• Title/Summary/Keyword: 의류 시뮬레이션

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Computer Simulation for Calculation of Thermal Insulation in Korean Folk Clothes (한복의 보온력 평가를 위한 컴퓨터 시뮬레이션)

  • 권오경;성수광
    • Journal of the Korean Society of Clothing and Textiles
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    • v.21 no.7
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    • pp.1153-1161
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    • 1997
  • The insulation provided by clothing system is usually expressed in terms of a coo units and its distribution of the body, directly affect convective, conductive, and radiant heat loss from the skin to the environment Evaporated heat loss is dependent upon fabric permeability, the amount of body surface area covered by clothing, and the pumping of air between the body and garment layers. Persons at low to medium activity levels, dressed in conventional apparel in door environments, usually do not lose a large amount of heat through evaporation. Thermal manikin technology is used to measure the resistance to heat transfer provided by clothing systems. The reciprocal of this value, 6.45 W/m2.$^{\circ}C$ is often used in calculations for convenience. The purpose of this study was to implement a research program for calculation the insulation value (clo), body surface area and basal metabolic rate of selected clothing system. The project provided for the building of an insulation data base for use in evaluating and comparing new and improved garments.

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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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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.

Object VR-based Virtual Textile Wearing System Using Textile Texture Mapping (직물 텍스쳐 매핑을 이용한 객체 VR 기반 가상 직물 착용 시스템)

  • Kwak, No-Yoon
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.239-247
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    • 2012
  • This paper is related to an Object VR-based virtual textile wearing system carrying out textile texture mapping based on viewpoint vector estimation and intensity difference map. 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 multi-view 2D images of clothes model for Object VR(Object Virtual Reality), and three-dimensionally viewing its virtual wearing appearance at multi-view points 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 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.

Development of Korean Cultural Shirt Design as a Fashion Culture Product (한국적 디자인을 기본으로 한 패션문화상품 셔츠디자인 개발)

  • Choi, Eunjoo
    • Fashion & Textile Research Journal
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    • v.19 no.6
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    • pp.777-785
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    • 2017
  • The MICE industry is a new industry that combines corporate meetings, intensive tours, conventions and exhibitions. The convention (the international conference itself) is a conception born from the interpretation of multiple industries such as conferences, incentive tourism, exhibitions and fairs. It is therefore necessary to develop products that can contribute to the revitalization of the MICE industry. We will participate in globalization era trends by developing original design with unique color sense as well as traditional beauty and elegance that can represent the Korean Wave in order to develop high value-added fashion cultural products. We examine the formative characteristics of Chogakbo and apply them to the harmony of geometrical characteristics and colors. The morphological characteristics and sewing method of the Korean traditional 'fo' were also used for shirt designs. It is a fashion cultural product that applies to the Korean Cheokagbo design as well as maintains a basic aloha shirt design that can be worn by everyone (regardless of gender and age) to make it globally acceptable. We used a simple and interesting geometric configuration of the surface represented by the surface composition of the patchwork as well as proposed a design costume by 3D clothing simulation work. The research results can be used as basic data for the domestic fashion market and cultural goods market.

Analysis of Utilization of Virtual Try on Simulation and Consumers' Preference in Apparel Online Shopping (온라인 의류구매 시 가상착의 시뮬레이션 활용 및 선호도 분석)

  • Lim, Ho-Sun
    • Fashion & Textile Research Journal
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    • v.14 no.1
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    • pp.83-89
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    • 2012
  • Recent rapid development of computer, information communication and Web service technologies is exerting considerable effects on all industrial areas. As such digital technologies are also introduced to the clothing and fashion industry and create 'virtual garment environment' consisting of 3D virtual bodies, virtual garments and virtual try-on systems, consumers are now able to try virtual garments on their virtual body online. This study was conducted in order to analyze consumers' tendency of clothing purchase using 3D virtual simulation technology, which is increasing attention throughout the world, and to propose strategies on the development of virtual try-on technology for activating apparel online shopping. The subjects of this study were men and women aged 18 or older living in the North Carolina State, U.S., and a questionnaire survey was conducted with them on their tendency of apparel online shopping and their preference for real garments and virtual garments. According to the results of this study, consumers' awareness of apparel shopping using virtual try-on was still low. Moreover, in the results of surveying consumers' purchase preference for real garments and virtual garments, preference was highest for real garment (P), which was followed by virtual garments OA, OB and BB. Based on the results of this study, for the activation of apparel online shopping using virtual simulation technology, it is considered necessary to provide services implementing virtual try-on similar to consumers' actual try-on. This requires further active research and technology development on virtual try-on simulation using digital technologies.

Optimization of the Cloth Simulation Pipeline in Production of 3D Computer Animation (3D 컴퓨터 애니메이션 제작에서 Cloth Simulation 을 위한 제작파이프라인의 최적화)

  • Kwak, Dong-Min;Choi, Chul-Yong;Kim, Ki-Hong;Lee, Dong-Hoon
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.198-207
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    • 2009
  • Recently, it was possible to represent the realistic clothes in the cloth simulation along with growth of 3D computer animation such as visual contents. In addition, because of the development of H/W(Hardware) and S/W(Software), the accessibility and participation are growing. However, in order to make the image of high quality of 3D animation, the optimized production pipeline was need. In this paper, in order to overcome the limitation of exiting 3D computer animation production pipeline, we propose the optimized production pipeline of the cloth simulation. Our production pipeline makes the optimization arrangement in consideration of the mobility in order to supplement the related structure limit toward each part of the existing pipeline. Moreover, by utilizing the dummy cloth the association nature with the animation part is solved and a performance is improved. The proposal pipeline actually introduced to the animation production. And then we can improve the performance production time and production manpower consumption. Consequently, our pipeline is guaranteed an optimized work by emphasizing a connection in the direct image production.

Agent Model Construction Methods for Simulatable CPS Configuration (시뮬레이션 가능한 CPS 구성을 위한 에이전트 모델 구성 방법)

  • Jinmyeong Lee;Hong-Sun Park;Chan-Woo Kim;Bong Gu Kang
    • Journal of the Korea Society for Simulation
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    • v.33 no.2
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    • pp.1-11
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    • 2024
  • A cyber-physical system is a technology that connects the physical systems of a manufacturing environment with a cyber space to enable simulation. One of the major challenges in this technology is the seamless communication between these two environments. In complex manufacturing processes, it is crucial to adapt to various protocols of manufacturing equipment and ensure the transmission and reception of a large volume of data without delays or errors. In this study, we propose a method for constructing agent models for real-time simulation-capable cyberphysical systems. To achieve this, we design data collection units as independent agent models and effectively integrate them with existing simulation tools to develop the overall system architecture. To validate the proposed structure and ensure reliability, we conducted empirical testing by integrating various equipment from a real-world smart microfactory system to assess the data collection capabilities. The experiments involved testing data delay and data gaps related to data collection cycles. As a result, the proposed approach demonstrates flexibility by enabling the application of various internal data collection methods and accommodating different data formats and communication protocols for various equipment with relatively low communication delays. Consequently, it is expected that this approach will promote innovation in the manufacturing industry, enhance production line efficiency, and contribute to cost savings in maintenance.

Modeling of Cloth Material for Garment Animation (의상 애니메이션을 위한 직물 소재의 모델링)

  • 이상곤;남양희
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10d
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    • pp.418-420
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    • 2002
  • 980년대로부터 컴퓨터 그래픽스 분야에서 의상의 자연스러운 움직임을 생성하기 위한 연구가 계속되어 왔다. 유한요소 연속체 모델, 질량-스프링 모델과 같은 물리학적 모델이 등장하고, 수치적 적분법과 정확한 충돌 검사 및 반응처리를 접목하여 그럴듯한 옷감의 움직임을 얻을 수 있게 되었다. 그러나 이들 연구는 대개 표준적 모양 변형을 다루었기에, 두께, 질감, 빳빳한 정도 등 소재의 특성에 따른 차이를 묘사할 수 없었다. 본 논문에서는 의류학을 통해 연구되어온 직물들의 소재특성을 조사분석하고, 시뮬레이션 된 가상 옷감과 실제 옷감의 시각적 유사성 평가를 통한 직물들의 특성 파라미터 추출법을 제안하고 실험하였다. 그 결과 대표적인 옷감 종류에 따라 구별되는 애니메이션 패턴을 생성 할 수 있었다.

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Image Extraction Method in 3D Space for Game Player's Face Detection (게임 사용자 얼굴 검출을 위한 3D 공간 영상 추출 기법)

  • Yoo, Chae-Gon;Jung, Chang-Sung;Hwang, Chi-Jung
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.49-54
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    • 2001
  • 본 논문에서는 복잡한 랜덤 배경 하에서 위치하고 있는 게임 플레이어의 얼굴 영상을 스테레오 매칭을 이용하여 배경과 분리하여 추출할 수 있는 방법에 대하여 기술한다. 사람과의 상호 작용이 필요한 게임일수록 사람의 동작이나 각 부위에 대한 인식이 필요하다. 이 방법은 게임 이외에도 보안 시스템, 의류 시뮬레이션, 3D 모델링 그리고 로보틱스와 같은 분야에 적용될 수 있다. 스테레오 매칭에 관해서는 많은 연구가 있어왔으며, 기본적으로 영역기반 방법과 특징기반 방법으로 분류될 수 있다. 본 논문의 제안 방법 에서는 영역기반 방법으로 처리를 시작하고, 다단계 크기의 윈도우를 적용하여 물체의 경계선을 찾는 작업을 진행한다. 각 윈도우 크기에 대하여 유사성 커브가 생성되며, 이 값은 물체의 경계선을 판별하는 특징으로 사용된다. 전단계에서 생성된 코어스(coarse) 영역은 유사성 커브 방식에 의하여 머지 작업을 거치며, 최종적으로 대상 물체의 영상을 추출하게 된다.

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