• Title/Summary/Keyword: 3D 가상착의

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Comparison Between Actual and 3D Virtual Skirts of Different Front and Back Silhouette with Regard to the Evaluation of Subjective Appearance and Shape Characteristics (앞과 뒤 실루엣이 다른 스커트의 가상착의와 실제 착의에 대한 주관적 외관평가와 형태특성 비교)

  • Lee, Heeran;Hong, Kyunghi
    • Journal of Fashion Business
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    • v.21 no.5
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    • pp.91-108
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    • 2017
  • Interests in 3D virtual clothing technology and its application in online shopping malls are increasing with the advent of the Fourth Industrial Revolution. Most studies on 3D virtual clothing, however, are focused on observing drapes or ease of virtual clothing depending on fabric properties of representative clothing items. Therefore, the purpose of this study is: first, to determine if current input of typical material characteristics in 3D CLO are sufficient to formulate virtual skirts with different front and back silhouettes; second, to determine if subjective appearance evaluation matched physical shape characteristics of those skirts. In this study, appearances of typical cotton, wool, silk, rayon, and polyester skirts with different front and back pattern were compared between actual and virtual clothing depending on fabric materials. Subjective appearance evaluation was conducted by 7 experts regarding similarity between actual and virtual clothing with a 5-point scale. For objective evaluation of the both types of skirt shape, degree of roundness at the cross section, displacement of side seam, position of back waistline, and the number of folds at the skirt back were observed. In the case of cotton and wool, not the subjective appearance evaluation as well as shape characteristics of virtual skirts were well matched to the actual shape of skirts with a few material inputs. However, current material inputs for silk, rayon and polyester were insufficient to cover material differences in formation of virtual skirts with different front and back silhouettes.

Virtual model production of women in their 60s using Size Korea 3D data (사이즈코리아 3D 형상을 이용한 60대 여성 가상모델 제작)

  • Jeongran Lee;Jeongah Park
    • The Research Journal of the Costume Culture
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    • v.32 no.4
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    • pp.468-480
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    • 2024
  • The purpose of this study is to produce virtual models of women aged in their 60s and to implement the virtual clothing with jackets. We referred to 3D images of standard and obese body types from the 8th Size Korea and attempted to create avatars based on their images through the various trials. Final virtual models were made to reflect the appearance of women in their 60s. For the standard body type, a 3D image with average body measurements was selected. Based on numerous trials aimed at turning her image into an avatar, the auto-converted avatar on CLO 3D was slimmer than the woman in the original image, and hence it was not suitable for the virtual model. After blending, we converted the image into an uneditable avatar for which only the joint points could be moved, thereby creating an avatar that was identical to the original image. We also selected an image of an obese woman with a "beer bottle" body shape from the 8th Size Korea. We created an avatar that resembled her shape by also converting it into an uneditable avatar for which only joint points could be moved. To use these avatars in virtual clothing, we removed masks of avatars and made faces, hair styles, and skin tones representing women in their 60s. The moderately-sized classic jackets were smooth on both virtual models and fitted satisfactorily. This study demonstrated the applicability of virtual model production of various body types or ages in special clothing studies.

A Study on Expressivity of Virtual Clothing made of 3D Apparel CAD System according to the Physical Properties of Fabric (3D 어패럴 캐드 시스템으로 제작된 가상의복의 소재물성별 실물 재현도에 관한 연구)

  • Oh, Song-Yun;Ryu, Eun-Joo
    • Fashion & Textile Research Journal
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    • v.17 no.4
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    • pp.613-625
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    • 2015
  • This research was conducted to provide basic data to improve expressivity required for virtual clothing to replace actual clothing. For the experiment, 6 materials were selected and 12(2 kinds of length) actual flared skirts were made. At the same time, simulations were carried out on OptiTex Runway 12.0 for 36(12 kinds of skirts $\times$ KES, FTU, KES weight/10) kinds of virtual flared skirts, which were applied with the measured property values (thickness, weight, bending, shear, friction, and stretch). Also, the study compared and analyzed the wearing images, silhouette overlapping images, and skirt length measurements of the actual and virtual skirts put on a dummy. As a result, the actual skirts showed clear distinction for each material. In contrast, virtual 1 and 2 expressed fabric 3 in the most similar way, but could not recreate the uniform, soft, and natural flare shape of the actual skirts in general. Virtual 3 formed natural flares as those of the actual skirts, and expressed fabric 1, 5, and 6 in a similar way. However, virtual 3 had too much volume and barely showed any distinction for each material. All of virtual 1, 2, and 3 expressed different flare shapes on the front and back sides of the skirt similarly to the actual skirts, and had a good visual expression for the color and texture of the materials. However, they could not effectively express the elasticity and fabric sagging in the bias direction.

Comparison on the Pants Fitting for Obese Women between 3D Virtual Garment and Real Garment (3차원 가상착의와 실제착의를 통한 비만여성의 바지 맞음새 비교)

  • Lee, Jinsuk;Lee, Jeongran
    • Journal of Fashion Business
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    • v.17 no.2
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    • pp.33-45
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    • 2013
  • A study using 3D virtual garment simulation is carried out for the evaluation and application on the pants fit for obese women in their age of 20s and 30s. The results are as follows; 5 obese women in their 20s and 30s were selected for the testing 3D body. They showed no significant differences in all items, comparing with the data of 5th Size Korea body dimensions. The average waist circumstance of the subjects' 3D body dimensions was 87.0cm, hip circumstance was 102.4cm, BMI was $27.1kg/m^2$, and their obese body types had similar mean values. Based on the detailed design of ready made pants and the study results of 20~30s obese women preference for pants design, pants of straight silhouette and semi-tight fit which have waist line lowered, no front dart and one back dart, were manufactured with 100% black cotton and cotton spandex mixed fabrics. When comparing the appearances between real garment and virtual garment, the average of the real garment with 100% cotton was 3.70 and the virtual garment was 4.05. The average of real garment with cotton spandex mixed fabrics was 3.75 and the virtual garment was 4.06. Therefore, the average of virtual garment was highly evaluated. When comparing the results of evaluating the appearance, there was no significant difference caused by materials between real garment and virtual garment. The expression for the ease of virtual garment and real garment was also similar for good evaluation. Thus, 3D virtual garment simulation did positively prove its reliability and effect.

Study of Patterns According to Changes in Shoulder Angle in Drop Shoulder Sleeves (드롭숄더 슬리브의 어깨각도 변화에 따른 패턴 연구)

  • Ha-Eun Lee; Eun-Hye Lee;Jeong-Woo Choi
    • Journal of the Korea Fashion and Costume Design Association
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    • v.26 no.2
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    • pp.15-32
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    • 2024
  • Modern fashion manifests in forms that mirror the diverse lifestyles and personalities of consumers. It transcends mere aesthetic designs and embodyies practicality. There is a preference for comfortable, highly functional attire, leaning towards easy wear. Casual wear, in particular, embraces a sense of freedom not found in standard business attire. It seeks a comfortable, natural silhouette through tactile fabrics rather than sportswear. Loose, drop shoulder sleeves enhance comfort and mobility and often become key elements in casual wear designs. Given that clothing must balance aesthetics with functionality, especially across various activities, it is natural to prioritize functional design. Research on patterns suited for dynamic conditions is imperative. The rise of drop shoulder styles necessitates the development of corresponding sleeve patterns. It is crucial to differentiate pattern drafting methods due to the resulting silhouette variations. This study aims to categorize drop shoulder pattern drafting techniques based on shoulder extension and angle dimensions. Each method will be examined, and drop shoulder sleeve patterns and wear forms will be studied using a 3D virtual system. This research holds significance in providing valuable insights and foundational data for designing diverse drop shoulder sleeve patterns, contributing to their practical development and advancement.

Comparative analysis of men's slim pants patterns - Using a 3D CLO virtual garment system - (남성 슬림 팬츠 패턴 비교 분석 - 3D CLO 가상착의 시스템을 활용하여 -)

  • Kim, Kyung-A;Hong, Eun-Hee;Uh, Mi-Kyung
    • The Research Journal of the Costume Culture
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    • v.22 no.4
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    • pp.605-618
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    • 2014
  • This study aims to compare the ease of men's slim pants patterns, and to analyze the fit and appearance through the 3D virtual garment system. The study selected four educational materials and one industrial pattern of slim pants for a total of five items. The CLO 3D Modelist program was utilized to carry out the appearance evaluation through virtual wearing and opacity, and a comparison was performed regarding the clothing pressure when the virtual model was standing and walking. The results of our comparison of the patternmaking for slim pants showed that pattern C pants had the greatest ease on the waist circumference, while B pants showed no ease. The C and E pants also had the most ease on the hip measurement. In the appearance evaluation, A pants received the most favorable results, followed by D, E, B, and C, in descending order. The clothing pressure appeared to be mainly red on the waist, crotch, and hem when standing in all pants, so the clothing pressure was high. While walking, the stress appeared to be different for the left and right parts of the body, and the most significant difference was observed on the thigh area.

Development of Torso Pattern for Underweight Female in their 20s~30s - Using Clo 3D program - (20~30대 저체중 성인여성의 토르소원형 설계 - Clo 3D 프로그램 적용 사례 -)

  • Lim, Jiyoung
    • Fashion & Textile Research Journal
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    • v.15 no.6
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    • pp.963-970
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    • 2013
  • The purpose of this study was to develop torso pattern of underweight female in their 20s~30s by using Clo 3D virtual garment simulation system. The results were as follows; first, as a result of analyzing torso somatotype, underweight women showed lower average than average values of whole women in their twenties and thirties in the items such as length, width, circumference, thickness except for height. Second, by using 3D virtual garment simulation, new torso pattern considered underweight female was development. The basic numerical formula were as follows ; bust girth B/2+3.5, armhole depth B/4+0.5, front waist girth W/4+0.5+0.7, back waist girth W/4+0.5-0.7, front hip girth H/4+1+0.5, back hip girth H/4+1-0.5, chest width B/6+3.1, back width B/6+4.5, neck width B/12+0.2 and neck depth B/12+1.7. Third, by reducing hollowed amount of front, back, and side line, and hollowed amount of back center line, the reduced quantity was included to darts amount. Number of dart was adjusted to two pieces so that darts amount was equally distributed to two darts. Forth, according to the results of the new torso pattern's appearance evaluation, it estimated more highly than existing pattern in silhouette and ease amount, confirming that new torso pattern was appropriate for the underweight women. This study is expected to serve as one of important basic data for ensuing studies that may utilize 3D virtual garment simulation system with 2D patterns, and also for future 3D pattern production program development.

A Study on the Fitness Evaluation of Virtual Model Using 3D Clothes Modeling Software - Focused on Qualoth Program - (3D 의상 모델링소프트웨어를 이용한 가상모델의 착의 평가 연구 - 퀄로스(QUALOTH)프로그램을 중심으로 -)

  • Yang, Chung-Eun;Kim, Suk-Jin
    • Journal of the Korean Home Economics Association
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    • v.44 no.7 s.221
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    • pp.153-162
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    • 2006
  • This study was attempted to investigate the possibilities of fitness evaluation of virtual model using 3D clothes modeling software. For the purpose, two one-piece dresses were made with two kinds of patterns using Qualoth program, and then each dress was fitted to a real model and a virtual model, and the results were compared and discussed. The result of this study was as follows. First, the fitness evaluation of real model showed a significant difference only at a little difference in figures (1-2.5cm) of the pattern, while any significant difference in appearance was not found in case of a virtual model fitted a dress made out of a pattern with the same difference in figures. Second, items to evaluate a difference in patterns using 3D clothes modeling software were shoulder line, the distance between shoulder points, armhole line, ease of armscye depth, and overall appearance. Because all the items fall under design lines which make up outer lines of a cloth, it can be said that the Qualoth program is good for representing design, rather than exposing a small difference in patterns.

A Comparison of Fit and Appearance between Real Pants with 3D Virtual Pants (실제착의와 3D 가상착의의 외관 유사도 평가에 관한 연구 - 여성복 바지원형을 중심으로 -)

  • Kim, Youngsook;Yin, Siya;Song, Hwa Kyung
    • Fashion & Textile Research Journal
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    • v.16 no.6
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    • pp.961-970
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    • 2014
  • Several retailers such as Target and Kohle's and their vendors have piloting the 3D clothing simulation programs to produce garment samples. However, few studies have verified the virtual fit information and 3d visualization process for pants, and no study compared the commercial 3D virtual programs. This study is designed to analyze similarity of fit and appearance between real pants with 3D virtual pants based on three 3D virtual programs (Optitex, CLO 3D, and i-Designer), three lower body types (slim, normal, and thick waist type), and fit status. We selected a representative model for each lower body type, produced their custom pants according to Lee and Nam's method(2007), and took photos of front, side and back view for visual analysis. Then, we virtually tried each model's custom pants on her parametric avatar developed by manually inputting their body measurements using the three 3D virtual program. Thirty fit experts compared the real fit to virtual fit. This study found that 'Optitex' and 'i-Designer' can visualize more effectively than 'CLO 3D' in many fit locations. Regarding the body types, 3D virtual program can visualize pants fit for 'thick waist body type' more preciously than the other body types. With respect to fit status, it does not affect much on the similarity overall.

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- (당의의 3차원 시뮬레이션 활용을 위한 기초 연구 -마야 퀼로스(Qualoth) 프로그램을 이용한 전통복식의 3차원 재현의 문제점을 중심으로-)

  • Kim, Min-Kyoung;Choi, Young-Lim;Nam, Yun-Ja
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.11
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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.