and measure their own foot size and type. And we maximized the visual experience though it is indirect and then we wanted to overcome a emotional experience in the real world. we visualized first, 'the softness' of shoes meterial, second 'the drainage' in the realtion of shoes meterial and water, third 'the close adhesion' in the realtion of shoes and consumer's their own foot and last 'the elasticity' in the relation of the shoes outer sole and surface. The result of this research can solve the problem in the existing on-line shoes' shop and it will become an alternative plan. And this prototype just will not become the localization at the on-line shoes' shop. In true sense, it will be an important example in the whole internet industry.

  • PDF

A Study on Core Factors and Application of Asymmetric VR Content (Asymmetric VR 콘텐츠 제작의 핵심 요인과 활용에 관한 연구)

  • Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
    • /
    • v.23 no.5
    • /
    • pp.39-49
    • /
    • 2017
  • In this study, we propose the core factors and application of asymmetric virtual reality(VR) content in which head-mounted display(HMD) user and Non-HMD users can work together in a co-located space that can lead to various experiences and high presence. The core of the proposed asymmetric VR content is that all users are immersed in VR and participate in new experiences by reflecting widely a range of users' participation and environments, regardless of whether or not users wear the HMD. For this purpose, this study defines the role relationships between HMD user and Non-HMD users, the viewpoints provided to users, and the speech communication structure available among users. Based on this, we verified the core factors through the process of producing assistive asymmetric VR content and cooperative asymmetric VR content directly. Finally, we conducted a survey to examine the users' presence and their experience of the proposed asymmetric VR content and to analyze the application method. As a result, it was confirmed that if the purpose of asymmetric VR content and core factors between the two types of users are clearly distinguished and defined, the independent experience presented by the VR content together with perceived presence can provide a satisfactory experience to all users.

The Economics Value of Electric Vehicle Demand Resource under the Energy Transition Plan (에너지전환 정책하에 전기차 수요자원의 경제적 가치 분석: 9차 전력수급계획 중심으로)

  • Jeon, Wooyoung;Cho, Sangmin;Cho, Ilhyun
    • Environmental and Resource Economics Review
    • /
    • v.30 no.2
    • /
    • pp.237-268
    • /
    • 2021
  • As variable renewable sources rapidly increase due to the Energy Transition plan, integration cost of renewable sources to the power system is rising sharply. The increase in variable renewable energy reduces the capacity factor of existing traditional power capacity, and this undermines the efficiency of the overall power supply, and demand resources are drawing attention as a solution. In this study, we analyzed how much electric vehicle demand resouces, which has great potential among other demand resources, can reduce power supply costs if it is used as a flexible resource for renewable generation. As a methodology, a stochastic form of power system optimization model that can effectively reflect the volatile characteristics of renewable generation is used to analyze the cost induced by renewable energy and the benefits offered by electric vehicle demand resources. The result shows that virtual power plant-based direct control method has higher benefits than the time-of-use tariff, and the higher the proportion of renewable energy is in the power system, the higher the benefits of electric vehicle demand resources are. The net benefit after considering commission fee for aggregators and battery wear-and-tear costs was estimated as 67% to 85% of monthly average fuel cost under virtual power plant with V2G capability, and this shows that a sufficient incentive for market participation can be offered when a rate system is applied in which these net benefits of demand resources are effectively distributed to consumers.

A study on the applied Virtual Reality in the On-Line marketing of the shoes (On-Line 신발주문 반품률 제고를 위한 가상현실 적용사례)

  • Choi, Sung-Won
    • Archives of design research
    • /
    • v.17 no.4
    • /
    • pp.191-200
    • /
    • 2004
  • 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.

  • PDF

The Characteristics of Fashion Design as a Playing through a Doll (인형 놀이에 나타난 패션 디자인의 특성)

  • Lee, Ji-Hyun;Kim, Young-In
    • Journal of the Korean Society of Costume
    • /
    • v.57 no.2 s.111
    • /
    • pp.86-99
    • /
    • 2007
  • In this study, the concept of play as an entertainment is redefined and applicable method of fashion design as a play are suggested by analyzing the feature of doll's costume design based on the play pattern. In literary study, the role of playing doll Is described and has been examined by the analysis of scholars' opinions. In positive study, the pattern and costume design of sample costume dolls are analyzed using 624 samples of the representative images collected from the literatures and real figures, and they are classified as collection dolls or fashion dolls in order to analyze the feature of fashion design in playing dolls. As a result of the analysis of doll's costumes based on its use, the costumers are divided into a real world costume which is similar to what human wear in daily life and a virtual costume which is used in the movie or play and the costumes only worn by the dolls. The examination of the type of costume worn by dolls, dress is principally dominant costume in collection doll, whereas in fashion doll, dress is still mainly worn but shirt blouse & pants, shirt blouse k skirt, jacket, coat, bathing suit. etc. are shown dispersedly as well. In the costume silhouette of dolls, collection doll uses mostly A line silhouette meanwhile fit and flare is mostly used in the fashion doll but other silhouettes are also relatively shown a lot. In the means of the color of the costume worn by dolls, collection doll is more similar to those in actual fashion design. On the contrary, the color of the costume that fashion doll is put on is more free and more various because the trendy rotors such as green, yellow, purple, etc are used.