This study aims to compare the ease of men's slim pants patterns, and to analyze the fit and appearance through the 3D virtual garment system. The study selected four educational materials and one industrial pattern of slim pants for a total of five items. The CLO 3D Modelist program was utilized to carry out the appearance evaluation through virtual wearing and opacity, and a comparison was performed regarding the clothing pressure when the virtual model was standing and walking. The results of our comparison of the patternmaking for slim pants showed that pattern C pants had the greatest ease on the waist circumference, while B pants showed no ease. The C and E pants also had the most ease on the hip measurement. In the appearance evaluation, A pants received the most favorable results, followed by D, E, B, and C, in descending order. The clothing pressure appeared to be mainly red on the waist, crotch, and hem when standing in all pants, so the clothing pressure was high. While walking, the stress appeared to be different for the left and right parts of the body, and the most significant difference was observed on the thigh area.
Journal of the Korean Society of Clothing and Textiles
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v.35
no.9
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pp.1112-1124
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2011
The development of computer graphics and Internet technology has created a 3D Web-based virtual world that has transformed the global fashion industry environment. In this study, the application cases of 3D virtual fashion education were analyzed to discuss the necessity and application of a 3D apparel CAD curriculum as part of a special education for global fashion talent at Korean fashion-related colleges. Prior studies, literature, photo data and Internet data (in and out of Korea) were used for this study. The demonstration case studies were conducted for the virtual fashion education 'SLCC 2007' of Buffalo State College (U.S.), 'Ratava's Line (2004)' of SFU/FIT Collaborative Design Project (Canada and U.S.) and '2011 Graduation Fashion Show' of Ueda Fashion College (Japan). The results of the study show that the 3D apparel CAD system (as a core technology of the IT fashion industry) would allow the current mass production concept to change to a new paradigm of 'mass customization' along with new fashion business types that include global fashion companies and Web-based Internet, mobile and virtual-world shopping malls. In addition, it appears that the system should be included in the curriculum of fashion-related colleges and institutes to educate technical designers for the global fashion industry and global fashion talent with comprehensive system operation and management ability, and to promote single proprietor companies.
Journal of the Korea Fashion and Costume Design Association
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v.23
no.1
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pp.143-154
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2021
This study attempted to develop winter jackets and pants patterns reflecting the latest comfortable and active school uniform trends, using middle school boy avatars having various body shapes. Jacket and pants pattern-drawing methods and margins differed. Based on the results, research prototypes were prepared. Then, virtual wear prospective drawings, clothing pressure, and appearance were assessed according to body shape. Jackets were assessed using 25 factors, while pants were assessed using 19. Then, correlations between the jackets and pants were analyzed. According to the analysis, the reason why the dart & tuck position and margin were rated low was confirmed. In a virtual wear assessment on jacket patterns by body shape, a significant difference was found in all categories, except for fit and shape at the front bottom, sleeve length on the side, and the center back line. The virtual wear assessment on the pants patterns by body shape also revealed a significant difference in all categories, except for pants length. In jackets, a significant influence was observed around the shoulders and waist in Type 1 and around the belly in Type 2. On the contrary, for pants, a significant influence was found around the hip and waist in Type 1 and around back crotch in Type 2. Therefore, they should be considered when making of jackets and pants. The above results suggested that jacket and pants patterns should vary depending on body shape. It is anticipated that there should be further studies comparing brand-name school uniforms for middle school girls and school uniforms by body shape.
Virtual community, which is formed on the internet, is expected to serve the needs of members for communication, information, and knowledge sharing. The executives of organizations should consider operating strategy of virtual community as a new innovation or knowledge pool since members share knowledge. However, many virtual community have failed due to members' low willingness to engage and furthermore to share knowledge with other members. Thus, there is a need to understand and foster the determinants of members' loyalty in virtual community. The objective of this study is to develop an integrated model designed to investigate and explain the relationships between contextual factors, personal perceptions of virtual community, usefulness, ease of use, familiarity, members' trust, reputation, community trust, attitude, satisfaction and loyalty. Empirical data was collected from 286 internet users and tested using structural equation modeling to verify the fit of the hypothetical model. The results show that the usefulness, familiarity significantly influences attitude and members' trust is significantly influence the community trust. And I confirmed that ease of use and attitude play the role of determinants in making the satisfaction, community trust and reputation influence the satisfaction that have the direct effect to making the loyalty. The results of the study can be used to identify the loyalty in virtual community. By investigating the impacts of contextual factors and personal perceptions on virtual community, the integrated model better explains behavior than other proposed models. This study might help executives of virtual communities and organizations to manage and promote community trust, attitude, satisfaction to stimulate members' willingness to revisit the community and futhermore enhance their virtual community loyalty.
Even though a Han-bok, or traditional Korean costume, should be inherited since it is invaluable part of our culture, research on Han-bok is scarce. Since the development of a Jeogori pattern, the upper garment of Korean traditional clothes, is done mostly based on the chest size, the design does not completely consider on wearer's body shape. Moreover, unless made by an expert, trial and error is almost always necessary to improve the fit of the clothes. In this research, a Jeogori pattern was suggested that improves the fit based on the shape of the upper back(straight or bent) of a female in her late 20s who often wears a Han-bok and is comfortable when moving. Using a 3D virtual clothing system, the optimum pattern was selected based on the body shape. The final selection was made, and each subjects tried the garment on to evaluate the comfort when moving, along with its appearance, based on a seven point Likert scale. As a result, for a straight body shape, the optimum ease for the front bust width was 2.5cm, and that for the back bust width was 2.0cm. The optimum center back dart was 1.0cm. The optimum Geodae width was 7.6cm, and the optimum back Geodae point was 2.0cm. For the bent body shape, the optimum ease for the front and back bust was 2.0cm. The optimum Geodae width was 8.4cm, and the optimum back Geodae point was 1.5cm. Furthermore, if the Hwajang slope was set at half of the vertical distance between the laterals of the neck and shoulder, a fitted silhouette appeared, which is preferred nowadays. In the appearance evaluation, the final pattern designed in this research received higher scores than the original design(straight; p<.001, bent; p<.05). The results of the evaluation of the comfort when moving also showed higher scores for the final pattern that was designed.
Journal of the Korea Fashion and Costume Design Association
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v.16
no.3
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pp.1-13
/
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.
Background: Ankle sprain is one of the most common musculoskeletal injuries in the sports population or during usual daily life activities. The sprain can cause functional ankle instability (FAI), and it is very important to treat FAI. However, the optimum intervention method for FAI has yet to be determined. Objects: This study investigated the impact that virtual reality (VR) training program on balance with ankle kinesio taping for FAI. Methods: Twenty-two people were selected for the study and randomly divided into the experimental (n = 11) and the control group (n = 11). The experimental group had attached kinesio taping on the ankle and then implemented a virtual reality exercise program for 30 minutes a day. Nintendo Wii Fit Plus was used for the VR intervention three times a week for four weeks. The control group performed only two measurements without intervention. Results: There were no statistically significant differences in overall, anterior-posterior (AP), medial-lateral (ML) index of the static balance, and significant differences in overall, AP, ML index of the dynamic balance when taping and VR exercise were applied at the same time (p < 0.05). There were no significant differences in overall and ML index of static and dynamic balance compared with before and after assessment between the experimental and the control group, and found differences in AP index of static and dynamic balance (p < 0.05). Conclusion: Kinesio taping may not influence the balance of FAI as great as people expected. VR approach does not affect the static balance of FAI, but it influences dynamic balance in overall, AP, ML index. The authors suggest that VR-based exercises can be used as an additional concept in clinicians for FAI or as part of a home program because the exercises still have limitations.
Purpose The purpose of this study is to develop a virtual try-on deep learning model that can efficiently learn front and back clothes images. It is expected that the application of virtual try-on clothing service in the fashion and textile industry field will be vitalization. Design/methodology/approach The data used in this study used 232,355 clothes and product images. The image data input to the model is divided into 5 categories: original clothing image and wearer image, clothing segmentation, wearer's body Densepose heatmap, wearer's clothing-agnosting. We advanced the HR-VITON model in the way of Mixed-Precison, Gradient Accumulation, and sharing model weights. Findings As a result of this study, we demonstrated that the weight-shared MP-GA HR-VITON model can efficiently learn front and back fashion images. As a result, this proposed model quantitatively improves the quality of the generated image compared to the existing technique, and natural fitting is possible in both front and back images. SSIM was 0.8385 and 0.9204 in CP-VTON and the proposed model, LPIPS 0.2133 and 0.0642, FID 74.5421 and 11.8463, and KID 0.064 and 0.006. Using the deep learning model of this study, it is possible to naturally fit one color clothes, but when there are complex pictures and logos as shown in <Figure 6>, an unnatural pattern occurred in the generated image. If it is advanced based on the transformer, this problem may also be improved.
Purpose - The existing marketing studies using Social Network Analysis have assumed that network structure variables are time-invariant. However, a node's network position can fluctuate considerably over time and the node's network structure can be changed dynamically. Hence, if such a dynamic structural network characteristics are not specified for virtual goods purchase model, estimated parameters can be biased. In this paper, by comparing a time-invariant network structure specification model(base model) and time-varying network specification model(proposed model), the authors intend to prove whether the proposed model is superior to the base model. In addition, the authors also intend to investigate whether coefficients of network structure variables are random over time. Research design, data, and methodology - The data of this study are obtained from a Korean social network provider. The authors construct a monthly panel data by calculating the raw data. To fit the panel data, the authors derive random effects panel tobit model and multi-level mixed effects model. Results - First, the proposed model is better than that of the base model in terms of performance. Second, except for constraint, multi-level mixed effects models with random coefficient of every network structure variable(in-degree, out-degree, in-closeness centrality, out-closeness centrality, clustering coefficient) perform better than not random coefficient specification model. Conclusion - The size and importance of virtual goods market has been dramatically increasing. Notwithstanding such a strategic importance of virtual goods, there is little research on social influential factors which impact the intention of virtual good purchase. Even studies which investigated social influence factors have assumed that social network structure variables are time-invariant. However, the authors show that network structure variables are time-variant and coefficients of network structure variables are random over time. Thus, virtual goods purchase model with dynamic network structure variables performs better than that with static network structure model. Hence, if marketing practitioners intend to use social influences to sell virtual goods in social media, they had better consider time-varying social influences of network members. In addition, this study can be also differentiated from other related researches using survey data in that this study deals with actual field data.
Kim, Yoon-Ji R.;Ha, Hye-Jung;Lee, Sung-Jong;Lee, Eon-Hwa;Ryu, Jae-Jun
The Journal of the Korean dental association
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v.54
no.2
/
pp.134-141
/
2016
Use of ready-made orthodontic appliance can lead to inefficiencies in the final stages of the orthodontic treatment. Because patients' teeth have anatomic variations, brackets that have been designed to fit on average tooth surface may result in positional discrepancies when leveling and alignment is completed. As a result, additional steps such as rebonding, wire bending and use of auxiliaries may be needed. Even in patients who have normal tooth anatomy and proper tooth size relationships, precise bracket placement is crucial in order to efficiently control the tooth positions. Digital models can provide advantages in clinical orthodontics as virtual tooth setup could be performed, and clinicians can easily visualize the predicted final occlusion. Through this setup model, customized brackets with individualized prescription and archwires that optimally fit with the patients' dental arches can be produced using CAD/CAM technology. Also, the brackets can be accurately placed with an aid of 3D-printed jigs. The purpose of this article is to introduce the commonly used labial and lingual customized orthodontic appliance systems using digital technology.
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