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Mobile Fashion Fitting Service System using I-phone (아이폰을 이용한 모바일 패션 피팅 서비스 시스템)

  • Tak, Myung-Ja;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.355-356
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    • 2012
  • Recently, Digital clothing techniques using computer graphics to reappear clothes are activated in fashion area and Researches incorporating fashion flows and 3D techniques are frequently progressed. In fashion industry, Using smartphone can make successful result by catching a change of trend and adding an emotional factor. Conventional 3D fitting services are only provided in store or internet sites installed avatar system, virtual mirror. This study suggests a fashion fitting service system saving time and oneself by using I-phone in consumers' position. In this system, Companies can market their product easily to consumers, consumers can choose various product and check their fitness.

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Support Vector Machine Based Phoneme Segmentation for Lip Synch Application

  • Lee, Kun-Young;Ko, Han-Seok
    • Speech Sciences
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    • v.11 no.2
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    • pp.193-210
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    • 2004
  • In this paper, we develop a real time lip-synch system that activates 2-D avatar's lip motion in synch with an incoming speech utterance. To realize the 'real time' operation of the system, we contain the processing time by invoking merge and split procedures performing coarse-to-fine phoneme classification. At each stage of phoneme classification, we apply the support vector machine (SVM) to reduce the computational load while retraining the desired accuracy. The coarse-to-fine phoneme classification is accomplished via two stages of feature extraction: first, each speech frame is acoustically analyzed for 3 classes of lip opening using Mel Frequency Cepstral Coefficients (MFCC) as a feature; secondly, each frame is further refined in classification for detailed lip shape using formant information. We implemented the system with 2-D lip animation that shows the effectiveness of the proposed two-stage procedure in accomplishing a real-time lip-synch task. It was observed that the method of using phoneme merging and SVM achieved about twice faster speed in recognition than the method employing the Hidden Markov Model (HMM). A typical latency time per a single frame observed for our method was in the order of 18.22 milliseconds while an HMM method applied under identical conditions resulted about 30.67 milliseconds.

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An Analysis of Young Girls' Somatotype and the Design for Virtual Fitting Model (여자 청소년용 가상모델 개발을 위한 체형구분 및 설계방법 연구)

  • Kang, Yeo Sun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.41 no.6
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    • pp.1109-1123
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    • 2017
  • This study analyzed a somatotype of teenager's that was suitable to improve the reality of a virtual model size. We analyzed 843 teenagers 12-18 years old from the 6th Size Korea data. First, factor analysis was done for abstracting new criteria and dividing the somatotype; subsequently, we selected the waist height proportion to stature (body proportion) and drop (torso shape). Next, the cluster analysis was done with these criteria; subsequently, 5 body proportion types and 7 torso shapes were distinguished. A virtual model size for 4 somatotype with more than 50 persons was also designed by a regression analysis that constituted sizes for each factor. The designed model size was compared with body size as well as with Clo's virtual model size. The research model showed a high similarity in sizes with body as well as improved reality over the Clo model that presented size problems such as low waist height, bigger bust, and smaller thigh circumference than the real body.

Effect of Allyl Modified/Silane Modified Multiwalled Carbon Nano Tubes on the Electrical Properties of Unsaturated Polyester Resin Composites

  • Swain, Sarojini;Sharma, Ram Avatar;Patil, Sandip;Bhattacharya, Subhendu;Gadiyaram, Srinivasa Pavan;Chaudhari, Lokesh
    • Transactions on Electrical and Electronic Materials
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    • v.13 no.6
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    • pp.267-272
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    • 2012
  • Considering the properties of the carbon nano tubes (CNT), their inclusion into the polymer matrix vastly increases the properties of the resultant composite. However, this is not the case due to the poor interfacial adhesion of the CNT and the polymer matrix. The present approach focuses on increasing the interaction between the polymer matrix and the CNT through the chemical modification of the CNT resulting in allyl ester functionalized carbon nanotubes (ACNT) and silane functionalized carbon nano tubes (SCNT) which are capable of reacting with the polymer matrix during the curing reaction. The addition of ACNT/SCNT into unsaturated polyester resin (UPR) resulted in the improvement of the electrical properties of resulted nanocomposites in comparison to the CNT. The surface resistivity, volume resistivity, dielectric strength, dry arc resistivity, and the comparative tracking index of the nanocomposites were significantly improved in comparison to CNT. The chemical modification of CNT was confirmed via spectroscopy.

An analysis of DIY Character System of Mobile Game (모바일 게임의 DIY 캐릭터 시스템 분석)

  • Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.423-429
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    • 2016
  • Character customization means a series of processes to build a characters. Mobile character customizing system is very scarce than Online RPG system qualitatively or quantitatively. In this paper, I will propose some effective elements about A DIY character system that must be suitable for the mobile environment system. The reasons why Select System is mainly used as the customizing system in RPG are as follows; First, the screen of a mobile device is small; Second, it is due to the space-time characteristics with which mobile games are played. In the middle of playing a game, a customizing system should be adopted in order for players not to feel bored. In addition, avatar's costumes should be continually updated.

Multi Emotional Agent based Story Generation (다중 감정 에이전트를 이용한 자동 이야기 생성 시스템의 설계)

  • Kim, Won-Il;Kim, Dong-Hyun;Hong, You-Sik;Kim, Sung-Sik;Lee, Chang-Min
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.5
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    • pp.134-139
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    • 2008
  • In this paper, we propose a story generation system using multi emotional agents. The proposed multi emotional agents are equipped with multiple emotional model so that it can be used as individually personalized agents that can generates unique storylines. Basically these kinds of multi emotional agents are easily employed as Avatar or NPC in computer games. In the proposed system, emotional agents are used as actor or actress whose characters and preferences are different each other. The storylines generated using the proposed system are realistic since the characters are emotional as humans.

A Brain-Computer Interface Based Human-Robot Interaction Platform (Brain-Computer Interface 기반 인간-로봇상호작용 플랫폼)

  • Yoon, Joongsun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.11
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    • pp.7508-7512
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    • 2015
  • We propose a brain-machine interface(BMI) based human-robot interaction(HRI) platform which operates machines by interfacing intentions by capturing brain waves. Platform consists of capture, processing/mapping, and action parts. A noninvasive brain wave sensor, PC, and robot-avatar/LED/motor are selected as capture, processing/mapping, and action part(s), respectively. Various investigations to ensure the relations between intentions and brainwave sensing have been explored. Case studies-an interactive game, on-off controls of LED(s), and motor control(s) are presented to show the design and implementation process of new BMI based HRI platform.

Definition of Context-based Script for Avatar-Object Behavior Control (컨텍스트 기반의 아바타-객체 행위제어 스크립트의 정의)

  • Kim Jae-Kyung;Choi Seung-Hyuk;Lim Soon-Bum;Choy Yoon-Chul
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07b
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    • pp.568-570
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    • 2005
  • 아바타는 최근 각광 받고 있는 기술로서 다양한 분야에서 많은 활용 및 발전이 기대된다. 현재 아바타 행위 표현 및 제어를 위해 다양한 기법들이 연구되고 있으나, 대부분 객체와의 상호작용이 결여된 아바타 자체의 동작을 대상으로 하고 있다. 그러나 가상환경에서 아바타를 활용하기 위해서는 여러 객체와의 상호작용을 통한 행위가 필수적으로 요구되며, 이에 대한 아바타-객체간의 행위 모델 및 스크립트에 대한 연구가 이루어져야 한다. 본 논문에서는 3D 가상환경에서 아바타의 제어를 보다 용이하게 하기 위해서 아바타-객체 행위 표현을 위해 객체기반 아바타 행위 표현 및 제어 스크립트를 정의하였다. 제안 모델에서 는 단순히 객체가 모든 행위를 사용자에게 나열하는 것이 아니라, 객체 상태에 따라 사용가능한 적합한 행위를 사용자에게 제공하기 위해서 컨텍스트에 기반한 객체-아바타 행위 모델을 제안하고 있다. 제안 기법을 실제 3D 환경와 프로토타입 시스템으로 구현해본 결과, 사용자는 제안 객체 모델의 컨텍스트에 따라 변화하는 객체의 행위 인터페이스를 통하여 보다 용이하게 아바타-객체간의 행위를 제어할 수 있었다.

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Effect of Nano/micro Silica on Electrical Property of Unsaturated Polyester Resin Composites

  • Sharma, Ram Avatar;D'Melo, Dawid;Bhattacharya, Subhendu;Chaudhari, Lokesh;Swain, Sarojini
    • Transactions on Electrical and Electronic Materials
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    • v.13 no.1
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    • pp.31-34
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    • 2012
  • The addition of nano/micro silica into unsaturated polyester resin (UPR) results in the improvement of the electrical properties of Silica-UPR composites. The surface, volume resistivity, dielectric strength, dissipation factor and dry arc resistivity of nano silica-UPR composites were found to improve significantly. The effects of the nano and micro fillers in UPR have been evaluated. They are presented in this paper. To evaluate the electrical properties of the nano & micro composites, all the measurements were done as per the prescribed methods in ASTM. It was observed that the addition of nano silica improves the electrical properties as compared to micro silica. The better dispersion of silica particles in unsaturated polyester resin enhances the electrical properties of silica-UPR composites.

Computerized Human Body Modeling and Work Motion-capturing in a 3-D Virtual Clothing Simulation System for Painting Work Clothes Development

  • Park, Gin Ah
    • Journal of Fashion Business
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    • v.19 no.3
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    • pp.130-143
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    • 2015
  • By studying 3-D virtual human modeling, motion-capturing and clothing simulation for easier and safer work clothes development, this research aimed (1) to categorize heavy manufacturing work motions; (2) to generate a 3-D virtual male model and establish painting work motions within a 3-D virtual clothing simulation system through computerized body scanning and motion-capturing; and finally (3) to suggest simulated clothing images of painting work clothes developed based on virtual male avatar body measurements by implementing the work motions defined in the 3-D virtual clothing simulation system. For this, a male subject's body was 3-D scanned and also directly measured. The procedures to edit a 3-D virtual model required the total body shape to be 3-D scanned into a digital format, which was revised using 3-D Studio MAX and Maya rendering tools. In addition, heavy industry workers' work motions were observed and recorded by video camera at manufacturing sites and analyzed to categorize the painting work motions. This analysis resulted in 4 categories of motions: standing, bending, kneeling and walking. Besides, each work motion category was divided into more detailed motions according to sub-work posture factors: arm angle, arm direction, elbow bending angle, waist bending angle, waist bending direction and knee bending angle. Finally, the implementation of the painting work motions within the 3-D clothing simulation system presented the virtual painting work clothes images simulated in a dynamic mode.