• Title/Summary/Keyword: 실제 착의

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Object VR-based 2.5D Virtual Textile Wearing System : Viewpoint Vector Estimation and Textile Texture Mapping (오브젝트 VR 기반 2.5D 가상 직물 착의 시스템 : 시점 벡터 추정 및 직물 텍스쳐 매핑)

  • Lee, Eun-Hwan;Kwak, No-Yoon
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.19-26
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    • 2008
  • This paper is related to a new technology allowing a user to have a 360 degree viewpoint of the virtual wearing object, and to an object VR(Virtual Reality)-based 2D virtual textile wearing system using viewpoint vector estimation and textile texture mapping. The proposed system is characterized as capable of virtually wearing a new textile pattern selected by the user to the clothing shape section segmented from multiview 2D images of clothes model for object VR, and three-dimensionally viewing its virtual wearing appearance at a 360 degree viewpoint of the object. Regardless of color or intensity of model clothes, the proposed system is possible to virtually change the textile pattern with holding the illumination and shading properties of the selected clothing shape section, and also to quickly and easily simulate, compare, and select multiple textile pattern combinations for individual styles or entire outfits. The proposed system can provide higher practicality and easy-to-use interface, as it makes real-time processing possible in various digital environment, and creates comparatively natural and realistic virtual wearing styles, and also makes semi -automatic processing possible to reduce the manual works to a minimum. According to the proposed system, it can motivate the creative activity of the designers with simulation results on the effect of textile pattern design on the appearance of clothes without manufacturing physical clothes and, as it can help the purchasers for decision-making with them, promote B2B or B2C e-commerce.

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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 the Comparison of 3D Virtual Clothing and Real Clothing by Neckline Type (네크라인 종류에 따른 3D 가상착의와 실제착의 비교 연구)

  • Nam, Young-Ran;Kim, Dong-Eun
    • Fashion & Textile Research Journal
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    • v.23 no.2
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    • pp.247-260
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    • 2021
  • While it is an important element of clothing construction, research has so far been very limited on the similarities between virtual and real clothing in terms of the type of neckline. The purpose of this study is to verify the similarity, accuracy of virtualization, and actuality of neckline, which all play an important role in individual impressions and image formation, and require considerable modification when fitting real samples. A total of 5 neckline models were selected through the analysis of dress composition textbooks. The selected designs were then planned and manufactured in muslin. The specimen clothes were then tested on a female model in her 20s. 2 kinds of virtual bodies were created in order to compare the real and the virtual dressing. The first virtual body was made through an Artec 3D Eva scan of the model, and the other was made by entering the model's measurements in a CLO 3D program. A visual image of the front, side, and back image of both the real and virtual dressing were subsequently collected. The collected images were then evaluated by 20 professional fashion workers who checked the similarity between the real and the virtual versions. The current study found that the similarity between the actual and virtual wearing of the five neckline designs with reality appeared higher with the virtual wearing image using the 3D-scanned body. The results of this study could provide further information on the selection of appropriate avatars to clothing companies that check the fit of clothing by utilizing 3D virtualized programs.

Color Image Segmentation and Textile Texture Mapping of 2D Virtual Wearing System (2D 가상 착의 시스템의 컬러 영상 분할 및 직물 텍스쳐 매핑)

  • Lee, Eun-Hwan;Kwak, No-Yoon
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.5
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    • pp.213-222
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    • 2008
  • This paper is related to color image segmentation and textile texture mapping for the 2D virtual wearing system. The proposed system is characterized as virtually wearing a new textile pattern selected by user to the clothing shape section, based on its intensity difference map, segmented from a 2D clothes model image using color image segmentation technique. Regardless of color or intensity of model clothes, the proposed system is possible to virtually change the textile pattern or color with holding the illumination and shading properties of the selected clothing shape section, and also to quickly and easily simulate, compare, and select multiple textile pattern combinations for individual styles or entire outfits. The proposed system can provide higher practicality and easy-to-use interface, as it makes real-time processing possible in various digital environment, and creates comparatively natural and realistic virtual wearing styles, and also makes semi-automatic processing possible to reduce the manual works to a minimum. According to the proposed system, it can motivate the creative activity of the designers with simulation results on the effect of textile pattern design on the appearance of clothes without manufacturing physical clothes and, as it can help the purchasers for decision-making with them, promote B2B or B2C e-commerce.

Reproducibility of Virtual Power Shoulder Jacket by Silhouette Variation (파워숄더 재킷의 실루엣에 따른 가상착의 재현)

  • Park, Jeongah;Lee, Jeongran
    • Fashion & Textile Research Journal
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    • v.24 no.3
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    • pp.315-324
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    • 2022
  • This study aims to verify the sewing technology and the expression of the virtual garment program by comparing the appearance similarity between the real and the virtual power shoulder jacket. To this end, the H and the X silhouettes of the power shoulder jacket were selected as the reference designs. After making the reference designs into real jackets by applying the human body dimensions of women in their twenties, virtual avatars and jackets were produced using CLO 3D programs. The results showed that the H-type with only expanded shoulders and less design variation had a high similarity between the reference photo and real garment, the real and virtual garment, and the reference photo and virtual garment. The power shoulder jacket of the reference picture was well reproduced in the real and virtual garments. Conversely, the X-type jacket, which is a tight fit and has many design variations, showed somewhat low similarity in the circumference items and the basic construction line. Especially in tight-fitted power shoulder jackets, the fact that shoulder angles and the essential items for pattern making cannot be reflected in reproducing virtual models was found to be a limitation in increasing the similarity of virtual clothing. Furthermore, the sewing system gap between the real and the virtual clothing exposed a difference in the appearance of virtual clothing.

Relations between Body Cathexis and Clothing Selection by Body Types (신체 부위별 크기 인식과 착의 행동과의 상관연구)

  • 박재경;남윤자
    • Journal of the Korean Society of Clothing and Textiles
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    • v.23 no.8
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    • pp.1149-1160
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    • 1999
  • In order to investigate the influence of being self-consciousness of one's body size on clothing behavior we measured body size of Korean female college students directly and examined by questionnaire the degree of being self-conciousness of their body size the aspired clothing behavior and the actual clothing behavior. In addition after classifying the subjects into groups according to the degree of obesity we also examined the difference in the actual clothing behavior among the groups./ The results are as follows: 1) On the item of girth of the body parts the subjects felt thicker in the proximal and lower part of the body than in the distal and upper part of the body. And with respect to the style which exposes body silhouette the disparity between the aspired and actual clothing behavior was greater in the parts that the subjects felt thick. 2) After investigating the relationship between the aspired and the actual clothing behavior we found out that the style which subjects wanted to put on but actually did not was the style that exposes body silhouette and the style which subjects didn't want to put on but actually did was the style covers the body silhouette. 3) There was significant correlation between the subjects' consciousness of their body size and their actual clothing behavior. The self-consciousness of body size on actual dressing tend to influence the clothing for lower body more than the other parts. 4) The subjects were classified into lean normal and obese groups. There were significant differences among the groups in the frequency of wearing the clothing that expose body silhouette. The obese group had a tendency to avoid this clothing style.

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NC 가공을 위한 곡면 모델링에 관한 연구

  • 성원징;양균의
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1991.04a
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    • pp.356-362
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    • 1991
  • 자동차, 항공기, 선박등과 같은 산업제품과 전화기, TV브라운관과 같은 가전제품, 심미적 기능을 갖는 제품등과 같은 일상용품등은 많은 부분이 자유곡면(sculptured surface)으로 이루어져 있다. 이러한 해석적으로 정의 하기 어려운 제품 또는 그것을 생산하는데필요한 금형을 가공하는데 있어서 기존에는 석고 모형이나 목형을 이용한 모방 절삭을 하였다. 그러나 근래에는 자유곡면으로이루어진 제품을 설계하고 가공하는데 있어서 CAD/CAM system을 이용하고 있다. 제품의 곡면을 표현하거나 이들을 NC가공하기 위해서는 곡면을 나타내는 형상 정보가 필요 하고 이들 형상정보로 곡면모델링을 하여공구 경로를 구한다. 그러므로 이들 형상정보를 허용한도내에서 적절히 정하여 실제형상에 가까운 곡면을 형성하여야 한다. CAD/CAM 기술의 발달에 따라 다양한 형태의 곡면을 형성하는 기능을 가진 system이 많이 출현되었고 점토, 석고 또는 나무등으로 만든 physical model로 부터 얻어진 형상정보에 의해 surface fitting을 함으로서 자유곡면을 표현하는 방법이 많이 사용되고 있다. 어떠한 곡면을 표현할때는 곡면의 특성을 잘 표현하면서 전체적으로 smooth 한 것이 바람직하다. 그러므로 곡면의 형태를 설계자가 쉽게 이해할 수 있고 적은 수의 patch로도 복잡한 형상을 나타내야 하며 또한 국부적으로 수정이 용이하여야한다. 본 논문에서는 자유곡면을 나타낼 수 있는 수학적 표현 방법에 관하여 논하고, 해석적 곡면으로 부터 형상정보를 얻어 곡면 모델링을 한 후의 Ferguson곡면, UBS와 NUBS의 차이점을 분석하고, 이들 곡면과 해석적 곡면으로부터 얻은 실제곡면과의 오차를 측정하여 실제형상에 가까운 모델링 곡면을 찾고자 하였다.. 라. MCl(M:K$^{+}$, $Na^{+}$, NH$_{4}$$^{+}$ 및 H$^{+}$) 수용액 메디움에서의 Cd(II), Mg(II) 및 Zn(II)의 Dowex 1-X8, Cl$^{-}$ 수지에 대한 흡착은 역시 어떤 메디움에서도 Cd(II) 흡착이 제일 크며, 다음이 Zn(II) 이고 착이온을 형성않는 Mg(II)이 제일 작았다. 한편 메디움 종류별 D값의 크기순위는 H$^{+}$>K$^{+}$> $Na^{+}$>NH$_{4}$$^{+}$이였다. 메디움의 종류에 따라 D값의 차이가 나는 것은 금속이온의 착이온 형성과 금속이온의 용액내에서의 이온종의 상태와 관련이 있다고 생각된다. 마. MCl(M:K$^{+}$, $Na^{+}$, NH$_{4}$$^{+}$ 및 H$^{+}$)과 MNO$_{3}$ 용리액에 의한 Cd(II), Mg(II) 및 Zn(II)의 용리는 예상한 바와 같이 MCl에서 작은 Dv 값을 갖는데, 이것은 CdCl$_{4}$$^{2-}$ 착이온을 형성하거나 ZnCl$_{4}$$^{2-}$ , ZnCl$_{3}$$^{-}$같은 이온과 MgCl$^{+}$, MgCl$_{2}$같은 이온종을 형성하기 때문인것 같다. 한편 어떠한 용리액에서던지 N

Longitudinal Dynamic Behavior of KASR-Bridge Installed Creep-Couplers (Creep-Coupler가 설치된 KHSR 교량으 종방향 동적거동)

  • 곽종원
    • Journal of the Earthquake Engineering Society of Korea
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    • v.4 no.4
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    • pp.111-116
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    • 2000
  • 경간사이에 creep-coupler가 설치된 경부 고속철도 교량에 TGV-K 열차의 제동에 의한 교량의 종방향 동적거동을 해석하였다. 교량은 40m 길이의 2경간 연속교이며, 종방향 충격 하중을 인접 경간 혹은 교대로 전달하기 위한 목적으로 인접하고 있는 두 교량 사이의 creep-coupler가 설치되었다. 철도교의 경우에는 레일에 대한 종방향 축력검토가 매우 중요하므로, 이를 지지하고 있는 교량의 하부구조(교각과 기초)의영 향을 고려한 교량의 동적거동해석이 요구된다. 본 연구에서는 TGV-K의 실제 제동하중에 의한 KHSR(Korea high speed railway)에 건설중인 실제교량의 동해석을 하부구조와 동특성치를 고려하여 수행하였다. TGV-K는 객차사이에 대차가 위치하므로 전체 열차의 모델링이 한꺼번에 이루어 져야한다. 동핵석을 위해서 열차의 3차원 수치모델링이 이루어졌다. TGV-K의 제동은 동력차의 전기적인 제동에 의한 회생제동력(regenerative braking force)과 객착의 기계적인 판제동(disk braking)으로 이루어진다. 이러한 제동작용의 고려에 실제 TGV-K의 제동함수가 사용되었다.

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Studies on the Usage of Compound Flavorings in Korea (국내의 조합향료 사용실태 조사)

  • Kim, Hee-Yun;Yoon, Hae-Jung;Hong, Ki-Hyoung;Park, Sung-Kwan;Choi, Jang-Duck;Choi, Woo-Jeong;Kim, Ji-Hye;Park, Hui-Og;Jin, Myeong-Sig;Lee, Chul-Won
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.33 no.8
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    • pp.1407-1413
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    • 2004
  • This study was performed to investigate the usage and management of flavorings inside or outside (Europe, Japan, JECFA and USA) for that establish a legislation about the flavoring management in Korea. Also, this study contributed to prevent confusion when manufacturers produce flavorings used in food industry. 6,434 among 8,386 flavorings authorized by Korea Food and Drug administration are compound flavorings, and 618 among 6,434 compound flavorings are synthetic flavorings. Many other substances except for flavorings are using as solvent in flavoring manufacture. Flavorings used in food industries of Korea are listed at least one among FEMA, JECFA, CoE and JFFMA except for isooctyl acetate and tricyclene. 493 items out of total 618 synthetic flavorings have completed safety evaluation by JECFA. 106 synthetic flavorings out of the rest listed FEMA as GRAS and 20 synthetic flavorings used in Japan. The replier answered that the most frequently used flavorings are strawberry, grape, orange, plum, lemon and vanilla flavor and that the usage of flavoring added to foodstuffs is less than 0.5%.

A Study on Applicability of Custom-Tailored Clothing of 3D Virtual Clothing System - Focused on Middle-Aged Women - (3 시스템의 맞춤복 시장 적용가능성에 관한 연구 - 중년여성을 대상으로 -)

  • Lee, Su-Yeon;Lee, Jung-Soon
    • Journal of Fashion Business
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    • v.14 no.4
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    • pp.161-173
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    • 2010
  • This study aims to examine for efficient production methods of custom-tailored clothing and application of 3D virtual clothing system in custom-tailored clothing market, by producing and analyzing both real clothing and 3D virtual clothing. For this study, a middle-aged woman is selected as the subject figure and one-piece is selected as the experimental clothes item. In real clothing, I conducted the wearing evaluation for experts and the subject figure. And In the virtual clothing, I conducted the wearing evaluation with i-Designer using 3D virtual clothing on simulation program. There are some differences between the data from body scanning and the real body size. In the custom-tailored clothing market in which the fitness is important, the research which measures the more exact data is needed. And in the case of complicate design, the functions which measure the activity and the fitness variously and correct the parts of curves are needed. This study experiments the availability of application of 3D Virtual Clothing System in custom-tailored clothing market by selecting one-piece as the experimental clothes item. So the follow-up studies for the other designs and fabrics are needed. Also, if the studies for checking the clothes pressure, the amount of composure, the space between skin and clothing when the virtual model wearing clothes is walking or shaking his arms are proceeding, then 3D virtual clothing System is applicable in custom-tailored clothing market. But there are some restrictions and lack of education in virtual clothing System yet, and it makes hard for workers in clothing market to use it in real production. However, 3D virtual clothing System will be practical in real market if there would be more research on its usability and practicality, and workers in clothing market can be easily educated on techniques of 3D virtual clothing system.