Journal of the Korea Fashion and Costume Design Association
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v.14
no.2
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pp.101-111
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2012
The purpose of this study is to evaluate the differences of visual image on variations in the length and princess line, in a silhouette of a one-piece dress with the application of the 3D Virtual Clothing System known as i-designer. Eight sample were examined: 2 variations of the length and 2 variations of the princess line, 2 variations of the form of a silhouette. The data was obtained from 66 fashion design majors. The data was assessed by a t-test and a multi-way ANOVA and factor analysis. The results were as follows; The visual image according to the design variables, four factors were selected; the attractiveness factor, the activeness factor, the practicality factor, the elegance factor. In these factors, the attractiveness factor is estimated by the most important factor. As a result of analyzing the effect of the interaction in the visual image according to the design variables, the influence of the main effect was found to be great in each factor. In the activeness factor, a significant difference was noted in the two-way interaction between the length and the princess line, the length and the silhouette. In the elegance factor, a significant difference was noted in the two-way interaction between the length and the silhouette. However, the influence on three-way interaction among the length, the princess line, and the silhouette was not significant.
The purpose of this study is to demonstrate the stage costumes realized by digital clothing ; how realistic and accurate representation of empirical testing and in the consultation process for the production stage costumes, determine whether digital clothing has value that can be substituted for the stage costume. This study researched the stage costume manufacture, Isabel's costume of the musical 'Christmas Carol', process by using the 3-D clothing simulation technology : DC Suite. The results of this study is as following. They share many similarities between the stage costumes and digital clothing. It is possible that digital clothing takes a role as a substitute for stage costumes in the production process of the clothing samples. The clothing production system, including stage costumes, by digital clothing costs and lead time can be saved by innovative. Also the result can be saved without restriction, and this system can exert its effect in a very efficient way to incorporation of foreign producers and production system.
Journal of the Korea Fashion and Costume Design Association
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v.25
no.4
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pp.93-106
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2023
The study is to develop and present a leggings pattern that is suitable for the human body by using a standard body type avatar for a female in her 30s. As a research method, the average body type was selected from adult women in their 30s, and the appearance was evaluated using the CLO software program. The data analysis of this study compared the dimensions and shape of each part by legging. The leggings pattern suggested based on the above research results was determine to be a total length of 80.6cm and hip length of 24cm, and the knee length was set by dividing the legging in half from the waist to the hem and then adding 5cm. These figures were evaluated higher than Company D in terms of the adequacy of the upper part of the front and rear plates of Company A as well as the adequacy of the knee lines. Company A's figures were applied and corrected. For the front plate, the waist circumference was divided by 4, and 3.5cm was removed, and the hip circumference was set by dividing the hip circumference by 4, and 3.8cm was removed. In the appearance evaluation results Company D was highly evaluated in the suitability evaluation of the waist and hips, and the waist and hips were set using the pattern of Company D. The length of the front panel was modified by dividing the hip circumference by 4 and adding 1.8cm to the length, and the length of the back panel was modified by dividing the hip circumference by 3 and adding 8cm after dividing the hip circumference by 0.8cm.
The Journal of the Convergence on Culture Technology
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v.9
no.3
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pp.407-413
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2023
The purpose of this study is to provide basic information about various methods to easily affix unique embroidery effects to clothes due to the current expansion of digital fashion technology. A comparison of design techniques using virtual and real clothing was used to show the visual expression of embroidery designs. Actual embroidery motifs were created using a computer embroidery machine, DTP embroidery motifs were made by utilizing digitalization techniques, and digital motifs were produced. Then patch pocket type T-shirts were produced using each embroidery technique to compare the visual expression effects on clothing. The results of this comparison are as follows: for real clothing color (3.5), texture (4.0), gloss (3.8), and thickness (3.5). It was found that the color and thickness of the embroidery floss was visually sufficiently show the design texture and gloss. In terms of the embroidery design on virtual garments, the resutls of color (3.8), texture (4.3), gloss (3.9), and thickness (3.6) showed a high degree of similarity to the non-virtual results, confirming that digitized embroidery motifs are also a tool that can fully realize unique embroidery effect.
Journal of the Korea Fashion and Costume Design Association
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v.16
no.3
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pp.163-178
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2014
In America, where obesity rate ranks no.1 in the world, the plus size market is rapidly expanding with various American brands adding plus size lines in a way to diversify their products. As obesity is expanding throughout the younger generation, the necessity to develop products according to different characteristics of body shape that can fulfill the needs of young plus size consumers is being emphasized. In this study of young plus size, our focus is on providing wider spectrum of design choices for consumers by analyzing different body shapes, categorizing them, and then identifying the differences of design among them. More specifically, the object of this study is to analyze the elements that differentiate the designs from each other by virtually trying out the same item on avatars of various body shapes. Thus, we can identify the elements that needs to be differentiated according to different body shapes after implementing virtual fitting program on plus size shapes that are rather difficult considering the reality of domestic fashion companies. In this way, we are able to provide fundamental data for American plus size fashion market and design development for Korean fashion companies that are under way of entering or planning to enter the American market. Furthermore, this will demonstrate the actual details of the designs that will eventually help the development of specialized product for the globalization of Korean fashion industry.
Journal of the Korea Fashion and Costume Design Association
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v.17
no.4
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pp.55-66
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2015
The objective of this study is to propose a method by which movement fitness can be evaluated using a three-dimensional virtual garment simulation program. To this end, five types of jean pants for men were evaluated on the program by setting the avatars to make particular movements to examine the level of pressure on each body part. To verify whether the clothing pressure measurement produces valid and reliable results, virtual garment simulation program was utilized. The results indicated that there were significant differences in the levels of pressure on body parts depending on the type of test garment and motion. In addition, the clothing pressure measurement results were in line with the appearance evaluation results suggested by a previous study. Based on this set of results, the nomological validity of the clothing pressure measurement program used in this study was verified. Moreover, we employed an appearance evaluation along with the clothing pressure measurement to verify the reliability of the program; there was a high correlation between clothing pressure measurements and appearance evaluation measurements, indicating that measuring clothing pressures may well compensate for the limitations of appearance evaluation. We expect the results of this study to make valuable contributions in facilitating the digitalization of the fashion industry. Furthermore, this study also is significant in that it has suggested 3D virtual fitting programs as a solution to the long-criticized problem related to the evaluation of movement fitness in existing virtual garment simulation programs.
Journal of the Korea Fashion and Costume Design Association
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v.23
no.3
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pp.11-21
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2021
Virtual reality is currently mainly used in games, but is starting to be applied as a variety of media fields, such as broadcasting and film. Virtual reality provides more fun than reality, and can provide new experiences in areas that cannot be experienced in reality due to the constraints of time, space, and environment. In particular, as the social non-contact arena has increased due to COVID-19, it is being applied to education, health, and medical industries. The contents are further expanding into design and military fields. Therefore, the purpose of this study was to observe the change in distribution of load and pressure felt by the body in the flying state while wearing a short pants harness, which are mainly used in the game and entertainment industry. In the experiment, the average pressure in the flying state was measured by attaching a pressure sensor to the back and front of a human mannequin. As a result, it was confirmed that the load concentrated on the waist in the flying state was 44 N, with a pressure of 1353 kPa. The pressure distribution was concentrated in front of the center of gravity, and was measured was at 98% by the pressure sensors, with an average pressure value of approximately 15 kPa, and a pressure value of approximately 12 kPa at the back, which was measured at 67% by the pressure sensor. The results of the load and pressure distribution measurement are presented as fundamental data to improve the wearability and comfort of harnesses in the future, and are compared to actual measured pressure values by analyzing the clothing pressure in flight through virtual wear of harnesses through the CLO 3D program.
Journal of the Korea Fashion and Costume Design Association
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v.25
no.2
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pp.31-44
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2023
Fashion design in the metaverse is not simply a 3D avatar or virtual fashion, it is an important clue for shopping trends, and the role of fashion design has grown even more because avatars and humans are identified and active. This study, I attempts to understand the metaverse platform accurately and find out the scope of fashion design within the metaverse platform. In addition, we want to provide basic data that can expand the field by using fashion design in various ways on the metabus platform. This study investigated and analyzed various metaverse fashion cases, articles, software, and methods used by metaverse fashion creators, and the results are as follows. First, the metaverse platform is a new level of virtual interaction where users and creators communicate through the convergence of augmented reality, lifelogging, mirror world, and virtual world. Second, most of the users of the metaverse platform are generation Z, and metaverse creators who make money by producing avatars or items, including fashion design, are emerging as a new job field. Third, many fashion brands created spaces on the Metaverse platform, collaborated with games, or opened fashion weeks for publicity, marketing, and sales. Fourth, as a 3D program for metaverse fashion creator activities, open-source software is easier and free of charge compared to programs for fashion design specialists, and most costumes can be reproduced, so it will be easier for fashion design majors to utilize.
Journal of the Korea Fashion and Costume Design Association
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v.22
no.2
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pp.117-136
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2020
The purpose of this study is to analyze changes in high-tech fashion along with the types and characteristics of high-tech fashion that have appeared recently providing diverse material for the fashion field. High-tech fashion requires such research to learn how much distance one has in one's life. It is also meaningful to predict what direction high-tech fashion research may be needed. For research methods, previous research and literary studies were considered and photographs in which high-tech techniques were used were collected using the keyword 'high-tech fashion'. High-tech fashion types can be organized into the four types of luminescent types, mutual interaction types, 3D printing fashion, and virtual fashion. The research results were as follows. First, luminescent fashion was an important expression method of high-tech fashion. Materials for luminescent fashion first started with LED electric wire connections and many methods have been attempted with the appearance of electrically conductive clothing material, such as luminescent lasers and beam projectors. Second, interactive high-tech fashion often appears as variable fashion. The work of Hussein Chalayan, which was combined with advanced technology, set up a base for variable type interactive high-tech fashion in the 2000s. As bioengineering technology has developed, fashion that interacts with the environment without an energy source has appeared and the interaction among fashion, people, and the environment can be seen. Third, diverse forms of expressiveness in virtual reality such as 3D CLO shows a great difference with past high-tech fashion. Simple and diverse attempts made through virtual fittings reduce the limitations of time and space, permit interaction, and add a sense of reality through speed and dynamic physical beauty. Fourth, 3D printed fashion expresses complex and detailed clothing material that is different from those before with the development of computer 3D modeling technology. Modeling that can imitate geometric and bio-engineered structures is possible and mysterious feelings are passed on to people through creative expressions.
Journal of the Korea Fashion and Costume Design Association
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v.18
no.1
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pp.191-203
/
2016
The 3D virtual fitting system is a new and very efficient system replacing real fitting in apparel industry and on-line shopping. It is a win-win system for both of consumer and manufacturer which not only reduces design and production time but also resolves consumer's complaints by checking the wearing image beforehand. It is a must-have item in the future. The purpose of this study is to analyze sizing menu, terms, and current status and to figure out problems of avatar sizing programs which substitute human bodies in virtual fitting. We chose three existing outstanding programs in domestic and global market, compared and analyzed the program, manual, and terms that are used in avatar sizing, and investigated the strengths, weaknesses, problems of options and terms and finally suggested an alternative terms. The revealed problems are as follows: each program supports various avatars ranging from male to female, from child to adult, and from oriental style to western style. The image of the avatar could be changed through the options for hair style, shoes and accessories. But we found out some problems. The avatar body types are far from actual human body types, avatar sizing menus and item terms are different from program to program, and terms not yet standardized. Cooperative efforts of industry and academy on standardization of sizing menus and terms should be emphasized for the virtual fitting system to be widely used like the other computer graphic programs or word editors.
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