• Title/Summary/Keyword: 스트레치웨어

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Development of Textile Sensors for Prevention of Forward Head Posture (거북목 예방을 위한 텍스타일 센서 개발)

  • Minsuk kim;Jinhee Park;Jooyong Kim
    • Journal of Fashion Business
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    • v.27 no.4
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    • pp.125-140
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    • 2023
  • This study aimed to develop a smart wearable device for assessing the risk angle associated with turtle neck syndrome in patients with Video Display Terminal (VDT) syndrome. Turtle neck syndrome, characterized by forward head posture resulting from upper cross syndrome, leads to thoracic kyphosis. In this research, a stretch sensor was used to monitor the progression of turtle neck syndrome, and the sensor data was analyzed using a Universal Testing Machine (UTM) and the Gauge Factor (GF) calculation method. The scapula and cervical spine angles were measured at five stages, with 15-degree increments from 0° to 60°. During the experimental process, the stretch sensor was attached to the thoracic spine in three different lengths: 30mm, 50mm, and 100mm. Among these, the attachment method yielding the most reliable data was determined by measuring with three techniques (General Trim Adhesive, PU film, and Heat Transfer Machine), and clothing using the heat transfer machine was selected. The experimental results confirmed that the most significant change in thoracic kyphosis occurred at approximately 30° of forward head posture. Prolonged deformity can lead to various issues, highlighting the need for textile sensor solutions. The developed wearable device aims to provide users with real-time feedback on their turtle neck posture and incorporate features that can help prevent or improve the condition.

A Study on the Women's Bodysuit Sleeve Block Construction Using Stretch fabrics (Stretch 소재를 사용한 여성용 Bodysuit Sleeve 원형 설계에 관한 연구)

  • Park Gin-Ah
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.12 s.148
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    • pp.1535-1545
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    • 2005
  • The study aimed firstly, to develop the women's bodysuit sleeve block construction method adopting the appropriate pattern reduction rates according to the fabric stretch property. Secondly, the details applied to the bodysuit sleeve block drafting (Dr the educational and industrial usage were proposed. For these, several distinguishing bodysuit sleeve pattern making methods(i.e. Joseph-Armstrong: T1, Shoben & Ward: T2, Esmod: T3 and Mixed Joseph-Armstrong: T4) were analyzed and divided into two categories that adopt 1) the equally (i.e., T1) and 2) the differently(i.e., T2, T3 & T4) distributed front and back armhole length measurements. Women's sleeve samples were made for the research using the same stretch fabric($50\%\;and\; 70\%$ in wale and course each) to the previous research. A group comprising 5 relevant experts evaluated the fit and comfort features of the samples. Experiments analyzed the appearance of sleeve samples focused on total 13 evaluation parts(including the front/side/back fit tolerance, sleeve centre line, sleeve length, appropriateness of the sleeve appearance balanced with the bodysuit and etc.): and performed the comfort test evaluating three kinds(vertical-front/vertical-side/ horizontal) of arm movements. The most appropriate bodysuit sleeve to fulfil the original aims of the study was suggested. The findings and suggestions throughout the study were: 1) the measurements and required reduction rates for the bodysuit sleeve block developed: outer sleeve length (with 1.0 RR), crown height(with 0.7 RR), front and back armhole lengths measured on the bodysuit blocks ($0\%$ ease amount), elbow width(0.9/0.95 RR), wrist girth measurements(from $12\%\;to\;18\%$ tolerances can be given to): and 2) the differently distributed front and back armhole length measurements resulted in the better fit and comfort through the research.

Wearable Art-Chameleon Dress (웨어러블 아트-카멜레온 드레스)

  • Cho, Kyoung-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.12
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    • pp.1837-1847
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    • 2008
  • The goal of this study is to express the image of chameleons-that change their colors by light, temperature and its mood-into the sexy styles of corresponding coquettish temperamental people in Wearable Art. The method used in this study was experimenting various production mediums, including creating the textured stretch fabric, in the process of expressing the conceptual characteristics of the chameleon in Wearable Art. The concept of the work was a concoction of 'tempting', 'splendid', 'brilliant', 'fascinating', etc. that highlighted the real disposition of the chameleon. The futuristic preference of the researcher was also implicated. "Comfortable" and "enjoyable" concepts via motions were improved with the its completeness. The point of the design and production is to express symbolically the chameleon in real life, analyzing its sleek body lines, conditional colors changing, outer skins and the cubic textures. The coquettish temperamental image, the conceptual image of the chameleon, was also expressed by implication into the whole work. The entire line of this work is body-conscious silhouette. It was symbolically selected to image the outline of the chameleon that has the slim and sleek body. The exposed back is intended to express symbolically the projected back bones of the chameleon. The hood of gentle triangle line expresses the smooth-lined head part. The irregular hemlines represent the elongated chameleon's tale. The chameleon with its colors of vivid tones is characterized the colors changing by its conditions. This point was importantly treated in the working process by trying the effects that the colors are seen slightly different according to the light and angles. The material was given the effect that its surface colors are seen different in lights and angles because of the wrinkles protruded lumpy-bumpy. The various stones of red and blue tones are very similar to the skin tones of the real chameleon, and their gradation makes the effect that the colors are visibly changed with each move. The textures of the chameleon were produced via the wrinkle effect of smoke-shape, which is the result of using the elastic threads on the basic mediums stitched with 50/50 chiffon and polyester along with velvet dot patterns. The stretching fabric by the impact of the elastic threads is as much suitable for making the body-conscious line. The stones are composed of acrylic cabochon and gemstone. They are symbolically expressed the lumpy and bumpy back skin of the chameleon and produced the effect of the colors visibly different. The primary technique used in this dress is the draping utilizing the biased grains. The front body piece is connected to the hood and joined to the back piece without any seam. For the irregular hemline flares, leaving the several rectangular pieces with bias grains, they were connected by interlocking. What defines the clothes is the person in action. Therefore, what decides the completeness of clothes might be its comfortable and enjoyable feeling by living and acting people. The chameleon dress could also reach its goal of comforting and pleasing Wearable Art in the process of studying the techniques and effects that visibly differentiate the colors. It is considered as a main point of the Wearable Art, which is a comfortable enjoyable clothing tempered with the artistic beauty.

Comparison of Acting Style Between 2D Hand-drawn Animation and 3D Computer Animation : Focused on Expression of Emotion by Using Close-up (2D 핸드 드로운 애니메이션과 3D 컴퓨터 애니메이션에서의 액팅(acting) 스타일 비교 -클로즈-업을 이용한 감정표현을 중심으로-)

  • Moon, Jaecheol;Kim, Yumi
    • Cartoon and Animation Studies
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    • s.36
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    • pp.147-165
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    • 2014
  • Around the turn of 21st century, there has been a major technological shift in the animation industry. With development of reality-based computer graphics, major American animation studios replaced hand-drawn method with the new 3D computer graphics. Traditional animation was known for its simplified shapes such as circles and triangle that makes characters' movements distinctive from non-animated feature films. Computer-generated animation has largely replaced it, but is under continuous criticism that automated movements and reality-like graphics devaluate the aesthetics of animation. Although hand-drawn animation is still produced, 3D computer graphics have taken commercial lead and there has been many changes to acting of animated characters, which calls for detailed investigation. Firstly, the changes in acting of 3D characters can be traced from looking at human-like rigging method that mimics humanistic moving mechanism. Also, if hair and clothing was part of hand-drawn characters' acting, it has now been hidden inside mathematical simulation of 3D graphics, leaving only the body to be used in acting. Secondly, looking at "Stretch and Squash" method, which represents the distinctive movements of animation, through the lens of media, a paradox arises. Hand-drawn animation are produced frame-by-frame, and a subtle change would make animated frames shiver. This slight shivering acts as an aesthetic distinction of animated feature films, but can also require exaggerated movements to hide the shivering. On the contrary, acting of 3D animation make use of calculated movements that may seem exaggerated compared to human acting, but seem much more moderate and static compared to hand-drawn acting. Moreover, 3D computer graphics add the third dimension that allows more intuitive movements - maybe animators no longer need fine drawing skills; what they now need is directing skills to animate characters in 3D space intuitively. On the assumption that technological advancement and change of artistic expressionism are inseparable, this paper compares acting of 3D animation studio Pixar and classical drawing studio Disney to investigate character acting style and movements.