• Title/Summary/Keyword: 가상 맞음새

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A Study of Subjectivity about Virtual Fashion

  • Su-Joung Cha
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.189-202
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    • 2024
  • The purpose of this study was to apply the Q methodology to type subjective perceptions of virtual clothing and to examine the characteristics of each type. Perceptions of virtual clothing were analyzed into four types. The first type was the "virtual clothing trusting fit grasping type," who preferred to use virtual clothing and believed that virtual clothing would help them grasp the fit. The second type was the shopping mall adoption-positive design understanding type, which believes that virtual clothing is useful for design understanding and that all shopping malls should have a virtual clothing system. The third type was the environmental pollution reduction virtual clothing purchase type, where the virtual clothing reduces environmental pollution and the user wants to purchase virtual clothing that cannot actually be worn. The fourth type was the actual clothing-like fun-seeking type, in which the virtual clothing resembles actual clothing and the shopper believes that the virtual clothing will make shopping more enjoyable. Depending on the type, the avatar was required to adjust the dimensions of the avatar, enhance the design expression of the garment, equip the avatar with decorative items, and produce virtual clothing for sale.

A Study on the Fit Preferences of Knitted Jackets According to Body types Using a 3D Virtual Try-On System -Focus on Adult Women in Their 30's and 40's- (3차원 가상 착장 시스템을 이용한 체형별 니트 재킷의 맞음새 연구 -30~40대 성인 여성을 중심으로-)

  • Do, Wol-Hee;Park, Hyun-Jeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.10
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    • pp.1632-1646
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    • 2010
  • This article is an analysis of the fit preference of the knitted jacket according to body types for 30's and 40's adult women through a comparison of real and virtual fit. A five point likert scale was used to evaluate the degree of the preference of real and virtual fit. The data were analyzed with t-test and ANOVA using statistical program SPSS 17.0. The results are as follow. 1. The real and virtual fit preference of the knitted jacket according to body types indicates that respondents preferred pattern 2 for body type N than the rest of the patterns; however, respondents preferred pattern 3 for body type A and H. 2. There were no significant differences between real and virtual fit preference. 3. It is necessary that the knitted jacket follow a similar size tolerance like a woven jacket. The results show that the next generation of virtual try-on systems need the development of a minus clothing ease scale.

Comparison on the Pants Fitting for Obese Women between 3D Virtual Garment and Real Garment (3차원 가상착의와 실제착의를 통한 비만여성의 바지 맞음새 비교)

  • Lee, Jinsuk;Lee, Jeongran
    • Journal of Fashion Business
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    • v.17 no.2
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    • pp.33-45
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    • 2013
  • A study using 3D virtual garment simulation is carried out for the evaluation and application on the pants fit for obese women in their age of 20s and 30s. The results are as follows; 5 obese women in their 20s and 30s were selected for the testing 3D body. They showed no significant differences in all items, comparing with the data of 5th Size Korea body dimensions. The average waist circumstance of the subjects' 3D body dimensions was 87.0cm, hip circumstance was 102.4cm, BMI was $27.1kg/m^2$, and their obese body types had similar mean values. Based on the detailed design of ready made pants and the study results of 20~30s obese women preference for pants design, pants of straight silhouette and semi-tight fit which have waist line lowered, no front dart and one back dart, were manufactured with 100% black cotton and cotton spandex mixed fabrics. When comparing the appearances between real garment and virtual garment, the average of the real garment with 100% cotton was 3.70 and the virtual garment was 4.05. The average of real garment with cotton spandex mixed fabrics was 3.75 and the virtual garment was 4.06. Therefore, the average of virtual garment was highly evaluated. When comparing the results of evaluating the appearance, there was no significant difference caused by materials between real garment and virtual garment. The expression for the ease of virtual garment and real garment was also similar for good evaluation. Thus, 3D virtual garment simulation did positively prove its reliability and effect.

A study on the 3D simulation system improvement through comparing visual images between the real garment and the 3D garment simulation of women's Jacket (여성 재킷의 실제착의와 가상착의 비교를 통한 3D 가상착의 시스템 개선에 대한 연구)

  • Kwak, Younsin
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.3
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    • pp.15-22
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    • 2016
  • The purpose of this study is to propose improvements for 3D garment simulation system by comparison with the difference between real garment and 3D garment simulation of women's jacket. The process of the study was to take pictures on the standard sized subject wearing the jacket of basic size, to get a avatar from body sizes of the subject, and to obtain images of 3D garment simulation on the avatar. The appearance evaluation was resulted by the method of a questionnaire survey after presenting the images to 24 members of patterner and 22 members of designer. On that appearance evaluation by designer group, perform comparative analysis of differences between the real garment and the 3D garment simulation of women's jacket. On that appearance evaluation by patterner group, perform comparative analysis of differences between the real garment and the 3D garment simulation of women's jacket. There were the differences on 4 areas: 1 questions of the side, 1 questions on the back, 7 questions on the sleeve, and 1 questions on the collar, and the results showed that the 3D garment simulation was preferable on each question.

Comparative Analysis of the Patterns for Men's Jean Pants by 3D Virtual Garment Simulation Evaluation (3차원 가상착의에 의한 남성 Jean Pants 패턴 비교 분석)

  • Hong, Eun-Hee;Uh, Mi-Kyung;Kim, Kyung-A
    • Journal of the Korea Fashion and Costume Design Association
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    • v.17 no.2
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    • pp.223-237
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    • 2015
  • This study is to compare the pattern making methods of men's jeans and to analyze sizes of parts while also evaluating the appearance and fit according to a 3D virtual garment simulation. Five types of patterns are selected for the analysis. For the appearance evaluation, the study conducted a virtual clothing simulation, created a perspective drawing, and applied Clothing pressure to each test outfit. First, according to the pattern comparisons, A and D had the shortest crotch length, while B had the longest; B had the narrowest crotch width, while C had the widest; C had the greatest waist circumference, and B had the smallest; C had the greatest knee and hem circumference, while E had the smallest. Second, according to the appearance evaluation, E pants had the highest rating overall for the waist, crotch, knee, and hem comfort; A pants had the highest rating for the yoke line end and placement; and C pants had the highest rating for the side seam line. According to the correlation analysis, ease of the waist, hips, hem and thighs were important factors (in that order) in determining the overall appearance of the jean pants.

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Comparative Assessment of Virtual Garments using Direct and Manual Avatars (가상아바타에 따른 가상의복의 비교평가)

  • Lim, Ho-Sun;Istook, Cynthia L.
    • The Research Journal of the Costume Culture
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    • v.19 no.6
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    • pp.1359-1371
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    • 2011
  • The purpose of this paper is to compare two avatars made using direct and manual methods and to evaluate the fit and appearance of two virtual garments on the direct and manual avatars. In this study, two subjects were measured by $[TC]^2$ body scanner and the avatars and virtual garments were created by OptiTex software. The direct avatar was made by the direct importation of 3D body scan data and the manual avatar was made by manual input from extracted body measurement. Two virtual garments in a tank-top were evaluated by distance, transparency, and stretch maps. In the results of comparing difference of the direct and manual avatars, the bust and back of the manual avatar are protruded slightly more than that of the direct avatar and the manual avatar is slightly larger dimensions at the bust, waist, abdomen, and hip area in the side view in case of subject 1 and 2. In the results of comparing difference of the fit and appearance of two virtual garments on the direct and manual avatars, in case of subject 1 and 2, the back of the virtual garment on the manual avatar are protruded more than that of the direct avatar. Also, the ease in the bust area of the virtual garment on the manual avatar with a projected bust area was smaller than that of the virtual garment on the direct avatar and the stretch of that of the manual avatar was also high in the bust area. The results of this study are expected to be used as basic information in the apparel industry using virtual try-on technology.

A Study on the Fit Preferences of the Tailored Jacket for Women Using 3D Clothes Modeling System (3차원 의상 모델링 시스템을 이용한 여성용 테일러드 재킷의 맞음새 평가)

  • Do, Wol-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.36 no.9
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    • pp.940-951
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    • 2012
  • This study evaluates the fit preference of the tailored jacket according to body types for 20's adult women through a comparison of real and virtual fit. A five point fit evaluation scale utilizing a wearer acceptability scale by Shen and Huck was used to evaluate the degree of the preference of real and virtual fit. This scale contained 23 items in three categories: front fit, back fit, and side fit. For each item, 5 responses from 'too tight' fit (1 point) to 'too loose' fit (5 point) were possible. The middle position for each fit criterion indicated a 'good' fit (3 point). The data were analyzed with a t-test using statistical program SPSS 17.0. According to the results, there were no significant differences ($p{\leq}.05$) between the real and virtual fit preference in total measurement items such as front collar, lapel and roll line, front shoulder slope, front armhole, front waist, abdomen, sideseam, hemline, front silhouette, side shoulder, side armhole, side sleeve width, side hip, side silhouette, back collar stand, upper back, back armhole, back waist, back hip, back silhouette except front bust, side waist, and back center back. The factor that caused a difference in the fit preference between the real and virtual fit evaluation was a specific body type such as Body Type A that indicated a small bust circumference and a big hip circumference.

Emerging Trends in 3D Technology Adopted in Apparel Design Research and Product Development (의류학 연구 및 패션산업 현장에 도입되고 있는 3D 기술동향 및 적용사례 고찰)

  • Park, Huiju;Koo, Helen
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.1
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    • pp.195-209
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    • 2018
  • This study reviewed emerging trends in 3D technology adopted in apparel design research and product development for rapid prototyping and effective evaluation of product performance. Based on a literature review, the authors discussed technical advantages, practical merits and limitations, applications, and on-going developmental efforts of the following methodologies focusing on 3D body scanning and 3D motion capture, and 3D virtual fit simulation technologies. Such data-driven technical approaches observed in recent apparel design research and industry practice are expected to increasingly be adopted in the field to improve consumers' satisfaction with functionality, aesthetics, and comfort of a wide range of apparel products that include daily wear, sport apparel and protective clothing.

A Comparison of Fit and Appearance between Real Pants with 3D Virtual Pants (실제착의와 3D 가상착의의 외관 유사도 평가에 관한 연구 - 여성복 바지원형을 중심으로 -)

  • Kim, Youngsook;Yin, Siya;Song, Hwa Kyung
    • Fashion & Textile Research Journal
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    • v.16 no.6
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    • pp.961-970
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    • 2014
  • Several retailers such as Target and Kohle's and their vendors have piloting the 3D clothing simulation programs to produce garment samples. However, few studies have verified the virtual fit information and 3d visualization process for pants, and no study compared the commercial 3D virtual programs. This study is designed to analyze similarity of fit and appearance between real pants with 3D virtual pants based on three 3D virtual programs (Optitex, CLO 3D, and i-Designer), three lower body types (slim, normal, and thick waist type), and fit status. We selected a representative model for each lower body type, produced their custom pants according to Lee and Nam's method(2007), and took photos of front, side and back view for visual analysis. Then, we virtually tried each model's custom pants on her parametric avatar developed by manually inputting their body measurements using the three 3D virtual program. Thirty fit experts compared the real fit to virtual fit. This study found that 'Optitex' and 'i-Designer' can visualize more effectively than 'CLO 3D' in many fit locations. Regarding the body types, 3D virtual program can visualize pants fit for 'thick waist body type' more preciously than the other body types. With respect to fit status, it does not affect much on the similarity overall.

The Comparison of User Preference on Domestic versus a Foreign 3D Virtual Try-On System (국내외 3차원 가상 의복 착장시스템에 대한 선호도 비교)

  • Do, Wol-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.7
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    • pp.1184-1196
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    • 2010
  • Several applications of body scanning technology have been commercialized or are currently under development. The virtual fit from 3D scans is most advanced form of virtual try-on. This article is an analysis of the comparison of user preferences for domestic versus foreign 3D virtual try-on systems. For this study, domestic i-Fashion Mall (www.ifashionmall.co.kr) and a Canadian company, My Virtual Model (www.mvm.com) were selected as the most representative online retailers that offer a virtual try-on system. The respondents were comprised of 70 Korean female college students in the age group 20-29. A five point Likert scale was used to evaluate the degree of the preference of virtual avatar and try-on images. T-test, cross table, and a chi-square independence test were conducted for data analysis. The results are as follow. 1. The representation about current looks according to each virtual fit image indicates that MVM is more accurate than i-Fashion Mall. 2. About decision confidence, respondents have decision confidence in i-Fashion Mall in the case of the avatar image; however, respondents have confidence in MVM or the fit image. 3. There were no significant differences in among waist size groups in accuracy, trust of each avatar image, while there were significant differences among waist size groups in the accuracy and trust of each virtual fit image. 4. About ease of use, respondents answered that i-Fashion Mall is superior to MVM. 5. The respondents prioritized the ‘fitting report’ of i-Fashion Mall and ‘Weight loss’ of MVM over other functionalities.