• Title/Summary/Keyword: garment image

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The Study of Mapping Coordination S/W Based on the Internet Shopping Mall for Silver Apparel

  • Lee, Yoong-Joo;Chung, Sham-Ho
    • Journal of Fashion Business
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    • v.13 no.6
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    • pp.20-30
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    • 2009
  • The purpose of this study is to develop the effective customized elderly fashion marketing process based on the web site, where older customer will be able to choose various fabrics and to try them out. This aims to establish new prototype of internet shopping mall for customized elderly fashion clothing. In this study, new method of product presentation on the online shopping mall is proposed to offer product information through 3D virtual reality. With the online shopping mall(SATC Mall) as a showcase, we presented virtual mapping system so that it enable the customers to select the fabrics and to see exactly how chosen fabric will look when applied to image of clothing. As an initial test of the application of simulation to measure 3D visualization of product, mapping software Vision Easy Map Pro Version 6.0(NedGraphics) Vision Easy Map Viewer Version 5.0(NedGraphics) were chosen and applied. By using this mapping system, the fabric change of the apparel product could be made on the internet shopping web site. However, this approach has been successful applied for presenting and customizing garment products. Future research will focus on the integration of mapping coordination into SATC Mall.

A Visual Effect according to Pants Style and Geometric Pattern - Using a 3D Virtual Garment System - (가상착의 시스템을 이용한 팬츠 스타일과 기하학 무늬의 특성에 따른 시각적 효과)

  • Park, Woo Mee
    • Fashion & Textile Research Journal
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    • v.15 no.4
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    • pp.504-513
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    • 2013
  • This study evaluates the difference of visual effect according to pant style and geometric pattern. The researcher made 28 stimuli-combination of four pant Stiles (classic, baggy, skinny, and bell-bottom) and seven geometric pattern (large vertical stripe, small vertical stripe, large horizontal stripe, small horizontal stripe, large check, small check, and hound's tooth check). The test involved 96 female college students. The stimuli were made with the i-Designer computer program. The panels tested the computer screen images of all manikins wearing pants. A 7-point scale was used to evaluate each image. For the data analysis, ANOVA and Duncan-test were applied along with an SPSS program. The results of this study are as follows. Three factors (lower-body compensation, abdomen highlight, and length compensation) influenced the visual effect pant styles and geometric patterns. The skinny style and large vertical stripe evaluated positively in elongated height and leg length and a slimmer overall body. It was shown that the vertical stripe pattern was evaluated as more positive than the horizontal stripe pattern in the visual effect; particularly, the results showed distinct aspects in the classic pants style. The mutual influence of the visual effect (according to pants style and geometric pattern) were indicated as two factors of lower-body compensation and length compensation. A more positive visual effects resulted in a higher mutual influence on pant style and geometric pattern.

Body Size Measurement Method Using a Elastic Band and Digital Camera (엘라스틱 밴드와 디지털 카메라를 이용한 신체 치수 측정 방법)

  • Choi, Gi-Rak;Kim, Hyeon-seok;Lee, Jong-Hyeok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.553-556
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    • 2015
  • In almost all of the Hand-made suit plants, while garment cutters are hard to measure the body size by their own, they are not quick. And each of the individual's standard is vague, so it is hard to get a consistency. So it will give the customers some displeasure with the body contact. To improve this kind of problems, in this paper proposes a efficient way that is hard to measure by the general image processing technology to measure when you manufacture a Hand-made suit and measure a body size by wearing a elastic band that has a printed mark that has some information of length and taking a picture of the body by a digital camera.

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A Study on Social Class and Clothing Behavior (사회 계층에 따른 의복행동에 관한 연구 서울시내 40~50대 주부의 외출복을 중심으로-)

  • 장혜원;임숙자
    • Journal of the Korean Society of Clothing and Textiles
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    • v.20 no.5
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    • pp.769-782
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    • 1996
  • This study intends to contribute to developing an effective marketing strategy targeting women in their 40's and 50's by classifying them into social classes and analyzing their wearing and purchasing behavior. The subject of this study are 344 women in their 40's and 50's living in Seoul, and the model sampling is done by allotment sampling. Modified survey based on references and former studies is used, and SAS package is used for analysis. The results of data analysis are as follows: 1. Women in their 40's and 50's are classified into 3 social classes, and the most influencial factor in the classification of social class is found to be total monthly income. 2 Clothing image of which each social class wear are proven to be significantly different among 3 classes. However, specific garment styles they wear are proven not to be significantly different. 3. Clothing purchasing behavior factors such as informants, clothing selection standards, store selection standards, place of purchase, shopping time, frequency of purchase, price of purchase, and paying methods are proven to be significantly different among 3 social classes. 4. Marketing strategies for each social class are provided based on these results.

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A Study on the Use of 3D Human Body Surface Shape Scan Data for Apparel Pattern Making (의류 패턴 설계를 위한 삼차원 인체 체표면 스캔 데이터 활용에 관한 연구)

  • 천종숙;서동애;이관석
    • The Research Journal of the Costume Culture
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    • v.10 no.6
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    • pp.709-717
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    • 2002
  • In the apparel industry, the technology has been advanced rapidly. The use of 3D scanning systems fur the capture and measurement of human body is becoming common place. Three dimensional digital image can be used for design, inspection, reproduction of physical objects. The purpose of this study is to develop a method that drafts men's basic bodice pattern from scanned 3D body surface shape data. In order to pursue this purpose the researchers developed pattern drafting algorithm. The 3D scanner used in this study was Cyberware Whole Body Scanner WB-4. The bodice pattern drafting algorithm from 3D body surface shape data developed in this study is as follows. First, convert geometric 3D body surface data to 3D polygonal mesh data. Second, develop algorithm to lay out 3D polygonal patches onto a plane using Auto Lisp program. The polygon meshes are coplanar, and the individual mesh is continuously in contact with next one The bodice front surface shape data in polygonal patches form was lined up in bust and waist levels. The back bodice was drafted by lining up the polygonal mesh in scapula, chest, and waist levels. in the drafts, gaps between polygons were formed into the darts.

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A Study on the Patent Map of Apparel Design using Computer Technology

  • Lee, Keum-Hee
    • The International Journal of Costume Culture
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    • v.5 no.3
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    • pp.151-163
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    • 2002
  • This study attempted to creat patent map 163 cases of patent for technology of apparel design using computer technology and researched the trend of Patent application by count교, technologies, applicant and filing date. In regard to application by country, the United States mark the first place with 99 cases (61%), Japan marks the second with 34 cases (21%), Korea the third with 19 cases (12%). Comparing the patent applications in specialized technologies, we find the United States is overwhelming the technologies for garment Production Process, Patterning Process and preparatory process, and Japan is currently undergoing development work in this area, while most of Korean applications are focused in the technologies for selection or substitution methods related to Purchase and sale of apparels, body image and design service Therefore, it is required to preoccupy and defend patent rights as well as develop technologies aggressively and extensively in preparation for the expansion of e-commerce market. Analysing the speed of progress in technology in terms of number of applicants and application cases, we can say it entered into developing stage from the middle of 1990s and it seems that they will continue the development work from now on. in case of Korea, they began in 1996, somewhat late, but reached a similar level with the United States in 2000.

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Internet-based Apparel Fabric Information System (인터넷을 기반으로 하는 의류용 소재 정보시스템)

  • 박창규;이대훈;이웅의
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.3_4
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    • pp.354-363
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    • 2003
  • In this research, an internet-based fabric information system has been developed. Recently, the numbers of textile industries which have their own homepages to advertise their product fabrics fur apparel through the Internet and textile e-Commerce web sites rapidly increase. Unfortunately, traditional fabric information systems based on direct meeting and trust cannot give sufficient information to numerous visitors of the Internet sites including fabric buyers for apparel. They can just view 3-dimensional fabric images and text-based specifications such as fabric density, composition, colors, weight, etc. To solve these problems, the new fabric information system fur apparel has been developed. The web-based fabric information system is composed of the following six modules; $\circled1$ fabric database management system, $\circled2$ a 3-D fabric drape image viewer to illustrate fabric appearances, $\circled3$ a virtual wearing system to apply a fabric to garment designs, $\circled4$ a fabric property viewer to confirm fabric characteristics, $\circled5$ a QC (quality control) document generator to manufacture high qualify garments with a fabric, and$\circled6$actual display mall to view actual fabrics. The fabric information system is simply performed by visitors clicking the buttons hyper-linked with JAVA applets on web browser. The web-based fabric information system enables the web site visitors to understand fabrics shown on the Internet in more details.

Construction of men's tailored jackets - Incorporating human muscle structure in fashion design - (인체 근육 구조를 적용한 남성 테일러드 재킷 디자인)

  • Lee, Hanchul;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.26 no.6
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    • pp.934-950
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    • 2018
  • This study suggests a new perspective for designing men's tailored jackets by more carefully considering human muscle structure. For this study, we examined research regarding the construction of the tailored jacket that is based on costume history references, as well as research regarding human muscle structure that is based on human anatomy references and the analysis of recent fashion designs illustrating the human body image. Based on this research, we developed various tailored constructions that account for human muscle structure. These constructions are applied primarily to the backs of four tailored jackets, as the back of the jacket needs a mechanism to accommodate the wearer's movement. The following conclusions have been derived from the study: First, by developing the tailored garment structure that accounts for the muscle structure of the human body, we suggest a new design direction for tailored garments. Second, we propose a new type of tailored jacket structure for the back of the jacket that incorporates an artificial muscle structure to accommodate the wearer's activities. This new type of jacket indicates the potential for designs that use structure, particularly the structure of the human body. Finally, by using the embroidery technique, we changed the texture of the material into the shape of human muscle. Thus, we propose a design that uses three-dimensional volume to accounts for the shape of human body tissue.

A Study on a Design for the Korean Coast Guard Uniform (한국 해양경찰복제 디자인 연구)

  • Lee, Jae-Jung;Kim, Youn-Hee
    • Journal of the Korean Society of Costume
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    • v.61 no.5
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    • pp.1-20
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    • 2011
  • As a follow-up of a study on design strategies to improve Korea's Korean coast guarduniforms, this study set out to propose Korean coast guard uniforms of a new concept that would meet the changing needs of the times and match the advanced technology and work environments. Three concepts of classical, nautical and techno chic were identified from the design strategies of the previous study. Using the results from a prototype show and preference survey, the investigator divided items into design, color, material, and detail and reflects demands for each of them. As a result, design was examined in four aspects of identity, acknowledgement, unity, and practicality and focused its improvement factors on design differentiated from other organizations' uniforms including ground police, segmentation of size system, adjustment of the length of upper garment to consider activity, and changes to the lines and silhouette to give out a modern image. As for color, the focus was placed on differentiated colors from other organizations' uniforms including ground police through dark blue and ocean color, change toward colors that reflect environmental characteristics, and unity in colors between the summer and winter uniform. As for material, the focus of improvement was put on elasticity, resistance against contamination, warmth retention, texture, wearing sensation, and functionality by taking into account convenience for field workers on coast guard vessels and branch offices who have much time in contact with ocean environments in order to make the materials high-grade. As for detail, structural details were added to give out a modern image such as changing the detail lines, efficiency of storage space, buttons, sleeve hems, ironing lines, and neck collars by taking into account environmental characteristics. The significance of the study lies in that it proposed a development model for large-scale uniform copy design by establishing copy design that secures functionality and is proper for an organization's social and cultural environment.

Drape Evaluation of 3D Garment Simulations for Flared Skirts

  • Lee, Joohyun;Kim, Hyun Ah;Nam, Yun Ja;Ryu, Hyo Seon
    • Fashion & Textile Research Journal
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    • v.16 no.1
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    • pp.128-136
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    • 2014
  • The virtual try-on technologies of the current level have limitations with material expression as well as some difficulties with commercialization. There are differences in simulation results and subjective evaluations perceived by consumers according to the types and physical characteristics of materials used in virtual try-on simulations. This study were to analyze the exterior clothing shapes and visual images from 3D virtual try-on simulations with materials whose drapability was differentiated and then test the accuracy of the expression of the drapability of the materials. The study carried out 3D virtual try-on simulations by selecting flared skirts as an item to best express differences in drapability along with five materials of different physical properties and offered some basic data for greater utilization of virtual try-on simulations by comparing and analyzing them with the exterior shapes and visual images of actual flared skirts. The analysis results of hemline shapes between actual and virtual try-on according to the types of materials showed no match among the quantitative items of exterior shapes factors. There were no significant differences in the visual images except for "soft" according to the simulation methods, which means that the items can serve as part of a scale for visual image comparison. It is necessary to reflect quantitative numbers regarding "drapability" proposed in the study simulation software and to continue to build a systematic database for virtual simulations by investigating and testing various materials.