• Title/Summary/Keyword: virtual clothing system

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Investigation of the body distribution of load pressure and virtual wear design according to the corset type harness (코르셋 타입 하네스의 신체 하중압력 분포 측정 및 가상착의 적용)

  • Kwon, MiYeon;Choi, Sola;Kim, Juhea
    • Journal of the Korea Fashion and Costume Design Association
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    • v.23 no.3
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    • pp.1-10
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    • 2021
  • Harnesses are used in a variety of industries, such as rescue operations, medicine, and entertainment. However, conventional harnesses have problems as they are uncomfortable to wear and causes continuous pain. Therefore, in this study, the load and pressure applied to the body in the flying state when using a conventional harness were measured in real time and the distribution change was observed. Load and pressure were measured using a modified corset harness, a pressure sensor, and a human mannequin to measure the maximum and average pressure on the waist. As a result, it was confirmed that the load concentrated on the waist in the flying state was 104 N, and the pressure was applied to the left and right sides was 800 kPa or greater. The pressure distribution showed a pressure of 3-45 kPa in 73% in all measurable pressures. The results of the load and pressure distribution are presented as basic data for improving the wearability and reducing the discomfort of harnesses in the future, aid in the development of a harnesses that can minimize discomfort for various activities, and increase the concentration on experiential activities. In addition, using the CLO 3D program, which is a 3D virtual wearing system, a harness was put on a virtual model, and the compression level was checked and compared with the actual pressure distribution. As a result of comparing the measured pressure values in the flying state with the clothing pressure wearing the harness in the CLO 3D program, the total pressure value was found to be about 68% of the actual measured value. This helps develop a harness that can minimize discomfort during activities by predicting the load and pressure on the body by first applying new designs to a virtual wearing system during development. These new harness patterns can solve the problems of conventional harnesses.

A Semiotic Analysis of Costumes in Fantasy Films - With a Focus on the Power Image of Super Heroes - (판타지 영화 의상에 대한 기호학적 분석 - 슈퍼영웅의 파워 이미지를 중심으로 -)

  • Rhew, Soo-Hyeon;Kim, Min-Ja
    • Journal of the Korean Society of Costume
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    • v.57 no.10
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    • pp.112-128
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    • 2007
  • As fantasy films in which super heroes with superhuman abilities play an active part are rapidly becoming more popular, super hero stories are taking root as a new genre in fantasy films. The costumes in films play an important role in visualizing the virtual reality of fantasy films when those costumes are worn by characters so as to express and define them. In the meantime, in the antagonistic structure of good versus evil as a typical subject in these films, it may be said that the costumes of super heroes who advocate good and those of villains who represent evil have been created as an image of power. In this sense, it is necessary to establish an analytic system of how images of the power of good and evil are visually created in costumes for fantasy films. As such, this study seeks to analyze costumes in fantasy films more systemically through semiotic, which has taken root as a science of analysis in all areas of science. From the perspectives of aesthetic semiotic developed by Morris and costume aesthetics, the syntactical dimension is analyzed into formative elements and the principles of costumes; factual and expressive meanings, themes, and inherent meaning, all of which are immanent in costumes, are elicited in the semantic dimension; and the influence of costumes on viewers is described as identification in terms of pragmatics. This study provided a system to analyze costumes in fantasy films(especially 'Superman', 'Batman' and 'Spiderman') from the perspective of Morris' semiotic, and based on the analytic system, examined how 'power' is revealed in the costumes of super heroes and ruffians, and what it implies.

Study on torso patterns for elderly obese women for vitalization of the silver clothing industry - Applying the CLO 3D program - (실버 의류산업 활성화를 위한 노년 비만여성의 토르소 원형 연구 - CLO 3D 가상착의 시스템 활용 -)

  • Seong, Ok jin;Ha, Hee Jung
    • The Research Journal of the Costume Culture
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    • v.25 no.4
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    • pp.476-487
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    • 2017
  • The purpose of this study was to suggest torso patterns that fit the three main body shapes of elderly obese women. To reduce time, costs, and also the trial and error needed to make patterns, the CLO program for 3D test wear was employed. Three virtual models for aged obese women were use, with the YUKA system used to produce torso patterns. 3D simulation of test wear and corrections was done to design optimal torso patterns. The results were as follows: First, for the three models of obese women's body shapes as realized by CLO 3D, Type 1 is lower-body obesity shapes, Type 2 is abdominal obesity shapes, and Type 3 is whole-body obesity shapes. Second, to design the study patterns, actual measurement values, back waist length and waist to hip length, were used. The armhole depth (B/4-1.5), front interscye (B/6+2.3), front neck width (B/12-0.5), front neck depth (B/12+0.5), front waist measurement (W/4+ 1.5+D), front hip measurement (H/4+2+0.5), and back hip measurement (H/4+3-0.5) were calculated using formulas. Third, according to the results of test-wearing the study patterns, reduced front neck width and depth improved the neck fit and reduced armhole depth bettered loose or plunging armhole girth and also reduced the sagging of bust c.. Also, tight sidesfrom aprotruded waist and abdomen improved with the increase of surpluses in the back waist and also back and front hip c. The exterior was enhanced by displacement of back and front darts, which distributed surpluses better.

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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Comparative Analysis of Seven Digital Fashion Weeks (7대 디지털 패션위크의 비교분석 연구)

  • Yun, Hyesu;Ko, Eunju
    • Journal of Fashion Business
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    • v.25 no.3
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    • pp.36-50
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    • 2021
  • In the COVID-19 era, globally, companies in the fashion industry are pursuing new convergence methods through digital technology. Conventional fashion shows have become difficult to run exclusively, instead, the shows are run through a combination of offline and digital arrangements. This paper examines the trends of seven digital fashion show weeks in London, Paris, Milan, New York, Seoul, Shanghai, and Tokyo, and presents strategies applicable in Korea's Seoul Digital Fashion Week. We focused on the digital technology used in the digital fashion weeks fashion brands, and the characteristics of the host cities. The study conducted a literature review and case study through corporate and research report data, and the Fashion Week website. Based on the study results, changes in fashion industry calendars like 'See now, Buy now', seasonless, and unified collections for men and women, expansion of D2C system, the rise of short-form contents, and the expansion to the virtual world space and physical limitations can be cited as changed trends. The study provides insight into the incorporation of the Korean Wave and K-Pop singers, industrial structure change, and the establishment of B2B system in the Seoul digital fashion week. The shift to the digital runway is not only an alternative method to cope with the COVID-19 era but also a new "new normal". Fashion shows are no longer fixed and planned in free spaces. As a venue displaying the creator's personality, digital fashion week is expected advance in the future.

Development of Bodice Block Reflects Brassiere Cup Size (브래지어 컵 사이즈를 반영한 바디스 원형 개발)

  • Kim, Yeo Sook
    • The Korean Journal of Community Living Science
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    • v.28 no.1
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    • pp.69-79
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    • 2017
  • The purpose of this study was to compare fitting of the upper garment by brassiere cup size and types of bodice block. This study conducted a 3D virtual garment system by applying three types of bodice block (I, II, III) and experimental pattern of the bodice block to 3D avatars of four individuals with the following measurements: under bust circumference of 73.5 cm and bust circumferences of 83.5 cm, 86.0 cm, 88.5 cm, and 91.0cm. The results of the study were as follows. First, for 83.5 cm bust circumference (A Cup), appearance of the three types of bodice block (I, II, III) was appropriate. However, as bust circumference increased in size, shape became inappropriate. The depth and width of the armhole, within 15 cm and 11 cm, respectively, were found to be appropriate. In case of 91.0 cm bust circumference (D Cup), all three bodices (I, II, III) were inappropriate. Second, the results of the draft of the experimental patterns of the bodice block of bust circumference measuring 83.5 cm, 86.0 cm, 88.5 cm, and 91.0 cm in the 3D avatars of the four individuals revealed similarities in the frontal view of the silhouette in the four avatars; in the case of the lateral view of the silhouette, lateral width grew wider as bust circumference of the silhouette became larger, but the shape of armhole showed no changes. The depth of the armhole showed little changes from 15.1 cm to 15.22 cm, and the height of sleeve (armscye depth 13.6 cm within +2 cm) remained similar. The difference in width of the armhole from 11.26 cm to 11.37 cm was rather small. The width of the upper sleeve (8.97 cm) seemed to be appropriate as it remained within the 2-3 cm boundary.

Changes in mechanical properties of fusible interlinings on interlock fabrics for T-shirts (T-shirt용 환편물의 심지접착에 의한 역학적 특성 변화)

  • Kim, Myoung-Ok;Park, Myung-Ja
    • The Research Journal of the Costume Culture
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    • v.25 no.4
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    • pp.448-457
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    • 2017
  • This study aims to analyze the changes in the mechanical properties of interlock fabrics knitted with three types of fibers (i.e., cotton, wool, and polyester) by bonding fusible interlinings with varying deniers (i.e., 10D, 20D, and 30D) for a 3D virtual try-on system. We experimented with four properties and thicknesses of twelve specimens of interlining bonded knitted fabrics including face fabrics and interlinings. The results showed that the tensile property changed values (i.e., LT increased, and WT and RT decreased) according to the denier of interlinings; however, the change was slight. On the other hand, the bending property increased significantly as the denier of the interlining increased on both the wale and the course. Among shearing properties, the value of G increased as the denier of the interlining increased on both the wale and the weft; however, 2HG decreased. Additionally, changes in the compression property varied according to the fibers and the denier of the interlinings. The thickness of the knitted fabrics increased or decreased slightly by bonding the interlining. based on these results, we conclude that the 3D virtual system users need to reflect these numerical changes of interlock fabrics by bonding interlinings when they perform fitting tasks on the screen to accurately express the to accurately express the manufacturing conditions of the real garment.

Spectrum-Based Color Reproduction Algorithm for Makeup Simulation of 3D Facial Avatar

  • Jang, In-Su;Kim, Jae Woo;You, Ju-Yeon;Kim, Jin Seo
    • ETRI Journal
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    • v.35 no.6
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    • pp.969-979
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    • 2013
  • Various simulation applications for hair, clothing, and makeup of a 3D avatar can provide more useful information to users before they select a hairstyle, clothes, or cosmetics. To enhance their reality, the shapes, textures, and colors of the avatars should be similar to those found in the real world. For a more realistic 3D avatar color reproduction, this paper proposes a spectrum-based color reproduction algorithm and color management process with respect to the implementation of the algorithm. First, a makeup color reproduction model is estimated by analyzing the measured spectral reflectance of the skin samples before and after applying the makeup. To implement the model for a makeup simulation system, the color management process controls all color information of the 3D facial avatar during the 3D scanning, modeling, and rendering stages. During 3D scanning with a multi-camera system, spectrum-based camera calibration and characterization are performed to estimate the spectrum data. During the virtual makeup process, the spectrum data of the 3D facial avatar is modified based on the makeup color reproduction model. Finally, during 3D rendering, the estimated spectrum is converted into RGB data through gamut mapping and display characterization.

A Study on the Strategy for Internet Electronic Commerce of Fashion Industry (패션산업(産業)의 인터넷 전자상거래(電子商去來) 활용방안(活用方案)에 관(關)한 연구(硏究))

  • Chung, Hye-Joo;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.3 no.1
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    • pp.81-92
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    • 1999
  • The purpose of this thesis is to analyze the present conditions and problems of the Electronic Commerce, specially by the fashion companies that utilize the Internet and to propose using plans of Internet Electronic Commerce as a strategic method of fashion companies that have a information-oriented mind to adapt itself to modern century. On the basis of my analysis, I propose some using plans of Internet Electronic Commerce by the fashion companies as follows. As a means of construction method, it is need for the pertinent companies to have an information-oriented mind and then to construct the low-expense but high-speed communication Infrastructure. As an operation and management method, positive web site advertisements plans, such as promotion, using various mass media, subscribing to the Internet search engines and dissemination of products information, etc., are need for companies to attract the consumers to connect to the web site. Second, to offer more satisfactory experiences, it is need for companies to frame the integrated shopping mall as a strategic alliance in the management of shopping mall. To frame the integrated shopping mall is also effective in solving financial problems of shopping mall management and introducing of security system As a means of technology supplement, security management systems, such as SSL or SET, should be introduced for consumers to pay the price and furnish their personal informations. Second, new technology developments, such as the newest simulation programs using Virtual Reality to solve the problem of products' actual feeling, should be need for consumers to feel as they really put clothes on. If these technological developments are realized, fashionable products will be dealt in the Internet shopping mall as well and the marketability of Internet shopping mall will be expanded.

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Comparison of bodice prototypes of adolescent male students using 3D virtual simulation program (3D 가상착의 프로그램을 활용한 청소년 남학생의 보디스 원형 비교)

  • Cha, Su-Joung
    • The Research Journal of the Costume Culture
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    • v.26 no.5
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    • pp.727-743
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    • 2018
  • In this study, we used the 3D simulation program to create bodice patterns for adolescents boy students and analyze the fitting and air gap through 3D simulation. The purpose of this study was to select the bodice pattern method that best suited the body shapes of the adolescents male students. The subjects of this study were the French E pattern, Japanese N pattern, and Korean industrial L and J patterns. The applied size was the sixth Korean human body size survey data of 2010 Korea. The age range of the subjects was 13-18 years. DC Suite Program Ver. 5.1 was used, and SPSS 23.0 program was used for data analysis. As a result of comparing the shapes of the bodice patterns in the 3D simulation program, the E pattern had two waist darts on the front and one shoulder dart and one waist dart on the back, and the J and L patterns only had one dart on the back. The N pattern had no darts on either the front or back. As a result of examining the appearance evaluation of the pattern, air gap, color distribution, and clothing cross-section, the E pattern was evaluated as the closest to the body, and the N pattern was evaluated as the pattern with the largest allowance. The J pattern was evaluated as the best fit for body shape of the male adolescents. However, it is necessary to develop a pattern system by adding extra ease in setting the center front length.