• 제목/요약/키워드: 의류 시뮬레이션

검색결과 53건 처리시간 0.023초

3차원 입체 직물의 시뮬레이션 기술 (Simulation Technology of 3D Fabrics)

  • 박정현
    • 한국염색가공학회지
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    • 제31권3호
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    • pp.214-224
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    • 2019
  • This investigation reported the simulation technologies to design the 3-dimensional fabrics such as 3 dimensional multi-layered fabric, 3 dimensional braided fabric and spacer fabric. The simulation system or software has been actively used to develop products of 3 dimensional fabric which can be reduced development costs and time. Thus, many countries such as Japan, Germany, China, and U.K. show great interests on simulation technologies for developing new materials and processes including 3 dimensional fabric field. In this study, simulation systems have been reviewed for the 3 dimensional fabric design system from Mikawa Textile Research Center, Japan; ProCad and ProFab from Karl Mayer and Texion, Germany; xComposites from China; TexGen from Nottingham University, U.K.; TexPro from Young Woo CnI, Korea, respectively.

당의의 3차원 시뮬레이션 활용을 위한 기초 연구 -마야 퀼로스(Qualoth) 프로그램을 이용한 전통복식의 3차원 재현의 문제점을 중심으로- (Basic Research for 3D Virtual Clothing Simulation of Traditional Korean Dang'ui Costumes -A Focus on Issues Occurring in the Course of a 3D Virtual Presentation that Uses the Qualoth for Maya Program-)

  • 김민경;최영림;남윤자
    • 한국의류학회지
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    • 제34권11호
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    • pp.1836-1843
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    • 2010
  • This research examines the possibilities of a traditional costume revival and digital exhibition as well as the application of 3D virtual clothing modeling data in order to preserve and record a disappearing costume heritage to realize it as a social education tool through the newly emerging technology of 3D virtual clothing. A 3D revival of costumes worn by royal families and aristocrats was accomplished through the 3D animation and simulation technology of Maya 2011 (Autodesk, Inc.) and Qualoth (FX Gear, Inc.). The simulation shows the possibility of a 3D revival and digital exhibition of costume heritage. However, further technology support to analyze and realize the composition and design is still necessary to develop the digital contents of traditional garment culture that includes skirt pleats, petticoat silhouettes, that exaggerates the skirts and knots of traditional upper garments (Jeogori). Further studies on design attributes of historic costumes and the upgrading of 3D simulation software are required to realize 3D virtual clothing. Korean traditional costumes will be revived as a cultural content in the digital era as a result of outstanding issues detected by this study.

섬유.패션 스트림간 신속대응을 위한 상품 기획 프로그램 개발 (Program Development of Quick Product Developing in Textile and Fashion Industry)

  • 정경용;나영주
    • 한국콘텐츠학회논문지
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    • 제6권10호
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    • pp.163-173
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    • 2006
  • 섬유 패션 산업은 소비자의 구매 욕구를 예측하여 제품을 개발하는 경우가 빈번하며, 예측이 잘못될 때는 즉 소비자들이 특정제품을 외면하는 경우 할인판매를 통해 제품을 처리해야 하는 문제점을 안고 있다. 반면에 신속대응 시스템은 소비자의 욕구를 지속적으로 관찰하여 신속하게 제품개발 및 생산일정을 수립함으로써 불필요한 재고가 쌓이는 경우를 사전에 방지할 수 있게 한다 소비자의 욕구는 POS 시스템에서 창출되는 자료를 통해 수집 분석되고 이런 소비자의 선호도는 네트워크를 통해 실시간으로 관련 제조업자에게 제공되어 제조업자들이 소비자의 선호도에 부합하는 제품을 개발, 생산, 제공할 수 있도록 해준다. 본 연구에서는 신속대응 시스템의 주요한 목표인 신기술의 접목을 통하여 의류제품의 기획, 구매, 생산, 유통과정 상의 재고 수준의 절감 및 과정 소요기간의 단축, 의류제조업자와 소매업자간의 보다 나은 협조체계의 개발, 소비자의 욕구에 적절히 대응하는 시스템을 학생들에게 교육할 수 있는 프로그램을 개발하였는데 신속대응 시스템을 위한 섬유 패션 스트림간 상품 기획 프로그램을 개발하였다.

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영왕비의 진주낭자 도안을 응용한 니트웨어 디자인 연구 (A Study on Knitwear Design Using the Pattern of Queen Yeong's Pearl Pouch)

  • 최정
    • 한국의류산업학회지
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    • 제16권4호
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    • pp.532-542
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    • 2014
  • This study developed a practical knitwear design with applying the pattern of Queen Yeong's pearl pouch. The ume flower pattern of pearl pouch was simplified to be one repeat pattern, and four simulated knit pattern samples of G-A, G-B, R-A, and R-Bwere made with cable, cross, and two background colors of gray and red using Texpro V.11.0. The items of design application were selected after an interview with a panel of university students in their twenties and knit samples were produced by hand knitting. The small sized G-A for the partial ornament of hat, sweater, skirt, kitchenware case and accessories; the long sized G-B for the tuck of sleeves, hem of skirt and one-piece dress, partial ornament of sweater, scarf, and curtain decoration: the small sized R-A was preferred for point ornament of pouch, boots, hat, partial ornament of children's fashion products and accessories: the long sized R-B for table runner, leg warmer, tuck of sleeves, skirt hem, necktie, and scarf. The knit samples were formulated with partial ornaments attached on dress and props or connected each other. Colors of pastel and navy were also presented to meet the demands of panels. The study placed a limit on the slight difference between the simulation samples and knit samples due to the characteristics of threads and hand tension. The color variation for multiple coordination and activation to reduce the piece rate for young customers remains to be discussed in the near future.

국내·외 패션교육에 있어서 3D 어패럴 CAD 시스템 활용 사례연구 (A Study on the Cases of the Application of 3D Apparel CAD System to the Domestic and Overseas Fashion Education)

  • 이민정;손희순
    • 한국의류학회지
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    • 제35권9호
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    • pp.1112-1124
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    • 2011
  • The development of computer graphics and Internet technology has created a 3D Web-based virtual world that has transformed the global fashion industry environment. In this study, the application cases of 3D virtual fashion education were analyzed to discuss the necessity and application of a 3D apparel CAD curriculum as part of a special education for global fashion talent at Korean fashion-related colleges. Prior studies, literature, photo data and Internet data (in and out of Korea) were used for this study. The demonstration case studies were conducted for the virtual fashion education 'SLCC 2007' of Buffalo State College (U.S.), 'Ratava's Line (2004)' of SFU/FIT Collaborative Design Project (Canada and U.S.) and '2011 Graduation Fashion Show' of Ueda Fashion College (Japan). The results of the study show that the 3D apparel CAD system (as a core technology of the IT fashion industry) would allow the current mass production concept to change to a new paradigm of 'mass customization' along with new fashion business types that include global fashion companies and Web-based Internet, mobile and virtual-world shopping malls. In addition, it appears that the system should be included in the curriculum of fashion-related colleges and institutes to educate technical designers for the global fashion industry and global fashion talent with comprehensive system operation and management ability, and to promote single proprietor companies.

여성용 기능성 등산용 팬츠 패턴 개발을 위한 등산용 팬츠의 구매 및 선호도 조사 연구 (A Survey on the Purchasing Behavior and Preference of Mountain Climbing Pants for the Development of Women's Functional Mountain Climbing Pants Patterns)

  • 서추연
    • 한국의류학회지
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    • 제37권1호
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    • pp.90-100
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    • 2013
  • This study uses a survey questionnaire to identify the major customer age class of adult women who frequently mountain climb as well as analyze their purchasing behavior and preference of mountain climbing pants. The field survey, classified the types of mountain climbing pants, selected the types of mountain climbing pants that consumers preferred, and then analyzed the degrees of satisfaction for mountain climbing pants based on an evaluation of wearing. Specifically, the patterns of mountain climbing pants preferred by national brands and licensed brands were compared and analyzed. The validities of commercially available mountain climbing pants were analyzed through an evaluation of wearing comfort and an evaluation of wearing on a 3D simulation of the human body. The basic data for the development of mountain climbing pants are presented based on the results. The survey questionnaire results indicate that the major class of women consumers of mountain climbing goods was in the 40s to 50s; in addition, the types they most wore were straight type and functional cut type. The preferred brand was KOLONSPORT (which occupies a 21.2% market share), followed by THE NORTH FACE (13.0%), K2 (11.5%) and Kolping (10.0%). The main reason (26.8% of responses) that they preferred these brands was functionality. The difference in measurement of climbing pants patterns could be analyzed accurately in the pattern analysis, the wearing evaluation by the self-sonsory test and evaluation of wearing comfort through 3D simulation. The results of ANOVA on motions and items indicates that no significant difference was found among motions; however, a significant difference was recognized among items. A comparison of straight type and functional cut type showed that the functional cut type excelled slightly in wearing comfort.

생산 품목과 생산량의 변화에 적용가능한 여성복 생산라인 설계 모델에 관한 연구 (Development of production planning model for women′s wear manufacturer - focused on the changing style numbers and lot size -)

  • 박상희
    • 한국의류학회지
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    • 제26권11호
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    • pp.1582-1592
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    • 2002
  • The purpose of this study is to suggest production planning model for women's apparel manufacturer, which are relevant to the situation of Korean clothing industry. The research was based on simulation method. The basic model for the simulation was developed based on the empirical data from six production fm. After verifying the basic model, low alternative production plans went through trial run. In order to suggest the application of these alternative production plans for various style numbers and lot sizes, the simulation results were compared in terms of product efficiency and product cost. The four alternative plans were as follows: 1. The first alternative was to spread out work loads among workers in order to resolve bottlenecks in work flow. So this was suited to manufacturers that had constant production without regard to changing seasons. 2. The second alternative was to merge the skirt and trouser production, which require less work load, in one line. In this line, a few machine was justified by production improvement. It was suited to cases which producted various style suits. The third and fourth alternative were using another subcontractor for assembling inner shell garments. These was compatible in manufacturers which had to product more styles and sizes of trousers and skirts than those of upper garments. 3. The third alternative was to reassign the same workers in production line. Thus, production was increased. 4. The fourth alternative was to except two worker in production line, so expenses of worker's wage was decreased. The four alternatives could be one of the cost effective manufacturing plans according to manufacturer situations.

CLO 3D와 Vuforia를 활용한 증강현실 기반 디지털 패션 콘텐츠 제작 (Production of Digital Fashion Contents based on Augmented Reality Using CLO 3D and Vuforia)

  • 강태석;이동연;김진모
    • 한국컴퓨터그래픽스학회논문지
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    • 제26권3호
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    • pp.21-29
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    • 2020
  • 본 연구는 패션에 대한 첨단 시뮬레이션 기술로 가상 의류 시각화를 지원하는 3D 패션 디자인 소프트웨어인 CLO 3D와 증강현실 어플리케이션 제작을 위한 모바일 플랫폼 증강현실 개발 도구인 vuforia를 활용하여 유니티 엔진 개발 환경에서 대화식 구조의 디지털 패션 콘텐츠 제작을 위한 공정을 정의한다. CLO 3D 소프트웨어를 통해 패턴, 재봉선, 텍스쳐 등의 작업을 거쳐 가상 의류 모델을 제작하는 방법과 유니티 엔진 개발 환경에서 vuforia 개발 도구의 기능과 속성 들을 활용하여 컴퓨터 비전 기술 기반의 증강현실 콘텐츠를 제작하는 방법을 정리한다. 그리고 패션 디자이너, 디렉터 등 실무 사용자의 관점에서 현실적으로 활용 가능한 새로운 방식의 증강현실 디지털 패션 콘텐츠를 정의한 제작 공정의 흐름으로 직접 제작함으로써 활용 방법을 제시한다.

증강현실을 이용한 3D 가상 피팅룸 시뮬레이터의 개발 (Development of the 3D Virtual Fitting Room Simulator using Augmented Reality)

  • 김성호
    • 디지털융복합연구
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    • 제11권11호
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    • pp.449-454
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    • 2013
  • 최근 홈 쇼핑 이용자의 수가 급증하면서 각 매장에서는 소비자의 눈높이에 맞는 서비스를 제공하기 위한 많은 노력들이 있어왔다. 특히 의류 관련 매장에서는 온 오프라인에서 소비자들의 취향에 맞는 의상들을 실시간으로 체험해볼 수 있는 증강현실 기술 기반의 가상 피팅룸에 대한 연구가 진행되어왔으며 일부에서는 이미 서비스를 진행하고 있다. 이를 위해서는 일반적으로 OpenCV, 증강현실용 API 및 Kinect 등과 같은 시스템을 사용하여 사용자 인터페이스를 구축한다. 그러나 장비가 고가라는 단점을 가지고 있다. 그러므로 본 논문에서는 일반 가정에서도 특별한 장비 없이 쉽게 시뮬레이션해볼 수 있는 OpenCV 및 libsigc$^{++}$을 사용한 증강현실 기술 기반의 3D 가상 피팅룸 시뮬레이터를 개발한다. 본 시뮬레이터는 홈 쇼핑뿐만 아니라 온 오프라인 매장에서 매우 효율적으로 사용할 수 있을 것으로 판단된다.

거북목 증후군 체형의 20대 여성의 상의 원형패턴 개발 (Development of a Bodice BlockforWomen in Their 20s with a Turtle Neck Syndrome Body Shape)

  • 서유라;김효숙
    • 패션비즈니스
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    • 제25권3호
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    • pp.144-158
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    • 2021
  • The purpose of this study is to develop a bodice block suitable for women in their 20s with turtle neck syndrome. The problem of turtle neck syndrome body type was derived through the evaluation of bodice blocks. First, the length of the front bodice was longer and the length of the back bodice was shorter. Second, the front neck point, back neck point, and the shoulder line were not in place. Third, the side neck was pushed up. Fourth, the length of armhole was long and it floated. Fifth, the front hem was attached to the body and the back hem was away from the body. A finally developed pattern was designed by developing four test patterns to solve the problem that appeared in a selected bodice pattern, and a t-test was conducted to determine the difference in the appearance evaluation by virtual clothing between the two patterns, bodice block and the development pattern. According to the result, the fit was not good from the side body because the position of the side neck point was not in a place due to the characteristics of the body shape of turtle neck syndrome, but the problems of the anterior neck position, the position of the back neck point, the shoulder line position, and the armhole shape were improved in the developed pattern.