• Title/Summary/Keyword: 가상 착의

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A Comparative Analysis of Virtual Clothing Materials Using a Digital Clothing (디지털 클로딩을 활용한 가상의복의 소재별 비교분석)

  • Chang, Heekyung;Lee, Jungmin
    • Journal of Fashion Business
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    • v.21 no.5
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    • pp.30-42
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    • 2017
  • A comprehensive research must be conducted on manufacturing techniques such as patterns and sewing, with the understanding of material properties to satisfy consumers' emotions with a strong fashion trend orientation. Physical and emotional characteristics may change depending on the characteristics of the material, and the overall silhouette and feeling of the garment can change depending on how sewing is conducted.To examine the completeness of a finished garment depending on different kinds of clothing material, this study fabricated an actual garment and a 3D virtual garment as well using 3D CAD IMAGE SYSTEM (CLO 3D, DC Suite, etc.) for a comparative analysis. These two methods have their own advantages and disadvantages. This study selected five of the most representative clothing materials and conducted a comparative analysis on appearance differences between actual clothing and virtual clothing by material. Additionally, the study verified the similarity between actual clothing and virtual clothing by comparing their physical properties by material, and evaluated the objectivity and accuracy of the reproducibility of material properties of virtual clothing.

Comparison of Virtual Clothing Simulation by Placement of Lateral Neck Point and Shoulder Angles of Bodice Pattern (길원형의 목옆점 위치와 어깨각도 변화에 따른 가상착의 비교)

  • Park, Sunhee;Lee, Yejin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.6
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    • pp.1002-1015
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    • 2018
  • In this study, we analyzed the results of virtual clothing simulation according to the difference in the lateral neck point as well as the front and back shoulder inclination angles of the bodice foundation. Lim's (2016) (S) and Lee's (1999) method (L) were selected as the different setting for the lateral neck point. S1, S2, L1 and L2 were developed by changing the shoulder inclination angles. The SND and LND were developed by removing the darts in the S and L, respectively; in addition, the SND1, SND2, LND1, and LND2 were developed with different shoulder inclination angles. The results of S and L were similar with only slight differences observed in the armhole shape. However, the results of SND and LND were very different. The patterns of the S series were similar to each other, but the patterns of the L series were different. In addition, the patterns of the SND and LND series could not find a similar trend.

Comparison of Slim Appearance for 2D Image and 3D Virtual Clothing Images Based on Stripe Arrangement (스트라이프 조건에 따른 2차원 이미지와 3차원 가상착의 이미지의 착용효과 비교)

  • Park, Soyoung;Lee, Yejin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.2
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    • pp.321-330
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    • 2022
  • This study analyzed the difference between 2D image and 3D virtual clothing images based on stripe arrangement to obtain fundamental data for slim appearance. First, the slimming effect according to the three types of stripe ratio was examined. Subsequently, the slimming effects of seven types of one-piece dress designs according to the stripe location were analyzed. Subjective ranking was evaluated. The width items and radius of curvature were measured for the image's respective parts. Consequently, in 2D image and 3D virtual clothing images, the one with the narrowest stripe ratio was evaluated as the slimmest; however, the conditions for the slimming effect were different. In the seven one-piece dress designs, a difference was apparent in the ranking of the 2D image and 3D virtual clothing images. In the 3D virtual clothing image, arranging the stripes on the entire garment proved inefficient. The stripes were curved according to the curvature of the human body, creating an optical illusion that differed from that of the 2D image.

Analysis of Virtual Fitting Effects of Cropped T-Shirts by Body Type for Women in Their 20s -Utilizing the Effects of Geometric Shapes- (20대 여성 체형별 크롭 티셔츠의 가상착의 효과 분석 -기하 형태 효과의 활용-)

  • Jinhua Han;Juhyun Ro
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.3
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    • pp.467-484
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    • 2024
  • This study aimed to enhance the design of cropped t-shirts to improve fit satisfaction among women in their 20s by tailoring the t-shirts to diverse body types. Body types were categorized using Size Korea's 8th Human Body Measurement Data, and statistical analysis was conducted based on the Statistical Package for the Social Sciences (version 26.0). This study also reviewed the literature on t-shirts and fit, the application of pattern and design improvements for different body types, verifying fit and size for each body type, and applying virtual fit effects using geometric forms. Frequency analysis and non-parametric verification were conducted using the Friedman test. The results showed that t-shirts with a horizontal rectangular shape was an effective design and that t-shirts with an inverted triangular structure also had a positive effect. In contrast, square t-shirts exhibited minimal effectiveness. These findings are expected to contribute to the consideration of customized shapes according to body type in t-shirt design. Research on customized virtual cropped t-shirts reflecting various body types can expand fit satisfaction studies, particularly amid the increasing trend of online shopping.

Development of a Pattern and Visual Image for a One-Piece Dress using a 3D Virtual Clothing System (3D 가상 착의 시스템을 활용한 원피스 드레스의 원형 개발 및 시각적 이미지 연구)

  • Uh, Mi-Kyung
    • The Research Journal of the Costume Culture
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    • v.19 no.3
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    • pp.597-611
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    • 2011
  • The purpose of this study is to propose a design method for one-piece dress patterns with high body fitness through an appearance evaluation of one-piece dress patterns with the application of the 3D Virtual Clothing System known as i-designer. Measures consisted of an optical illusion effect in visual imagery and mutual influence according to a change in the length and princess line, in a silhouette of a one-piece dress. The data was assessed by a t-test and a multi-way ANOVA and factor analysis using SPSS 17.0. The results were as follows; The design of the study pattern was done by modifying the ease of the bust circumference, ease of the abdominal circumference, ease of the hip circumference, the position of the side seam line, and the appearance of horizontality in the hem line, which received a low evaluation in appearance evaluations of a one-piece dress pattern. As a result of analyzing the visual image according to a change in the length and princess line, in the form of a silhouette of a one-piece dress, four factors were selected; the whole-body optical illusion factor, the upper-body optical illusion factor, the bust optical illusion factor, and the lower-body optical illusion factor. As a result of analyzing the effect of the interaction in the visual image according to the design variables, the influence of the main effect was found to be great in each factor. In the upper-body optical illusion factor, a significant difference was not noted in the two-way interaction between the length and the princess line. However, the influence on three-way interaction among the length, princess line, and silhouette was significant.

Reproducibility of virtual pants fit applied with the stretchable fabric and movements (동작 시 신축성 소재 팬츠의 가상착의 재현)

  • Lee, Jinsuk;Lee, Jeongran
    • The Research Journal of the Costume Culture
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    • v.30 no.3
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    • pp.429-443
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    • 2022
  • The purpose of this study is to verify how similar the virtual fit pants are to the actual fit of stretchable pants. Data is produced using a virtual model to apply movements. The results show that in the upright position, the similarity between the appearance of the actual fit and the virtual fit is high. Results are 4.47, 4.13 and 4.33 out of 5 on the front, side, and back, respectively. The base line of the front and back, and the amount of allowance in each part were well reproduced by the model. The texture of the virtual fit was evaluated and found to be similar to the actual fabric. In terms of shape and number of wrinkles with the virtual fit pants, large wrinkles were better expressed than fine wrinkles. After applying movements to the virtual model, the front and side results were similar to the actual fit, but the back results were different. As a result of multiple comparisons, the greatest difference in similarity by movements is found in the center front line. The similarity difference was lower on the side than on the front. The only significant difference after applying movements is in the hip circumference margin. According to movements, the similarity of virtual fit is lower on the back than on the front and side, and the back also has the largest similarity differences to the movements type.

The Computerized 3-D Clothing Simulation for the Evaluation of Men's Working Pants (남성용 작업복 팬츠 3차원 가상착의 시뮬레이션 평가)

  • Park, Gin Ah
    • Journal of the Korean Society of Costume
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    • v.63 no.8
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    • pp.27-42
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    • 2013
  • The study was aimed to develop men's working pants patterns through the computerized 3-D virtual clothing simulation system and to verify the effects of the 3-D simulated outfit by comparing it to the images of the actual outfits. The average body measurements of South Korean men aged between 30 and 39 used for the simulation in order to generate a 3-D virtual model and to realize outfits of men's working pants for the workers in the heavy industry in South Korea. And also the preliminary questionnaire survey results on certain aspects of the working pants such as type, detailed design preference and discomforting parts were taken into consideration. Both the simulated and real images of the developed working pants were compared in terms of the ease amount according to parts of the working pants, the position of seam lines, the appearance of darts and pleats, and the effects of the fabric surface according to expertise panels' subjective 5-point scale evaluation. The results throughout the study were (1) the basic working pants item worn by subject workers were the straight one pleated pants. The most discomforting parts of the working pants were in the order of body rise, thigh, hip, waist, pants hems and knee girth. (2) the drafting factors of pants patterns differed by the men's body features, which was related to the allocation of suppression amounts between waist and hip girths into darts and hip curve amounts on the waist line level of the pants. (3) the similarity of the virtually simulated and real images of men's working pants resulted in an average of 4.5 to the ease of appearance, 4.6 to the seam lines, 4.1 to the fabric surface effects in a 5-point scale, which means that the two were highly alike.

Multidisciplinary Research Analysis on Virtual Wear -Focusing on Domestic Research-

  • Su-Joung Cha
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.6
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    • pp.183-192
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    • 2024
  • The purpose of this study was to collect research related to virtual clothing conducted in Japan with virtual clothing as the keyword, and to understand research trends in the field of virtual clothing, including research timing, content, and methods. By doing so, I attempted to present a direction of travel for future research related to virtual clothing. An analysis of the academic fields of virtual clothing-related journals and dissertations revealed that the fashion field was the most common, followed by the natural sciences and the arts. The distribution of virtual clothing-related studies by year showed a gradual increase after 2000, a decrease between 2016 and 2020, and an increasing trend after the corona pandemic. Marketing was the most common research topic for virtual clothing, followed by virtual fitting, design, materials, and systems. Experimental research was the most common research method related to virtual clothing, followed by survey research and development research. n the future, research on fashion-related system development and verification of the effectiveness of virtual garments is expected to advance. In addition, it would be necessary to analyze trends in virtual clothing research outside of Korea.

Development of lower bodice pattern for late-elementary obese-schoolgirls using 3D virtual garment simulation (3D 가상착의 시스템에 의한 아동후기 비만여아의 슬랙스 원형 설계)

  • Lim, Jiyoung
    • The Research Journal of the Costume Culture
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    • v.23 no.4
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    • pp.616-627
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    • 2015
  • The purpose of this study was to develop slacks patterns for obese-schoolgirls aged 10~12 by using a 3D virtual garment simulation system. The criteria for subjects in this study were girls who had a BMI of over $25kg/m^2$. A total of 155 schoolgirls who met these criteria were enrolled. The results were as follows: First, by using 3D virtual garment simulation, a new slacks pattern considerate of obese-schoolgirls was developed. The basic numerical formulae were as follows: Front and back hip girth of H/4-0.5+1 and H/4+0.5+1.5, front waist girth of W/4+1+0.5, back waist girth of W/4+2+0.5, front crotch extension of H/16-0.5, back crotch extension of H/8-0.5, front dart amount of 1, and back dart amount of 2. Second, according to the new slacks pattern appearance evaluation, the new slacks pattern scored more highly than the existing pattern for silhouette and ease amount, confirming that the new slacks pattern is appropriate for obese-schoolgirls. Additionally, the new slacks pattern was evaluated allowing for the proper space length of the waist, abdomen and hips. This study is expected to serve as important basic data for ensuing studies that may utilize a 3D virtual garment simulation system with 2D patterns and for future 3D pattern production program development.

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

  • Han, Hyunjung;Jeon, Eunkyung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.1
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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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