• 제목/요약/키워드: 가상착의 프로그램

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3D 가상착의 프로그램을 활용한 경상북도 한복근무복 디자인 (Gyeongsangbuk-do Hanbok Work Uniform Design Using 3D Virtual Dressing Program)

  • 임시은
    • 패션비즈니스
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    • 제27권4호
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    • pp.101-114
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    • 2023
  • This study aimed to create globally acceptable Hanbok-inspired work uniforms, by developing practical designs and providing useful resources for incorporating Hanbok characteristics into office attire. First, to establish the elements that the Hanbok work uniform should have, the definition and characteristics of service clothes and preferences for the process of modernization of traditional Hanbok were reviewed through a review of the preceding studies. For the Hanbok work uniform design, a total of 4 pieces, 2 for each male and female, were planned, a schematic diagram was created, and the design was modified after evaluation by fashion design experts. I made a pattern of the modified design with a CAD program, imported it into CLO 3D to produce a virtual costume, and confirmed the final design draft. Work uniform design has symbolism, functionality, and aesthetics as its characteristics. The functionality of the Hanbok work uniform designed in this study is suitable for the season, and it was designed to increase the efficiency of work when worn for a long time. The design was focused on the development of materials and patterns in consideration of comfort and activity. The esthetic nature of hanbok-inspired work clothes was intended to reveal details that could highlight the silhouette of the human body and reflect the beauty of hanbok.

가상착의프로그램의 활성화를 위한 용어 표준화 방안 - 아바타사이징 용어 분석 - (Standardization of Terminology to Boost the Use of 3D Virtual Fitting Program - Analysis of Terminology in Avatar Sizing -)

  • 한현정;전은경
    • 한국의상디자인학회지
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    • 제18권1호
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    • pp.191-203
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    • 2016
  • The 3D virtual fitting system is a new and very efficient system replacing real fitting in apparel industry and on-line shopping. It is a win-win system for both of consumer and manufacturer which not only reduces design and production time but also resolves consumer's complaints by checking the wearing image beforehand. It is a must-have item in the future. The purpose of this study is to analyze sizing menu, terms, and current status and to figure out problems of avatar sizing programs which substitute human bodies in virtual fitting. We chose three existing outstanding programs in domestic and global market, compared and analyzed the program, manual, and terms that are used in avatar sizing, and investigated the strengths, weaknesses, problems of options and terms and finally suggested an alternative terms. The revealed problems are as follows: each program supports various avatars ranging from male to female, from child to adult, and from oriental style to western style. The image of the avatar could be changed through the options for hair style, shoes and accessories. But we found out some problems. The avatar body types are far from actual human body types, avatar sizing menus and item terms are different from program to program, and terms not yet standardized. Cooperative efforts of industry and academy on standardization of sizing menus and terms should be emphasized for the virtual fitting system to be widely used like the other computer graphic programs or word editors.

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색동을 활용한 신한복 제품의 디자인 개발 -CLO 3D 프로그램을 활용하여- (Designing New Hanbok Products Using Saekdong -Using with CLO 3D-)

  • 김희령
    • 한국의류학회지
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    • 제46권6호
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    • pp.945-962
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    • 2022
  • This study examines the use of traditional patterns by new Hanbok brands. A Saekdong print pattern based on previous research was developed and applied to clothing designs. A total of 488 images of printed products from the seven new Hanbok brands and 219 images from the collections of the National Folk Museum of Korea were analyzed. Traditional patterns accounted for 47.4% of the total printed products of the new Hanbok designs, with the following ratio of use, in descending order: flower patterns, traditional paintings, animals, geometrical designs, Dancheong, text and others, Jogakbo, and Saekdong. Saekdong was found in three brand products, and the color or shape was modified. To develop the Saekdong image, five colors - red, yellow, blue, white, and green - were selected. The ratio of use for each color and the width of each color were determined with reference to previous studies. The average color value was determined through color analysis of the Saekdong collections. A total of seven items were designed for the print pattern, and four items were added for coordination to consist of four styles. This study aims to use the results of this analysis to provide insights into product development using traditional patterns.

3D 의상 모델링소프트웨어를 이용한 가상모델의 착의 평가 연구 - 퀄로스(QUALOTH)프로그램을 중심으로 - (A Study on the Fitness Evaluation of Virtual Model Using 3D Clothes Modeling Software - Focused on Qualoth Program -)

  • 양정은;김숙진
    • 대한가정학회지
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    • 제44권7호
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    • pp.153-162
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    • 2006
  • This study was attempted to investigate the possibilities of fitness evaluation of virtual model using 3D clothes modeling software. For the purpose, two one-piece dresses were made with two kinds of patterns using Qualoth program, and then each dress was fitted to a real model and a virtual model, and the results were compared and discussed. The result of this study was as follows. First, the fitness evaluation of real model showed a significant difference only at a little difference in figures (1-2.5cm) of the pattern, while any significant difference in appearance was not found in case of a virtual model fitted a dress made out of a pattern with the same difference in figures. Second, items to evaluate a difference in patterns using 3D clothes modeling software were shoulder line, the distance between shoulder points, armhole line, ease of armscye depth, and overall appearance. Because all the items fall under design lines which make up outer lines of a cloth, it can be said that the Qualoth program is good for representing design, rather than exposing a small difference in patterns.

아동후기 비만여아의 상반신 원형 설계 - iVirds 3.0 PB 및 iVirds 3.0 DS 프로그램 적용 - (Development of Upper Bodice Pattern for the Late Elementary Obese- Schoolgirls - Using iVirds 3.0 PB and iVirds 3.0 DS program -)

  • 임지영
    • 한국의류산업학회지
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    • 제16권6호
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    • pp.921-926
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    • 2014
  • The aim of this study is to develop upper bodice pattern for obese girls aged 10~12 by using 3D virtual garment simulation system. The criteria for subjects in this study were girls who had over 1.46 of the R$\ddot{o}$hrer Index. A total of 229 schoolgirls who met these criteria were enrolled. The results of this study are as follows: First, by using 3D virtual garment simulation, new upper bodice pattern considered obese-schoolgirls was development. The basic numerical formula were as follows ; bust girth B/2+4.5, armhole depth B/4-1, waist girth W/4+0.5+dart amount, front chest width B/6+2, back width B/6+2, neck width B/12-0.5 and neck depth B/12+0.5. Second, armhole darts were added to compensate the loose amount of front armhole and dart manipulation was used to ensure a better appearance on armhole in the design. The dart side line was modified concavely to help cover the protruding stomach. Curved lines on the armhole were significantly relieved using dart manipulation and the darts side line was modified concavely to reduce the tightness around the front waist darts. Third, according to the results of the new upper bodice pattern's appearance evaluation, it estimated more highly than existing pattern in silhouette and ease amount, confirming that new upper bodice pattern was appropriate for the obese-schoolgirls. This study is expected to serve as one of important basic data for ensuing studies that may utilize 3D virtual garment simulation system with 2D patterns.

당의의 3차원 시뮬레이션 활용을 위한 기초 연구 -마야 퀼로스(Qualoth) 프로그램을 이용한 전통복식의 3차원 재현의 문제점을 중심으로- (Basic Research for 3D Virtual Clothing Simulation of Traditional Korean Dang'ui Costumes -A Focus on Issues Occurring in the Course of a 3D Virtual Presentation that Uses the Qualoth for Maya Program-)

  • 김민경;최영림;남윤자
    • 한국의류학회지
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    • 제34권11호
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    • pp.1836-1843
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    • 2010
  • This research examines the possibilities of a traditional costume revival and digital exhibition as well as the application of 3D virtual clothing modeling data in order to preserve and record a disappearing costume heritage to realize it as a social education tool through the newly emerging technology of 3D virtual clothing. A 3D revival of costumes worn by royal families and aristocrats was accomplished through the 3D animation and simulation technology of Maya 2011 (Autodesk, Inc.) and Qualoth (FX Gear, Inc.). The simulation shows the possibility of a 3D revival and digital exhibition of costume heritage. However, further technology support to analyze and realize the composition and design is still necessary to develop the digital contents of traditional garment culture that includes skirt pleats, petticoat silhouettes, that exaggerates the skirts and knots of traditional upper garments (Jeogori). Further studies on design attributes of historic costumes and the upgrading of 3D simulation software are required to realize 3D virtual clothing. Korean traditional costumes will be revived as a cultural content in the digital era as a result of outstanding issues detected by this study.

20~30대 저체중 성인여성의 토르소원형 설계 - Clo 3D 프로그램 적용 사례 - (Development of Torso Pattern for Underweight Female in their 20s~30s - Using Clo 3D program -)

  • 임지영
    • 한국의류산업학회지
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    • 제15권6호
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    • pp.963-970
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    • 2013
  • The purpose of this study was to develop torso pattern of underweight female in their 20s~30s by using Clo 3D virtual garment simulation system. The results were as follows; first, as a result of analyzing torso somatotype, underweight women showed lower average than average values of whole women in their twenties and thirties in the items such as length, width, circumference, thickness except for height. Second, by using 3D virtual garment simulation, new torso pattern considered underweight female was development. The basic numerical formula were as follows ; bust girth B/2+3.5, armhole depth B/4+0.5, front waist girth W/4+0.5+0.7, back waist girth W/4+0.5-0.7, front hip girth H/4+1+0.5, back hip girth H/4+1-0.5, chest width B/6+3.1, back width B/6+4.5, neck width B/12+0.2 and neck depth B/12+1.7. Third, by reducing hollowed amount of front, back, and side line, and hollowed amount of back center line, the reduced quantity was included to darts amount. Number of dart was adjusted to two pieces so that darts amount was equally distributed to two darts. Forth, according to the results of the new torso pattern's appearance evaluation, it estimated more highly than existing pattern in silhouette and ease amount, confirming that new torso pattern was appropriate for the underweight women. This study is expected to serve as one of important basic data for ensuing studies that may utilize 3D virtual garment simulation system with 2D patterns, and also for future 3D pattern production program development.

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

  • 차수정
    • 복식문화연구
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    • 제26권5호
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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.

A Study on Men's Classic Shirts Patterns -Focusing on the Textbook of Clothing Construction-

  • Cha, Su-Joung
    • 한국컴퓨터정보학회논문지
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    • 제26권4호
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    • pp.119-131
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    • 2021
  • 본 연구에서는 현재 시판되고 있는 남성복 의복구성 교재를 중심으로 클래식 셔츠의 패턴 설계 방법을 비교하였다. 3D 가상착의 평가를 실시하여 20대 남성에게 적합한 셔츠 패턴제도법을 선정하고자 하였다. 분석에는 SPSS 26.0 프로그램을 사용하였다. 패턴제도법에 따라 적용치수에 차이가 있으며, 지정된 치수를 적용하는 부위도 많았다. 셔츠 패턴의 앞뒤가슴둘레, 앞뒤허리둘레는 대부분 같게 설정되었으나 가슴둘레와 허리둘레에 앞뒤 차가 있는 경우에 맞음새가 더 우수한 것으로 평가되었다. 가상착의를 통한 외관평가, 색분포도 및 mesh 상태를 통한 의복압 등의 항목에서 B패턴이 가장 우수한 것으로 평가되어 B패턴이 20대 남성에게 가장 적합한 제도법으로 분석되었다. 본 연구는 제7차 한국인인체치수조사 보고서의 20대 평균 치수를 적용한 것이므로 이를 20대 전체에 적용하는 데는 주의를 기울여야 할 것으로 생각된다. 향후, 실제 착용감 연구와 다양한 20대의 체형과 소재에 따른 패턴에 관한 연구도 수행되어야 할 것으로 생각된다.

조선시대 궁중정재복식을 아카이브로 한 한류연계 패션상품 개발 (Creation of Fashion Products related to Korean Wave using Court Dance Costume during Joseon Period as Archive)

  • 이재영
    • 한국콘텐츠학회논문지
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    • 제22권5호
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    • pp.261-275
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    • 2022
  • K-Pop과 K-Fashion이 전 세계의 주목을 받고 있는 현 시점에서, 한류와 연계하여 한복 분야의 좀 더 다양한 아이템을 현대적으로 재해석한 패션상품을 개발해 한류문화와 한류패션을 활성화시킬 필요가 있겠다. 이에 본 연구는 K-Pop의 원형이라 할 수 있는 궁중연희에서 연행된 궁중정재를 주제로 한류연계 패션상품을 개발하여, 문화와 패션 영역을 융합하고 확장해 보고자 하였다. 이를 위해 궁중정재복식의 원형과 현대에 연행되고 있는 궁중정재의 복식을 분석하여, 기존의 일상적인 한복과 차별화되는 무산향·연화대·처용무·춘대옥촉·춘앵전복식을 선정하였다. 이 5가지 복식의 특징적 요소가 반영된 한류연계 패션상품을 디자인했고, 3D 가상 착의 프로그램인 클로(CLO)를 활용하여 실루엣과 사이즈를 점검한 후 총 5착장의 상품을 개발하였다. 이에 본 연구를 통해 첫째, 디자인적인 측면에서 한국적인 디자인의 대중화, 둘째, 산업적인 측면에서 한류콘텐츠 영역의 확대, 셋째, 국제적인 측면에서 K-Fashion의 세계화 등의 효과를 기대해 볼 수 있을 것이다.