• Title/Summary/Keyword: 가상 착의

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A Development of the Uniform Pattern for Obese Junior-High School Girls from Virtual Garment Simulation (가상 착의 시스템에 의한 비만 여중생의 교복 원형 개발)

  • Lim, Ji-Young
    • The Research Journal of the Costume Culture
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    • v.19 no.2
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    • pp.245-254
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    • 2011
  • The purpose of this study was to develop uniform pattern of obese junior-high school girls by using the virtual twin and 3D virtual garment simulation system. The results were as follows; first, by using 3D virtual garment simulation, new uniform pattern considered obese junior-high school girls was development. The basic numerical formula were as follows; bust girth=B/2+2.5, armhole depth=B/4, front waist girth=W/4+1.8, back waist girth=W/4+1, front hip girth=H/4+1, back hip girth=H/4+1, chest width=chest width+1.5, back width=back width+1 and back neck width 8cm. Second, according to the results of the new uniform pattern's appearance evaluation, it estimated more highly than existing pattern in silhouette and ease amount, confirming that new uniform pattern is appropriate for the obese junior-high school girls. Also, new uniform pattern was evaluated to allow proper space length of bust, waist, abdomen and hip. Virtual models production through 3D body scan data, pattern draft and virtual garment digital program were applied to prototypic design method so as to enhance the fitness of ready-made garments. 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.

Slacks pattern development for the female adolescents with lower-body obesity using virtual simulation system (가상착의 시스템을 활용한 하체 비만 여자 청소년의 슬랙스원형 설계)

  • Jiyoung Lim
    • The Research Journal of the Costume Culture
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    • v.31 no.6
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    • pp.793-805
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    • 2023
  • This study analyzes the body shapes of lower-body obese female adolescents and proposes a slacks pattern suitable for their body type. Lower-body obesity is a prevalent type of teenage obesity, and our proposals aim to improve consumer satisfaction in ready-to-wear clothes across this demographic. We first observe characteristics of obese lower bodies, noting significantly above-average thigh and hip circumference. These figures indicate a high degree of curvature in obese lower bodies, along with a large drop value. Leveraging this data, we develop a novel slacks pattern using 3D avatars in a virtual simulation system. The formulas for the main areas of the pattern are as follows: front waist girth W/4+0.75cm+0.5cm, back waist girth W/4+0.5cm-0.5cm, front hip girth H/4+1.25cm-0.5cm, back hip girth H/4+2cm+0.5cm, front crotch extension H/16+0.5cm, back crotch extension H/8+1cm. Results from appearance evaluations show that this pattern minimizes strain rate on the waist and hips, and its average score is significantly higher than that of an alternative pattern that was also evaluated. The minimized strain rate and high average score indicate that our pattern assigns a sufficient amount of space to the appropriate areas. Based on these results, we expect our research to inform slacks pattern development and production for obese consumers of all types.

A study on the comparing visual images between the Real garment and the 3D garment simulation of flare skirts (플레어 스커트의 실제착의와 가상착의 이미지 비교)

  • Kim, Hyun-Ah;Ryu, Hyo-Seon;Lee, Joo-Hyun;Nam, Yun-Ja
    • Science of Emotion and Sensibility
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    • v.14 no.3
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    • pp.385-394
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    • 2011
  • The purpose of this research is to compare and analyze visual images between the Real garment and the 3D garment simulation with the various fabrics of flare skirts and to analyze the correlation between mechanical properties and visual images. The picture images (printed on paper) of the Real garment and the 3D garment simulation of experimental flare skirts were shown to the evaluation group of women in their 20s majoring in clothing and textiles, and were evaluated by questionnaires with 32 adjectives. SPSS Version 12.0 statistics program was utilized to analyze data. Factor analysis, One Way ANOVA, T-test and Duncan test were used to investigate visual effect of the Real garment and the 3D garment simulation. As the result of conducting factor analysis on the visual appearance, the images were driven with five factors: 'drapeability', 'attractive', 'body compensation', 'bulkiness', 'activeness'. Visual images were significantly related with mechanical properties of various fabrics, and the visual images between 3D garment simulations and real garment differed with various fabrics and their mechanical properties. Visual images of silk and polyester group, cotton, linen and wool group were significantly related with weight and thickness of kinds of fabrics.

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A study on Design of Casual wear utilizing 3D Virtual Clothing Technology - focus on Generation Z (3D 가상 의상 기술을 활용한 캐쥬얼웨어 디자인 연구 - Z 세대를 중심으로)

  • Shin, Hae Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.75-81
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    • 2021
  • With the development of advanced information and communication technology, Generation Z, familiar with digital culture, is drawing keen attention as a major consumer of the fashion industry. In this study, casual wear for Generation Z, who is proficient in digital devices and prefers information acquisition and lifestyle over the Internet, was designed using 3D virtual simulation and developed into four looks: Gulish, Sportive, Easy and Contemporary. The use of simulation of 3D virtual clothing in costume design can build digitalization of future fashion industry through convergence with digital fashion design planning and production process in fandemic environment and strengthen online platform distribution. In a business environment that continues to innovate to enhance work efficiency by introducing an Untouch fashion production system, the use of 3D virtual clothing technology can increase the efficiency of sustainable management through 3D sample production, online fitting, modification, and final critic processes to reduce the time and cost of human and physical resources and review.

A Study on Reproductions of North American Smocking Design Using a 3D Virtual Clothing System (3차원 가상착의 시스템을 이용한 북아메리칸 스모킹 디자인 재현 연구)

  • Kim, Minkyoung
    • Journal of Fashion Business
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    • v.24 no.5
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    • pp.106-124
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    • 2020
  • The purpose of this study was to analyze the three-dimensional (3D) characteristics and reproducibility of the effective expression of North American smocking pleats in the process of making clothes using a 3D virtual clothing system (CLO) and present a method of expression according to the types of North American smocking. In this study, lattice, lozenge, and flower smocking were produced as real smocking and 3D virtual content, and actual muslin properties were measured using a Fabric Kit and reflected using an emulator. The results of this study confirmed that a dense puckered design such as North American smocking could be expressed depending upon the internal line, fold angle, and reinforcement setting for 3D smocking. To partially apply pleats to flat fabrics, it was necessary to set fold lines. The fold line setting could be expressed by designing the internal line in horizontal, vertical, and diagonal directions according to the North American smocking design, and then setting the fold angle for each internal line. By setting fold angles of 0 degrees and 360 degrees according to the folding direction of the set internal line, the fabric was clearly folded and stable pleats were created. This study will contribute to the vitalization of the 3D virtual fashion content industry by analyzing and presenting the optimal expression method of sophisticated and complex pleats generated according to the North American smocking design pattern.

Comparative Analysis of Pants Pattern and Virtual Appearance Evaluation for Men's Single-pleated Pants (남성 싱글플리티드 팬츠 패턴비교분석 및 가상착의평가)

  • Hong, Eun-Hee;Kim, Kyung-A;Uh, Mi-Kyung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.17 no.1
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    • pp.105-115
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    • 2015
  • This study aims to compare the ease of men's single-pleated pants patterns, and to analyze the fit and appearance through the 3D virtual garment system. The researchers selected five(four educational materials and one industrial pattern) slim-fit single-pleated pants which is the current fashion trend in menswear. The CLO 3D Modelist program was utilized to carry out the appearance evaluation through virtual wearing, opacity, and clothing pressure. The results showed that D pants had the greatest ease on the waist circumference, while C pants had the least ease. The E pants had the greatest ease on the hip circumference, then B pants and C pants showed less ease. Also, the E pants had the longest on the pants length, then D pants showed the shortest. In the appearance evaluation, A pants received the most favorable results, followed by D, B, E, and C pants, in descending order. The clothing pressure appeared to be mainly red on the waist, crotch, and hem in all pants, so the clothing pressure was high. From the results, we can understand that each of the 5 single-pleated pants patterns has different ease amount and silhouette.

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Knit Design Using 3D Virtual Clothing Simulation Program of Knit CAD System (니트 CAD시스템의 3D 가상착의 프로그램을 활용한 니트디자인)

  • Lee, Seul-A;Lee, Yoon Mee;Lee, Younhee
    • Journal of the Korean Society of Costume
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    • v.65 no.1
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    • pp.104-117
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    • 2015
  • Recently, the fashion industry has been integrating with The IT industry in order to develop in various ways. This study looks into ways to utilize the 3D CAD system, which would reduce time and cost while producing samples, and strengthen the communication between the brand and its cooperators by deploying knit designs using Knit CAD system's 3D virtual clothing program. The research method was reference, Internet resources 3D fashion CAD system and 3D Knit CAD system. Based on the data, simulation of the complete design of 4 deployed knit designs was done by using 3D virtual clothing program of the Knit CAD system utilizing knit design elements. One of each design element among the virtual clothing designs was chosen to produce real clothing, and the experts did verification on the appearance assessment of 3D virtual clothing knit designs of the Knit CAD system. As a result, 3D virtual clothing knit design of the Knit CAD system proved itself as an efficient system in terms of time and cost.

Usability verification of virtual clothing system for the production of a 3D avatar reproduced from 3D human body scan shape data - Focusing on the CLO 3D program - (3차원 인체스캔형상을 재현한 3D 아바타 제작을 위한 가상착의 시스템의 활용성 검증 -CLO 3D 프로그램을 중심으로-)

  • Hong, Eun-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.22 no.1
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    • pp.1-13
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    • 2020
  • The purpose of this study is to create a 3D avatar from 3D human body shape data using the CLO 3D virtual clothing program and to verify the feasibility of avatar production using the virtual clothing system for verifying size and shape. The research method was to select one virtual representative model that is the closest to the mean size of each body item for each age group. Using the 3D human body scan shape of a 40-69 years old male was applied to the CLO 3D virtual wearing system. Using the CLO 3D Avatar conversion menu, we verified the feasibility of creating a 3D avatar that reproduces the human body scan shape. In the dimension comparison between the 3D avatar and the fictitious representative model, the dimension difference was noticeable in height, circumference, and length. However, as a result, the converted 3D avatar showed less than a 5% difference in most human dimensions. In addition, since the body shape and posture were reproduced similarly, the utilization of the avatar was verified.