• 제목/요약/키워드: virtual clothing system

검색결과 122건 처리시간 0.031초

Hip Protector Design Process for the Korean Elderly

  • Jeon, Eun-Jin;Kim, Hee-Eun
    • 한국의류산업학회지
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    • 제18권4호
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    • pp.520-530
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    • 2016
  • This research aims to propose an ergonomic design process for hip protector based on previous studies, existing products, multidisciplinary experts opinion, and wearing test. The elderly are more likely to suffer a hip fracture when they fall due to their physical changes in skeletal form, muscle quantity, bone density, and joint movement. A hip protector is an effective product to prevent hip fractures in the elderly but it also has a problem in that it is uncomfortable. Therefore there is a high chance that it won't be able to prevent hip fractures properly. Since the comfort of a hip protector is one of the most critical elements in preventing a hip fracture, we need to keep improving the hip protector for mobility and usability. Based on the previous studies and limitations of current hip protector products, we need to come up with an optimal design for the Korean elderly. First, knowledge has to be built relating to the ergonomic design of the hip protector considering body shape and size analysis using 3D-scan data, and biomechanical analysis on hip fracture. Second, we need to develop a design process including hip protector pattern design, and wearing evaluation with virtual system. Third, we suggest to reevaluate and verify the design procedure from impact evaluation using testing simulator, virtual evaluation of impact, to wearing comfort and usability evaluation. This design process presented in this study would be expected to contribute to the development of ergonomic hip protector which is suitable for the Korean elderly.

메타버스를 활용한 반려견 패션쇼 프로그램 개발 연구 (A Study on the Development of a Dog Fashion Show Program Using Metaverse)

  • 편진범;선우희은;홍윤서;김정이
    • 한국인터넷방송통신학회논문지
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    • 제23권1호
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    • pp.101-107
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    • 2023
  • 본 연구는 메타버스 반려견 패션쇼가 지닐 컨셉과 기능을 연구, 개발하는 데 그 목적이 있다. 현재 반려동물 관련 산업이 빠르게 성장하면서 자연스럽게 반려동물 패션산업도 성장하고 있다. 하지만 빠르게 성장하는 패션산업과는 다르게 견주들의 니즈를 충족시키기엔 부족했다. 따라서 본 연구에서는 기존 반려동물 의류 구매 시 발생하는 문제점들은 메타버스를 통해 보완하여 메타버스 반려견 패션쇼를 개발하고자 하였다. 연구 방법으로는 첫째, 실제 반려동물 관련 산업에 대한 상승세와 메타버스 및 가상 패션쇼의 사회적 동향 조사를 실시하였다. 둘째, 사용자 요구분석을 통해 기존 반려견 의류 구매 특성을 살펴보고 견주의 니즈를 도출하였다. 셋째, 이에 적합한 콘텐츠의 형태를 설정하고 메타버스라는 새로운 콘텐츠 소비환경을 분석하여 도출하였다. 마지막으로 견주들에게 만족감을 줄 수 있도록 기능을 도출하여 개발하였다. 향후에는 이를 토대로 실제 반려견 의류 사업과 연결, 명확한 결제 시스템을 연구할 필요가 있다.

가상공간의 대량맞춤 생산을 위한 남성 드레스셔츠 치수체계와 선호 여유량에 관한 연구 (A Study on Sizing System and Preferable Ease in a Men's Dress Shirt for Virtual Mass Customization System)

  • 장성은
    • 한국의류학회지
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    • 제32권1호
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    • pp.99-109
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    • 2008
  • The purpose of this study was to survey sizing system and preferable ease and to decide the body measuring items for pattern making in a men's dress shirt for mass customization industry that is rising to the surface as a new production system. For this, it had a survey subjects were 254 males between 25 to 44 years old who wear dress shirt frequently and the relevant on line companies, and analyzed the garment sizing system and preferable ease. Collected data were analysed by frequency analysis, t-test, $X^2-test$, and ANOVA using SPSS 12.0 for window. Garment pattern making should reflect the sizes of the body parts well, and simplification of the ordering process would work as an important variable. In relation to the preferable ease, older people preferred more ease while younger people preferred fit ease. In relation to the sizes, people wearing the size of '110' preferred more ease than the size of '90'. And people weighing over 90kg preferred sufficient ease than less weighing. People height over 170cm people preferred sufficient ease for the length between shoulders than height under 170cm. In case of the companies had no consistent sizing system. Significant difference was found in the sizes, except for the size of '100', among those companies, there was significant difference in the length between shoulders and the length of the shirt among those companies and those sizes. Significant body parts for a garment pattern making was height, the circumference of the neck, the chest circumference, the length between biacromion, the arms length, and the waist circumference.

20대 여성을 위한 재킷패턴 개발에 관한 연구 (A Study of the Development of Jacket Patterns for Women in Their 20's)

  • 신장희
    • 한국의상디자인학회지
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    • 제16권3호
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    • pp.1-13
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    • 2014
  • This study investigated body type among women in their 20s and the development of prototypes for tailored jackets by body type in order to design clothes in consideration of an imbalance in body type caused by the popularity of portable devices such as smartphones and Netbooks. This study aims to create a design of jacket patterns by body type through both actual and virtual wear testing among women in their 20s, who are the major consumer of ready-made clothes and are very sensitive to size fit. This study will provide pattern information for the manufacture of jackets with a goal of securing the latest scientific body type information and establish the grounds for a research method in the manufacture of clothes. According to actual and virtual wear tests of four different body types, a significant difference was found in armhole circumference in most types because it was scanned with the arms slightly apart to prevent the armhole area from being missed during the 3D scanning. This has resulted in a slight distortion in measurements. To correct this problem, it is necessary to verify the precision of the body scanner and its program. In categories in which a large significant difference was found, it is necessary to test them against many subjects. In addition, it would be required to perform a further study on the 3D virtual wear system, which could be useful in the clothing industry.

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국내 여성 패션모델의 3차원 가상인체 모델링을 통한 토르소형 인대 개발과 그 특성 분석 (The Analysis on the Torso Type Dress Form Developed Through the 3-D Virtual Body Modeling of the Korean Female Fashion Models)

  • 박진아
    • 복식
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    • 제65권2호
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    • pp.157-175
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    • 2015
  • The study was aimed to develop a torso-type dress form representing body features of the female fashion models in Korea. To fulfill this purpose, 5 female fashion models aged between 20 and 26 having the average body measurements of professional fashion models in Korea were selected and their 3-D whole body scanned data were analysed. The 3-D whole body scanning method enabled to generate a virtual female fashion model within the CAD system by measuring the subjects' body shapes and sizes. In addition, the virtual model's body data led the development of a standard female fashion model dress form for the efficient fashion show preparation. In order to manufacture the real dress form for female fashion models, 3-D printing technology was adopted. The consequent results are as follows: (1) the body measurements (unit: cm) of the developed dress form were: biacromion length, 36.0, bust point to bust point, 16.6, front/back interscye lengths, 32.0/33.0, neck point to breast point, 26.0, neck point to breast point to waist line, 41.5, waist front/back lengths, 34.5/38.5, waist to hip length, 24.0, bust circumference, 85.0, underbust circumference, 75.0, waist circumference, 65.0, hip circumference, 92.0. (2) the body measurements differences between the developed and existing dress forms were highlighted with the body measurements of neck point to breast point and waist to hip length. (3) the body shape features of the developed dress form showed that bust, shoulder blade, shoulder slope, abdomen and back waist line to hip line parts were more realistically manufactured.

한국적 디자인을 기본으로 한 패션문화상품 조끼디자인 개발 - 전통 창살문양 응용 - (Vest Design Development of Fashion Culture Products based on Korean Style - Application of Traditional Lattice Pattern of Doors -)

  • 최은주
    • 한국의류산업학회지
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    • 제21권4호
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    • pp.412-419
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    • 2019
  • This study is to help maintain the identity of traditional Korean culture and develop fashion culture products by applying images and composition forms of traditional lattice patterns for vest designs. Lattice can be distinguished as a shape created through intersecting vertical and horizontal lines, in the form of oblique lines in vertical and horizontal structures, and in the form of an oblique line. Lattice patterns represent the overall unity and order as well as the beauty of small spaces created by simple lines. Traditional lattice patterns of the Joseon Dynasty were examined theoretically through the literature. Based on theoretical grounds, there is study illustrates vest designs using Adobe Illustrator CS6 as well as works on a 3D virtual costume using CLO Trial 4.2, a 3D virtual dressing system of CLO Virtual Fashion. This study developed an easy to wear vest design categorized as clothes for both men and women. The geometric formality of the lattice pattern has been applied to fashion culture products. In this study, the design was developed focusing on lattice, kotsal (flower pattern), sosulbitsal (diagonal), sotdaesal, tisal (horizontal & vertical). This study can be used as basic data in the domestic fashion cultural product market that can help maintain the originality of Korean culture in the global era that also assists in the successful promotion of Korean culture and traditions.

패션산업 인턴십 프로그램 개발에 관한 연구 - 패션기업과 정부의 인턴십 활성화 방안을 중심으로 - (A Study on Internship Program Development for Fashion Industry - Focused on Internship Activation Method of Fashion Industry and Government-)

  • 유지헌;정상길
    • 복식문화연구
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    • 제13권5호
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    • pp.699-711
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    • 2005
  • This study was following one of 'A study on the consciousness of fashion industries internship'. The purposes of this study were to develop the internship program which focused on practical use to introduce and carry out for fashion industries, and secondly to propose some regime for government to activate fashion internship. Reference searching method and depth interviewing method were used for this study. The results were as follows : Fashion industry internship was grouped into two classes, 'on-the-job training'; educating students fields and 'talent hunting'; selecting good persons. Internship of industry-academic world was classified into two types; the one is 'credit type' which has curriculums between universities and industries and the other is 'non-credit type' which has not any credit and is operated by industry own system. This study provided the development courses of pragmatic program to perform internship systematically and it also provided the program models for guide line in fashion industries. Six grades such as ready step, introduction step, selection step, management step, evaluation step and feed-back step were proposed for the internship program development steps of fashion industries. A virtual organization, 'The Fashion Industry and Academy Association' was proposed as a policy for activating internship between universities, industries and government.

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KES-FB 태 평가 데이터를 활용한 디지털소재 감성이미지 도출방법 연구 (A Study on the Method of Deriving Emotional Images of Digital Materials Using KES-FB Hand Evaluation Data)

  • 윤혜준
    • 한국의류산업학회지
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    • 제23권5호
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    • pp.667-673
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    • 2021
  • The purpose of this study was to obtain drape information and objective texture of fabrics easily and quickly by using a constructed fabric database. For the construction of the fabric database, 287 woven fabrics were examined by using the CLO fabric kit, KES-FB system, and drape test system. The k-means cluster analysis method was used to classify the fabrics into 7 grades. After correlation analysis of the fabric properties for each experiment, similar properties of the CLO fabric kit and KES-FB system were chosen, which were then designed to extract similar fabrics from the database. It was confirmed that inferring the drape information and objective hand feeling of fabrics was to some extent possible by extracting similar fabrics from the database. In this study, the primary hand and total hand value(THV) of KES-FB system, which was constructed by Kawabata and other experiments, were used to quantify the objective hand feeling, because they are the most widely used. However, these standards can be changed over time; in order to be applied within the clothing industry, these standards may have to be changed to some extent. Moreover, it is notable that although objective hand feeling cannot be expressed in the 3D virtual costume program, it can be easily derived from the constructed database. Additionally, it is expected that the existing 3D virtual costume program will express the costumes more realistically by improving these results.

CLO 3D 아바타 사이징과 실제인체간의 치수 및 형태 차이 비교 분석 (A Comparative Analysis of the Different between CLO 3D Avatar Sizing and Actual Body Measurement Shapes)

  • 이민정;손희순
    • 패션비즈니스
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    • 제16권4호
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    • pp.137-151
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    • 2012
  • This study aims to use the avatar sizing system of the 3D apparel CAD program instead of the existing 3D body scanners, and to commercialize 3D personal avatars. Towards these ends, the study examined a difference between a 3D avatar and actual body was determined to verify the 3D avatar sizing system. For the experiment, three subjects were selected, were measured as they were, and were made to undergo 3D body scanning and photographing. Then, using avatar sizing system on the 3D apparel CAD program, three types of virtual bodies, namely 3D avatars. The 3D avatar and actual body measurements were compared, and 3D avatars and 3D body-scanned shapes were likewise compared. As a result, the three types of actual bodies and their 3D avatars that were created based on the sizing system of the 3D apparel CAD program were overall similar. but, the thin body-YY type and the normal body-A type were different from their avatars. In the case of type B, who had a bulging abdomen, the 3D avatar was bigger than the actual body as measured. Also, in all body shapes, the girths around the chest, waist and abdomen were produced with exaggerated muscular amounts compared to their actual muscular amounts.

계층적 공간 분할 방법을 이용한 의복 시뮬레이션 시스템의 설계 및 구현 (Design and Implementation of a Cloth Simulation System based on Hierarchical Space Subdivision Method)

  • 김주리;조진애;정석태;이용주;정성태
    • 한국컴퓨터정보학회논문지
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    • 제9권4호
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    • pp.109-116
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    • 2004
  • 본 논문은 여러 옷감 조각들을 이용하여 가상의 3차원 인체 모델에 옷을 입히기 위한 의복 시뮬레이션 시스템을 제안한다. 본 논문에서 의복은 서로 꿰매지는 2차원 재단 패턴으로 구성된다. 제안된 시스템은 3차원 인체 모델 파일과 2차원 재단 패턴 파일을 읽어 들인 다음에 질량-스프링 모델에 기반한 물리적 시뮬레이션에 의해 의복을 착용한 3D모델을 생성한다. 본 논문의 시스템은 사실적인 시뮬레이션을 위하여 인체 모델을 구성하는 삼각형과 의복을 구성하는 삼각형 사이의 충돌을 검사하고 반응 처리를 수행하였다. 인체를 구성하는 삼각형의 수가 매우 많으므로, 이러한 충돌 검사 및 반응 처리는 많은 시간을 필요로 한다. 이 문제를 해결하기 위하여, 본 논문에서는 공간 분할 기법을 이용하여 충돌 검사 및 반응 처리 수를 줄이는 방법을 제안한다. 실험 결과에 의하면 본 논문의 시스템은 사실적인 영상을 생성할 수 있었고 수초 이내에 가상 인체 모델에 의복을 입힐 수 있었다.

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