• 제목/요약/키워드: 의상디자인

검색결과 1,544건 처리시간 0.024초

2.5D Mapping 모듈과 3D 의복 시뮬레이션 시스템 (2.5D Mapping Module and 3D Cloth Simulation System)

  • 김주리;김영운;정석태;정성태
    • 정보처리학회논문지A
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    • 제13A권4호
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    • pp.371-380
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    • 2006
  • 본 논문은 패션 디자인 분야에서 완성된 의상의 모델 사진을 활용해 다양한 원단(직물)을 직접 Draping함으로써 새로운 디자인을 창출할 수 있고 직접 샘플이나 시제품을 제작하지 않고도 시뮬레이션만으로 의상 작품을 확인 할 수 있다. 또한 모델과 원단 이미지에 대한 데이터베이스를 구축하여 실시간으로 Mapping 결과를 확인할 수 있는 시스템을 구현하였다. 그리고 여기에서 추출되는 시제품을 3D 모델에 입혀 시뮬레이션 할 수 있도록 하기 위한 과정으로 우선 여러 옷감 조각들을 이용하여 가상의 3D 인체 모델에 옷을 입히기 위한 의복 시뮬레이션 시스템을 제안한다. 제안된 시스템은 3D 인체 모델 파일과 2D 재단 패턴 파일을 읽어 들인 다음에 mass-spring model에 기반한 물리적 시뮬레이션에 의해 의복을 착용한 3D 모델을 생성한다. 본 논문의 시스템은 사실적인 시뮬레이션을 위하여 인체 모델을 구성하는 삼각형과 의복을 구성하는 삼각형 사이의 충돌을 검사하고 반응 처리를 수행하였다. 인체를 구성하는 삼각형의 수가 매우 많으므로, 이러한 충돌 검사 빛 반응 처리는 많은 시간을 필요로 한다. 이 문제를 해결하기 위하여, 본 논문에서는 Octree 공간 분할 기법을 이용하여 충돌 검사 및 반응 처리 수를 줄이는 방법을 이용하여 사실적인 영상을 생성할 수 있었고, 수초 이내에 가상 인체 모델에 의복을 입힐 수 있었다.

코르셋 타입 하네스의 신체 하중압력 분포 측정 및 가상착의 적용 (Investigation of the body distribution of load pressure and virtual wear design according to the corset type harness)

  • 권미연;최솔아;김주혜
    • 한국의상디자인학회지
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    • 제23권3호
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    • pp.1-10
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    • 2021
  • Harnesses are used in a variety of industries, such as rescue operations, medicine, and entertainment. However, conventional harnesses have problems as they are uncomfortable to wear and causes continuous pain. Therefore, in this study, the load and pressure applied to the body in the flying state when using a conventional harness were measured in real time and the distribution change was observed. Load and pressure were measured using a modified corset harness, a pressure sensor, and a human mannequin to measure the maximum and average pressure on the waist. As a result, it was confirmed that the load concentrated on the waist in the flying state was 104 N, and the pressure was applied to the left and right sides was 800 kPa or greater. The pressure distribution showed a pressure of 3-45 kPa in 73% in all measurable pressures. The results of the load and pressure distribution are presented as basic data for improving the wearability and reducing the discomfort of harnesses in the future, aid in the development of a harnesses that can minimize discomfort for various activities, and increase the concentration on experiential activities. In addition, using the CLO 3D program, which is a 3D virtual wearing system, a harness was put on a virtual model, and the compression level was checked and compared with the actual pressure distribution. As a result of comparing the measured pressure values in the flying state with the clothing pressure wearing the harness in the CLO 3D program, the total pressure value was found to be about 68% of the actual measured value. This helps develop a harness that can minimize discomfort during activities by predicting the load and pressure on the body by first applying new designs to a virtual wearing system during development. These new harness patterns can solve the problems of conventional harnesses.

4차 산업 기술 패션 서비스 체험마케팅 요인이 소비자 수용과 이용에 미치는 영향 : 3D프린팅, 사물인터넷, 혁신성을 중심으로 (The effect of experiential marketing factors of fashion service applying 4th industrial revolution technology on customer acceptance and use : focusing on 3D printing, internet of things, and innovation)

  • 정소정;이영주
    • 한국의상디자인학회지
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    • 제21권3호
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    • pp.93-108
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    • 2019
  • This study analyzed the influence of experiential marketing factors of 3D printing and Internet services on technology acceptance factors and usage intention. Furthermore, we analyzed how the user's innovativeness shows the effect on the intention to use. Data acquired from a total of 518 college students was used for the final analysis, which was perfromed by SPSS 21.0 and AMOS 23.0 programs. The results of this study are as follows. We analyzed the influence of the experiential marketing factors of fashion service utilizing the 3D printing and the Internet of Things on the acceptance of technology and intention to use these technologies. As for 3D printing, first, sensory and behavioral factors are positively related to the acceptance of technology. Second, emotional and cognitive factors have negative effects on all technology acceptance. Third, relational factors did not show a significant influence on several conditions of technology acceptance. Fourth, the effects of technology acceptance on the willingness to use have a positive effect on several conditions factors, except the effort expectation. As for the result concerning the Internet of Things first, behavioral factors have a positive effect on all technology acceptance. Second, emotional factors have a negative effect on all technology acceptance. Third, cognitive factors did not have a significant effect on various conditions and showed negative effects on several factors. Fourth, sensory and relational factors did not affect the acceptance of technology. Fifth, the effects of technology acceptance on the intention to use are affected by several conditions, except for effort expectation. As a result of analyzing the moderating effects of user's innovativeness on the willingness to use, 3D printing did not show any significant effect on innovation. However, the Internet of Things has a significant influence on the user acceptance of technology acceptance.

세탁 중 세탁물 중량과 여과 기공 크기에 따른 미세플라스틱 분석 (Analysis of microplastics released from textiles according to filter pore size and fabric weight during washing)

  • 최솔아;권미연;박명자;김주혜
    • 한국의상디자인학회지
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    • 제23권1호
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    • pp.37-45
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    • 2021
  • This study observed the release of microplastics according to washing weights and filtering conditions, measured microplastic generation rates, fiber lengths, and fiber diameters. This study attempted to present data for the development of filters that decrease microplastic generation. For test samples, polyester piled knit fabric (cut-pile) was selected, which currently has the highest amount of consumption in the clothing industry, but can easily cause marine pollution because of its low biodegradability. For test equipment, a drum washer was used and microplastics were collected using two filter pore sizes, 5 ㎛ and 20-25 ㎛. Microplastic fibers weights and lengths were measured. The results of the experiment showed the following: 1) The release of microplastics differed according to the fabric weights and washing process; 2) washing fabric weights showed a differences in the collection amount according to the filter pore size (5 ㎛, 20-25 ㎛); 3) observations of differences in the lengths of the microplastics that occur during the washing process by filter pore size were made. Fibers with shorter lengths appeared with filter pore sizes of 5㎛ in comparison to filter pore sizes of 20-25㎛. The results from this study on microplastic generation by fabric during washing, demonstrated the following conclusions that can be used to reduce the release of microplastics. First, the release of microplastics according to fabric weights and washing courses are affected by physical force. Therefore, it is necessary to reduce the amount of physical force due to water flow, increase the fabric weight, or wash the material in low temperatures. Second, in the manufacturing of washing machines, microplastic filtration can be promoted or legislatation supporting microplastic filtration can be introduced.

이중자아 이미지를 표현한 무대의상 디자인 개발 - 페르난도 아라발의 부조리극 '장엄한 예식' 무대의상을 중심으로 - (A Study on Development of a Stage Costume Design, which expresses Doppelgänger Image: - Focus on the stage costume in "Le Grand cérémonial", a theater of the absurd -)

  • 한경하;김영삼
    • 한국의류산업학회지
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    • 제14권2호
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    • pp.193-202
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    • 2012
  • With entering the 21st century, modern people's dark inside and panic are emerging as the talking point on the theater stage. Even in the field of stage costume, the necessity of a research is being demanded through analyzing on psychological anguish and structure of characters. Accordingly, this study aims to allow the stage costume design to be expressed a human being's Doppelg$\ddot{a}$nger Image, which was elicited through analyzing a work of the play titled Le Grand C$\acute{e}$r$\acute{e}$monial by a playwriter Fernando Arrabal, who draws the conflictory and contradictory duplicity, which positions in a human being's deep inside by having chaos as catalyst. A research subject is 'Le Grand C$\acute{e}$r$\acute{e}$monial,' which was staged as the winter performance in commemoration of the 50th anniversary for the foundation of Dept. of Theater, Chung-Ang Univ. in November 2009. Psychology of characters in a play, which varies dimensionally, could be delivered, as nonverbal element called costume, by applying costume design of Cavanoza, Syl, Nice to Doppelg$\ddot{a}$nger Image such as Innocence vs Cruelty, Purity vs Superficiality and Restraint vs Freedom, which were elicited through analyzing characters. Through this study, the costume, which was expressed by visualizing a human being's Doppelg$\ddot{a}$nger Image, could be known to function as important dramatic factor of allowing character's psychology to be understood through costume as well as functioning as visual and sensible language, which is important for communication with the audience. A research on costume design, which reflects a character's complex inside, is expected to be likely continued through in-depth analysis on a playwriter's intention and on the appearing characters at the current point of time when an active research is being performed on stage costume in the wake of this study.

20세기 전반기 회화와 한국적 요소를 응용한 의상디자인 연구 -캐쥬얼 웨어를 중심으로- (A Study on Fashion Design Applied Early 20th Century Art and Korean Factor-focusing on Casual Wear-)

  • 전현경;송미령
    • 복식문화연구
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    • 제9권3호
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    • pp.511-522
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    • 2001
  • Various art trends of the 20th century that contributed to the creation and development of abstract art had showed the transition from the convention of mere representation of the object to the formative sensitivity emphasizing self-expression. Noticing that such trends had influenced the fashion industry to move toward a free and individualized style, this study attempts to express the formative way from the existing art to wear, especially, based on early 20th century paintings, 5 casual wears were made which applied korean materials and silhouettes that are functional, sample and show traditional korea beauty. The purpose of this study is to search for a solution to expand the world market by producing dresses utilizing our own tradition that can be distinguished in the global market and that derive inspiration from the formative of the sensitivity of the paintings during the first half of the 20th century. It also aims to let national economy as a high-added industry. The result of this study are as follows: First, the expression method and element of various styles of art such as Fauvism, Expressionism and Cubism, during the period of transition to abstract art, clearly presented the direction toward the artistic liberation and made possible a new formative artistic expression of dress in the early years of the 20th century. Their ideas inspired the dress designers of the time with a reformative and creative sense of fashion and have greatly contributed to the development of a new era of uniqueness and individuality. Second, the color and the simplicity of form of the early 20th century paintings are suitable fro utilizing a motive of functional dresses and express unique and concise modern beauty. Third, it was confirmed that utilizing our tradition in contemporary dress can be a significant method of creation in which the uniqueness and creativity of Korean dress can be expressed, distinguishing it on the global scene, as well as inspire the originality and pride of our culture. Fourth, a possibility has been discovered. It is the functionality and uniqueness of aesthetic expression technique of the contemporary arts that can contribute to the fashion of tomorrow, by searching a modern fashion which was affected by the past and also by taking a look at the trend of modern fashion as the same field as casula wear.

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안동 전통 문화 콘텐츠 주인공 캐릭터 개발과정과 제작 고찰 - '원이엄마' 영상 남녀 주인공을 중심으로 (A Study on AN-DONG Traditional Main Character Creative Processing Project in Content Development - with 'Mother Wonlee' Film Main Character)

  • 조현경
    • 만화애니메이션 연구
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    • 통권40호
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    • pp.243-260
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    • 2015
  • 안동 지역에서의 '원이엄마'를 모티브로 제작된 특수 영상 콘텐츠 애니메이션은 전통소재의 지역 콘텐츠의 발굴과 지적 재산권의 활용에 주요한 사례 연구로서의 가치를 가진다. 한국적 콘텐츠 개발의 과정에서의 사실 요소(FACTOR)와 픽션(FICTION)의 결합은 디자인 개발과 콘텐츠 연구에 중요한 부분으로서 작품 개발에 가장 큰 영향을 미치는 것이며, 전통 문화 캐릭터 개발 과정에서의 창의성 및 독창성과 함께 프리 프로덕션(Pre-Production)의 과정에서의 원화 기획의 핵심 역할이다. 한국적 콘텐츠는, 개발과정에서 한국적 캐릭터 개발과 함께 지속적으로 심도 있게 다루어 할 연구 과제이다. 여기에 각 캐릭터 디자인 구상과 기획에서의 과정의 고찰이 필요하며, 본 연구의 방향은 콘텐츠의 각 캐릭터 중 주요 주인공 캐릭터 개발의 과정을 통해 전통 문화 캐릭터가 개발되는 과정에 대한 이해와 사항들에 대한 디자인 결과물 연구이다. 의상과 고증을 통한 객관적 캐릭터 개발과정을 제시하여 전통문화 캐릭터 개발에 대한 이해과 방향을 제시하였다. 본론과 결론으로서는 전통적 문양 등의 개발 전체의 기획이 주인공 캐릭터에 어떤 형태로 적용되는지에 대한 과정과 도출, 그리고 세대 연령별에 따른 주인공 각 캐릭터에 대한 디자인이 드로잉 되었고, 안동시와 전통 캐릭터가 전통콘텐츠 창출에 어떤 의미를 가지는 것인지를 제시하였다.

현대 여성의 콘트라섹슈얼 성향에 따른 패션 디자인 개발 (Development of Fashion Design Depending on the Modern Woman's Contra-sexual Trend)

  • 양은진;이인성
    • 복식문화연구
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    • 제17권5호
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    • pp.733-745
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    • 2009
  • The contra-sexual phenomenon that is recently focused is one of the new factors, which is focused when explaining the life style of progressive woman's image and it is creating cultural category. Moreover, the contra sexual people that are rising as new consuming subjects are not simple primary consumers but their shopping culture and cultural tastes are giving effects to many people. Because of the tendency, marketer of consuming industry are making efforts to predict the changes of contra-sexual people's shopping habits and tastes. Therefore, it is necessary to grasp contra-sexual phenomenon and research the fashion design aiming at that in order to predict woman's fashion image in the future. Therefore, the study considered concept and characteristic of contra-sexual phenomenon and surveyed its example in the popular culture. And, the study analyzed the formative characteristic of contra-sexual fashion shown in the public cultures such as drama and movie. On the basis of the result, design was suggested by reflecting contra-sexual fashion characteristic under the concept of 'Urban Splendor'. From the results above, it was possible to grasp the concept and characteristic of contra-sexual phenomenon, which appeared as a trend and understand new woman's image and the fashion that has changed because of it. It is considered that the establishment of the foundation of contra-sexual phenomenon, which plays as an important variable in woman's fashion, fashion accessory, cosmetic and advertisement field but it is hard to clarify, by analyzing the work aiming at contra-sexual phenomenon will be helpful for predicting the change of woman's fashion in the future.

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아바타의 그래픽 표현에 나타난 문화적 스토리텔링의 특징에 관한 연구 (The Study on the Characteristics of Cultural Storytelling in the Graphic of Avartars)

  • 장호현
    • 디자인학연구
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    • 제17권2호
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    • pp.157-170
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    • 2004
  • 아바타는 가상공간 상의 가상신원으로 2D, 3D등의 다양한 그래픽형태로 표현된다. 아바타는 단순히 캐릭터의 조합으로 그치는 것이 아니라 그 시대나 사회의 문화적인 아비투스를 드러내게 되는데 이는 세대나 계층에 따라 차별화 혹은 대중문화의 무의식적인 선택에 의한 취향으로 표현되기도 한다. 현대는 대중문화의 영향을 절대적으로 받고 있으며 이는 현실세계 뿐만 아니라 가상공간에서도 마찬가지로 적용되어 패션의 트렌드, 문화적인 취향, 혹은 개인의 행동양식에까지 영향을 미치고 있다. 이에 아바타 캐릭터의 그래픽활용사례를 분석해 기술적인 아바타 표현방법과 문화적인 측면에서, 적용된 의상, 소품과 배경의 사용과 선택에 따른 대중문화의 전반적인 트렌드와 개인의 생활패턴, 취향을 살펴보고 아바타 소비에 있어 서 키치적인 특성을 알아보도록 한다. 또한 이에 따른 대중의 사이버공간 상의 개인의 정체성이 아바타의 표현과 소비가 단순히 이미지의 무의미한 선택 조합이 아닌 사이버 상에서 자신의 존재를 알리는 가상신원으로서의 발전적인 모습으로서 아바타의 모습을 기대해 본다.

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찬피부색에 대한 의복색 이미지의 시각적 평가 (Visual Evaluations of Clothing./ng Color Images for Cool Skin Color)

  • 박화순
    • 디자인학연구
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    • 제15권4호
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    • pp.327-336
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    • 2002
  • 본 논문의 목적은 찬피부색을 지닌 사람들이 자신의 이미지를 긍정적인 이미지로 관리하고 자신감 있는 의복색을 선택하여 의상연출에 도움을 주고자 하였다. 찬피부색을 지닌 사람들이 의복색에 따라 어떠한 시각적 이미지 평가가 나타나는지를 준 실험 방법으로 분석한 결과는 다음과 같다. 1. Red계열의 의복색에서는 vivid 톤에서 긍정적인 이미지를, dull과 dark 톤에서 부정적인 이미지를 보여주었다. 2. Yellow계열의 의복색은 vivid, bright 톤에서 긍정적인 이미지를, dull, dark 톤에서 부정적인 이미지를, cool Yellow의 light 톤에서도 긍정적인 이미지 보여주는 것으로 나타났다. 3. warm Green의 의복색은 vivid, deep 톤에서, cool Green의 vivid 톤에서 긍정적인 이미지를 나타내었다. 4. warm Blue의 의복색은 vivid, deep 톤에서 긍정적인 이미지를, cool Blue의 vivid, bright 톤에서 긍정적인 이미지를 지니며, dull 톤에서 부정적인 이미지를 보여주는 것으로 나타났다. 5. Purple계열의 의복색은 vivid, deep, light 톤에서 긍정적인 이미지를, dull 톤에서 부정적인 이미지를 보여주는 것으로 나타났다.

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