• 제목/요약/키워드: Virtual-try-on

검색결과 105건 처리시간 0.023초

메타버스 플랫폼 분석에 따른 활용방안 및 문제점에 관한 연구 (A Study on Utilization Methods and Problems according to Metaverse Platform Analysis)

  • 심연숙
    • 문화기술의 융합
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    • 제8권6호
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    • pp.855-860
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    • 2022
  • 오늘날 메타버스는 현실과 가상의 경계가 허물어지며 현실세계와 가상세계의 경제·사회·문화 활동이 상호 연결되는 개념으로 이해되고 있다. Covid-19 로 비대면 활동이 증가하여 메타버스 플랫폼의 급속한 성장이 이루어졌다. 본 연구에서는 메타버스 플랫폼에 대한 국내외 현황을 살펴보고자 한다. 이를 통하여 현재 우리나라의 메타버스 플랫폼의 위치를 확인할 수 있으면, 국내 상황에 맞는 메타버스 활용 분야를 파악하고자 한다. 아울러 급속도로 발전하면서 발샹한 메타버스의 문제점들 중 윤리적 문제점을 찾아보고자 한다. 이는 향후 메타버스 플랫폼 활용시 해결점을 모색하는 기초가 될 것이다.

심리적 거리로서의 가상성과 시간적 거리: 제품 정보 유형의 제품 태도에 미치는 효과를 중심으로 (Virtuality as a Psychological Distance and Temporal Distance: Focusing on the Effect of Product Information Type on Product Attitude)

  • 박도형
    • 지식경영연구
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    • 제18권3호
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    • pp.163-178
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    • 2017
  • Recent advances in technology are evolving to enable individuals to perform various activities necessary for their lives, without being constrained by physical, temporal, and spatial constraints. The online services and experiences that originated from solving the discomfort in the actual offline space have created the newness that can only be experienced in the digital world and furthermore uniquely new experiences in actual space as well. While many previous studies have suggested several interpretations of unique individual behaviors in virtual environments, a recent research approaches virtuality as an interesting perspective of the change of thinking style. Virtuality is defined as how far apart we are from everyday reality, and if the individual faces a situation far from reality, the psychological distance of the individual becomes distant and ultimately leads to the thinking style of high construal level. Otherwise, it is said to have a relatively low construal level of thinking style. In this study, I try to confirm the virtual distance as the role of psychological distance in new virtual contexts. Simultaneously considering temporal distance, which are most used in psychological distance, and virtual distance based on virtuality, this study tries to find whether the effect of virtual distance on product attitude is the same as that of temporal distance and check the relationship between virtual distance and temporal distance in the context of consumers' product evaluations depending on product information type.

Comparison of Virtual Avatars by Using Automatic and Manual Method

  • Lim, Ho-Sun;Istook, Cynthia L.
    • 한국의류학회지
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    • 제34권12호
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    • pp.1968-1979
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    • 2010
  • New technology that includes 3D body scanning, digital virtual human, and digital virtual garments has had a significant impact on the current apparel industry. Virtual simulation technology enables the visualization of a 3D virtual garment on a virtual avatar so that consumers can try on garments with their virtual avatars before purchasing. However, the manual virtual avatar provided for online apparel shopping currently has revealed limitations on the different body sizes and shapes of customers. This study analyzes the process of designing the automatic virtual avatar and the manual virtual avatar using OptiTex software; in addition, the study compares the practicality of the automatic virtual avatar with that of the manual virtual avatar. Data was examined by evaluating how much each virtual avatar is similar to the real body and how well it matched the needs of the current apparel industry. In the study, Avatar 1 was automatically created from three-dimensional body scan data and Avatar 2 was manually created from body measurements. The virtual avatar images laid over a real body image and the results were evaluated by comparing the simulated sizes of virtual avatars with those of a real body. Consequently, Avatar 1 was evaluated as more similar to the real body than Avatar 2 in all five body shapes. This study illustrates that an automatic virtual avatar might solve the fit problem that is the most common reason for a high return rate for online shopping. The results show that future virtual simulation technology needs to be improved for the practicality of the virtual avatars.

산불진화용 안전복 패턴 개발을 위한 연구 (A Study on the Pattern Development for Forest Fire Safety Clothing)

  • 최미성
    • 한국의류산업학회지
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    • 제13권4호
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    • pp.624-634
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    • 2011
  • The purpose of this study is to develop the pattern of safety clothes used at flat or mountainous areas and to identify the pattern of safety clothes by conducting experimental evaluation of virtual wear. Three subjects were selected, based on fire fighters' physical constitution. A prototype design for safety clothing was determined after in-depth interviewing of professionals and surveying of Forest service staff and related agency. Wearing test should be carried out in the order of pattern making, virtual and real wearing evaluation. For data analysis, technical statistical values should be obtained by using body measurements of subject, frequency analysis and T-test. The jacket is designed to have a front extension and the entire length of clothing enough for wearer to put on it over ordinary shirts or sweater. The collar of jacket is of round type. Cyber reality enables to identify the movement and activity of virtual fitting model and to find out errors or problems in safety clothing prior to on-the-spot wear test, thus raising the precision level of pattern. There was significant difference between real and virtual fit preference. The results show that the virtual try-on system need the development of a specific style.

A Study on i-Fashion 3D Avatar's Consumer satisfaction & Comparison of 3D and Direct Masurement - Based of Domestic University Students

  • Choi, Eunhee;Do, Wolhee
    • 한국의류산업학회지
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    • 제17권3호
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    • pp.421-428
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    • 2015
  • This research is to understand customer satisfaction with virtual fitting based on a 3D body scanner and avatars as well as differences between avatars and the 'real me'. To this end, this research examined Korean college students to facilitate 3D body scanning, avatar generation and surveys. The author used 3D body scan data with direct measurements to identify differences between the 3D body scan data-based 'my avatar' and 'real me' in the virtual dress fitting system. The survey results on 'the level of customer awareness on 3D body scanner' found that the majority of both genders did not know about it and indicated a lower usability to incorporate IT technology into the fashion industry. The question in the 3D body scanning and avatar found an affirmative attitude. Satisfaction levels on the 3D avatars' similarity with 'own body' and garment fitting were positive and indicated a need for further technological improvements to express the avatars identical to customers' own body. More research is necessary for the accuracy of sizes for 3D body scanning that measure body sizes while wearing clothes. Avatars based on such datamay be less similar to 'own body' and cause customer dissatisfaction. Thus, further technology development is required to narrow gaps using data to make avatars that provide more accurate virtual fitting simulation services to customers.

가상아바타에 따른 가상의복의 비교평가 (Comparative Assessment of Virtual Garments using Direct and Manual Avatars)

  • 임호선
    • 복식문화연구
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    • 제19권6호
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    • pp.1359-1371
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    • 2011
  • The purpose of this paper is to compare two avatars made using direct and manual methods and to evaluate the fit and appearance of two virtual garments on the direct and manual avatars. In this study, two subjects were measured by $[TC]^2$ body scanner and the avatars and virtual garments were created by OptiTex software. The direct avatar was made by the direct importation of 3D body scan data and the manual avatar was made by manual input from extracted body measurement. Two virtual garments in a tank-top were evaluated by distance, transparency, and stretch maps. In the results of comparing difference of the direct and manual avatars, the bust and back of the manual avatar are protruded slightly more than that of the direct avatar and the manual avatar is slightly larger dimensions at the bust, waist, abdomen, and hip area in the side view in case of subject 1 and 2. In the results of comparing difference of the fit and appearance of two virtual garments on the direct and manual avatars, in case of subject 1 and 2, the back of the virtual garment on the manual avatar are protruded more than that of the direct avatar. Also, the ease in the bust area of the virtual garment on the manual avatar with a projected bust area was smaller than that of the virtual garment on the direct avatar and the stretch of that of the manual avatar was also high in the bust area. The results of this study are expected to be used as basic information in the apparel industry using virtual try-on technology.

가상 커뮤니티에서의 지식소싱행동에 대한 이해 (Understanding Knowledge Sourcing Behavior in Virtual Communities)

  • 박상철;김정환;송재기
    • 지식경영연구
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    • 제12권2호
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    • pp.35-55
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    • 2011
  • By providing a number of unprecedented knowledge sources, virtual communities have stimulated interests in knowledge sourcing Specifically, virtual communities have triggered fundamental changes in the ways that people interact with one another. Thus, there is a critical need to examine how people try to behave for sourcing knowledge in virtual communities, particularly in terms of the demand-side perspective of knowledge. To address the knowledge gap regarding knowledge sourcing behavior from the knowledge recipients' side, this study draws upon GPA(goal-plan-action) theory with both the social cognitive theory and the goal-setting theory as overarching theories. Furthermore, we apply past experience in virtual communities and trust in knowledge providers as moderating variables to deeply understand the knowledge recipients' behavior. We expect to present theoretical and practical implications through our findings, which are relevant to cognitive goal-setting and knowledge sourcing behavior. In the theoretical perspective, this study illustrates how knowledge recipients determine knowledge sourcing behavior. Based on our findings, this study has practical implications for virtual communities to effectively balance knowledge repositories and knowledge management systems with knowledge providers and recipients.

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Wearing Test for New-Bunka Pattern Making of Men's Body Type through Virtual Garment

  • Jeong, Mi-E.;Choi, Mee-Sung
    • 패션비즈니스
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    • 제9권3호
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    • pp.88-98
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    • 2005
  • This study focuses on the needs at both consumers and manufacturers. It aims to find ways for consumers to purchase outfits that would fit their particular body type and preferences at reasonable prices, choose raw materials and style at garments, and virtually try them on. In addition, the study is designed to help apparel manufacturers identity customers' changing needs, reduce inventories, manage information on customers' body type in a digitalized form, and eventually contribute to promoting electronic commerce. Based on nine basic patterns that tit each subject, 108 virtual garments are created by adjusting the size of the patterns (9 subjects $\times$ 4 body parts $\times$ 3 patterns = 108 outfits). In order to determine fitting preferences for each body part and find optimized conditions, cross-tabulation analysis including $X^2$ and frequency analysis were performed to measure the appearance rate. A style of virtual garment, which is minus 2cm from chest size was chosen as the most appropriate pattern to the baseline location of front the chest. For the waist parts, the C style as an appropriate virtual garment to front and back view. In the front, lateral and back view, a style was chosen in the response to the sleeve-bodice combinations, the ease amount of armhole area, the armhole depth and the loosening of tightening or armhole line.

3차원 가상바디 변형을 위한 체형연구 - 40대 여성을 대상으로 - (A Study on Body Shape for 3D Virtual Body Shape Transformation - Focusing on the Women with age of forties -)

  • 신주영;남윤자
    • 한국의류산업학회지
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    • 제17권2호
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    • pp.265-277
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    • 2015
  • The aim of this study was to successfully reflect human body changes on the transformation of the virtual body within 3D virtual fitting spaces. For this purpose, existing problems of shape transformation of the virtual body were analyzed and regression equations which provides useful basic data for transformation of the virtual body that can be applied usefully to the 3D virtual fitting system was developed. Necessary data for the analyses were body measurement and 3D scan data of women with average physical form between the ages of 40 through 49. The reason that we used human body changes of the female subjects in their forties was based on the recognition that fundamental female body changes start to occur from age of forty. Body shapes were largely divided into 3 groups according to obesity which was found to be the biggest factor of shape change. Seven factors were extracted based on factor analysis of 47 body measurement categories and regression equations were created to extract specific measurements for each BMI group based on these seven factors. The major contribution of this paper can be summarized as follows. First, the regression equations to extract specific measurements based on the 7 representative variables remediated existing problem of virtual bodies as it increased the number of body shape transformation areas. Second, the regression equations helped to overcome the problem of current failing to reflecting changes in body cross-section shape based on simple girth measurements based on analysis of cross-section distances.

주요 가상화폐 시장간 수익률 및 변동성 전이효과에 관한 연구 (Measuring Return and Volatility Spillovers across Major Virtual Currency Market)

  • 유주현;강주영;박상언
    • 한국정보시스템학회지:정보시스템연구
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    • 제27권3호
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    • pp.43-62
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    • 2018
  • Purpose Since the Bitcoin, which was the first virtual currency, was made at 2009, almost 1,000 virtual currencies appeared onstage in the world. Even though virtual currencies have the function of money as a medium of exchange or contract, any of those has not yet entered the commercialization stage. Instead, some of the virtual currencies show the nature of investment assets. In the case of virtual money investment, users tend to use all the information of the world because information transfer is very easy and capital movement is almost free between different countries. In addition, as the transaction sizes of virtual currencies increase, a virtual currency price is no longer independent and is likely to be affected by the prices of other virtual currencies. Therefore, it is necessary to understand the influence among virtual currency markets, which helps successful implementation of investment strategies. Design/methodology/approach This study focuses on the investment product function of virtual money and conducts the analysis using the time series model used in the financial and economic areas. In this paper, we try to analyze the return and volatility transfer effect of virtual money markets through GJR-GARCH model. Findings This study is expected to find out whether we can make market forecasts through reflecting changes in other markets. In addition, we can reduce the trial and error of user decision making by using the information on the yield and volatility transition effect derived from the research results, and it is expected to reduce the opportunity cost of users.