• 제목/요약/키워드: 3D Textile

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The Domestic Trend of Studies on 3D Printing Technology Applied to the Fashion Industry

  • Choi, Jeongwook;Park, Sanghee
    • 패션비즈니스
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    • 제24권6호
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    • pp.80-88
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    • 2020
  • This study, by analyzing previous studies, aimed to understand how 3D printing technology is applied and utilized in the fashion industry and to contribute to encouraging further studies on 3D printing technology in the fashion sector and suggesting proper ways for designing such studies. Firstly, 47 papers were selected from all literature concerning 3D printing technology published in 15 journals of fashion and design since 2013. Afterwards, these papers were analyzed with regard to the frequency, topics or sectors, and purposes or types of studies shown by outcomes. Results were as follows: First, the number of papers on 3D printing technology published in the journals was counted according to the year, which showed that this number increased rapidly after 2015 for about 3 years. Especially in the year 2016, this increase was quite notable. Although a little decrease in this number was found afterwards, a steady increase was highly expected. Out of the 8 journals, Journal of The Korean Society of Fashion Design had the maximum papers. Regarding areas of studies, works on designing and development of products were most common. Finally, regarding the purpose of studies, those suggesting or presenting apparel were predominant. Product items included clothes, shoes, and caps. Studies on caps mostly covered designing the products. Studies on clothes aimed at designing, characteristics of construction, and case study. However, there were very few works on 3D printing technology as an alternative material or composition of clothing.

팬츠 실루엣에 따른 실제착의와 가상착의의 유사도 비교 연구 (A Study on the Comparison of Fit Similarity Between the Actual and Virtual Clothing According to the Pants Silhouette)

  • 원윤혜;이정란
    • 한국의류산업학회지
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    • 제23권6호
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    • pp.826-835
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    • 2021
  • The purpose of this study was to compare the similarity between actual and virtual pants using a virtual 3D CLO program. A subject corresponding to the average size of a women in her twenties was selected and an avatar with the same specifications was produced. Silhouettes of the pants were classified into trousers, slacks, and wide pants and images of actual and virtual pants were evaluated from the front, side, and back. The results were as follows: Overall, the resemblance of the trousers was evaluated higher than that of other pants. The average similarity of trousers was 4.20 at the front, 3.98 at the side, and 4.17 at the back, which was much like the actual clothing. In contrast, that of the slacks was 3.62, 3.73, and 3.79 and of the wide pants was 3.81, 3.53, and 3.97. The similarity between the actual and virtual clothing was relatively well reproduced when the shape of the pants was like the silhouette of the human body. However, if the pants were tight or loose, virtual fits failed to display the wrinkles caused by the tightness or the excessive slack. The virtual fit showed fewer wrinkles and did not depict the location and the shape of hemlines as accurately as the actual fit, although virtual fits adequately displayed the baseline and dart on the pants.

2D 데이터에 의한 여고생의 발바닥 유형 분석 (Classification of Sole Types for Female High School Students by 2D scan data)

  • 이정은;도월희
    • 한국의류산업학회지
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    • 제15권6호
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    • pp.977-984
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    • 2013
  • This study classified the type of sole for female high school students and analyzed the characteristics of each type by the shape of the sole (plantar view) using 2D scan data. The data were collected from a foot anthropometry of 310 female high school students in Gwangju and Jeollanam-do. Left feet and right feet were measured indirectly by using flatbed scanner. The sole anthropometric measurements consisted of 24 items. The results of the investigation into the differences between left and right feet soles by the 2D measurements data indicated that there was no significant statistical differences in the length of items. The left sole had higher values than right sole in the width items and angle items; however, the lateral side of the right feet projected to the outside more often than left feet. In analyzing foot sole of female high school students, the shapes of sole were classified into three types. Type 1(41.94%), Type 2(36.77%), Type 3(21.29%). The most characteristic sole type for female high school students was Type 1. Type 1 referred to a narrow foot width with little or no curvature of the toe. Type 2 represented the longest foot, with foot width shown as a spacious and distinctive feature in width at the medial area of the foot. Type 3 represented the shortest and widest of ball width, gathered inside toe 5, and lateral side as the most projected among the three types.

3D 가상현실에서의 신발류 이지오더 Prototype 개발의 기초 연구 (The Basic Study for Development of Shoes' Easy-Order Prototypein 3D Virtual Reality)

  • 임지영
    • 한국의류산업학회지
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    • 제7권4호
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    • pp.426-432
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    • 2005
  • The health of feet is connected with individual's health and affects a man's activity. Shoes need to be designed to protect feet and to absorb the impact of land. Thus, design, comfort and economical efficiency are important factors of shoes. Consumers can choose suitable shoes for their feet in off-line shopping. However, in on-line shopping, because they can not wear shoes, compare to the off-line shopping, there are many problems in internet shopping. First, consumers can get limited information of shoes because they must search information of purchase without other's help. Second, because consumers can not get important information such as design, size and a comfort of wearing, they can not make a careful decision. Above these, the solution of user-oriented internet shopping is development of new type of prototype which is accessible to user and to offer visual information through 3D-virtual reality. The purpose of this study is to develpoment of shoes easy-order prototype so to reduce of internet shopping risk and offer to shopping convenience. Contents of the new prototype are as follows; 1. Consumers can print out a foot shaped plane figure and compare it to their foot. If the size of printed sheet is not proper, consumers can choose another size. Through this step, they can get their own size. 2. In 3D-virtual reality, consumers can get a various visual information. So they feel wearing comfort indirectly. It is expected that the result of this study would be an important case study to develop of shoes' easy-order prototype for a disabled person.

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

  • 임호선
    • 한국의류산업학회지
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    • 제14권1호
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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.

한국적 디자인을 기본으로 한 패션문화상품 조끼디자인 개발 - 전통 창살문양 응용 - (Vest Design Development of Fashion Culture Products based on Korean Style - Application of Traditional Lattice Pattern of Doors -)

  • 최은주
    • 한국의류산업학회지
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    • 제21권4호
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    • pp.412-419
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    • 2019
  • This study is to help maintain the identity of traditional Korean culture and develop fashion culture products by applying images and composition forms of traditional lattice patterns for vest designs. Lattice can be distinguished as a shape created through intersecting vertical and horizontal lines, in the form of oblique lines in vertical and horizontal structures, and in the form of an oblique line. Lattice patterns represent the overall unity and order as well as the beauty of small spaces created by simple lines. Traditional lattice patterns of the Joseon Dynasty were examined theoretically through the literature. Based on theoretical grounds, there is study illustrates vest designs using Adobe Illustrator CS6 as well as works on a 3D virtual costume using CLO Trial 4.2, a 3D virtual dressing system of CLO Virtual Fashion. This study developed an easy to wear vest design categorized as clothes for both men and women. The geometric formality of the lattice pattern has been applied to fashion culture products. In this study, the design was developed focusing on lattice, kotsal (flower pattern), sosulbitsal (diagonal), sotdaesal, tisal (horizontal & vertical). This study can be used as basic data in the domestic fashion cultural product market that can help maintain the originality of Korean culture in the global era that also assists in the successful promotion of Korean culture and traditions.

스포츠 브래지어의 하변 밴드 설계에 따른 압력과 착용감 분석 (Analysis on Pressure and Wearing Sensation according to the Lower Band Design of Sports Brassieres)

  • 이희란;엄란이;이예진
    • 한국의류산업학회지
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    • 제21권1호
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    • pp.67-74
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    • 2019
  • This study aims to investigate the relation between pressure, 3D length change, and subjective pressure sensation in sports brassieres. Seven Korean women in their 20s and 30s were chosen as subjects. In the experiment, the subjects evaluated four types of sports brassieres wherein the lower band was changed. The results of the study were as follows. The pressure according to the measurement position was lower at the front part than at the side and back parts (p<.05), and there was no difference in the pressure according to the brassiere type. It was observed that brassiere C, which had the higher extension band, was elongated more than the other brassieres when worn. In the case of brassiere B, which had a slit in the front center, it was observed that the 3D length of the front part changed very little as the slit spreads, and the back part stretched in a manner similar to those of the other brassieres. Subjective pressure sensation was statistically different only at the front and the side of the lower band. Brassiere B(with a silt) demonstrated the least subjective pressure sensation; the pressure sensation was high when wearing brassieres A and D (p<.05). Brassieres B and C were also preferred for overall comfort. In conclusion, it was observed that the substitution of material and morphological transformation affect subjective sensation.

섬유 드레이프 이미지를 활용한 드레이프 생성 모델 구현에 관한 연구 (A Study on the implementation of the drape generation model using textile drape image)

  • 손재익;김동현;최윤성
    • 스마트미디어저널
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    • 제10권4호
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    • pp.28-34
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    • 2021
  • 드레이프는 의상의 외형을 결정하는 요인 중 하나로 섬유·패션 산업에서 매우 중요한 요소 중 하나이다. 코로나 바이러스의 영향으로 비대면 거래가 활성화되고 있는 시점에서, 드레이프값을 요구하는 업체들이 많아지고 있다. 하지만 중소기업이나 영세 기업의 경우, 드레이프를 측정하는 것에 대한 시간과 비용적 부담을 느껴, 드레이프를 측정하는 데에 어려움을 겪고 있다. 따라서 본 연구는 디지털 물성을 측정하여 생성된 3D 시뮬레이션 이미지를 통해 조건부 적대적 생성 신경망을 이용하여 입력된 소재의 물성값에 대한 드레이프 이미지 생성을 목표로 하였다. 기존 보유한 736개의 디지털 물성값을 통해, 드레이프 이미지를 생성하였으며, 이를 모델 학습에 이용하였다. 이후 생성 모델을 통해 나온 이미지 샘플에 대하여 드레이프 값을 계산하였다. 실제 드레이프 실험 값과 생성 드레이프 값 비교결과, 첨두수의 오차는 0.75개였으며, 드레이프값의 평균 오차는 7.875의 오차를 보임을 확인할 수 있었다.

3D 가상착의를 활용한 40~50대 비만남성 피티드 토르소 패턴 개발 ( Developing a fitted torso pattern for obese males in their forties and fifties utilizing virtual fitting)

  • 장정아;권의정
    • 복식문화연구
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    • 제30권6호
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    • pp.828-841
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    • 2022
  • This study aims to develop a fitted torso pattern suitable for males in their forties and fifties who are obese-a group that accounts for more than fifty percent of men in this age group-using a 3D virtual fitting program. Size Korea's 2022 data for obese males in their forties and fifties is utilized for this study. In terms of the research method, a 3D program (CLO 3D) is used to implement the target group's various body types and to apply fitted torsos that enable verification and evaluation of the pattern's fit and ease. The characteristics of fitted torso patterns for obese bodies are as follows: the front centerline is a profile line; shoulder darts are added by reflecting waist-abdominal protrusion in the front panel; and shoulder, arm, waist, and center-back darts are constructed for the back panel. For obese bodies, the minimum circumference ease amounts should be approximately 6-7cm for the chest, 6cm for the waist, and 6-7cm for the hips. Based on an evaluation of the virtual fit of the developed fitted torso pattern, the data shows that a pattern (foundation) such as this is well suited for obese body types with an average of 4.67/5 points for reverse triangular obesity, an average of 6.67/7 points for log obesity, and an average of 6.69 points for the ease amount.

복합가공사를 이용한 Wool-like 직물의 역학적성질 (The Mechanical Propertis of Wool-like Fabrics Using Composite Textured Yarn)

  • 박명수;윤종호
    • 한국의류산업학회지
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    • 제5권4호
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    • pp.408-412
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    • 2003
  • The micro structure of POY was modified and a wool-like touch yarn of composite fibers with different shrinkage was made. With this yarn 12 different fabrics with wool like touch were prepared. The characteristic physical property changes of the fabrics examined are as follows: 1. In all cases, the initial high shrinkage stages were observed in hot water treatment and the 3D images of complex multilayer of typical doubling fibers with different shrinkage were also observed in hot air treatment of 170C. 2. The tensile strength changes of satin and plain fabrics with the change of twist count showed similar behavior. However, WT's were slightly higher and RT's was lower in twill and satin fabrics than those in plain fabric. 3. Since a slight decrease of B's of twill fabric found with increasing twist count under given experimental condition, it could be influenced on the anti-drape stiffness was decreased and flexibility was increased. 4. A significant decrease of G values was observed in the twist count 800-1000 T.P.M However, in the twist count higher than 1000 T.P.M G values observed were kept nearly constant. 5. MIU of plain and twill fabrics showed a drastic decrease at the twist count higher than 1000 T.P.M.