• Title/Summary/Keyword: 3D Virtual Fashion Design Technology

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A Study on the Application of 3D Digital Technology to Producing Cyber Fashion Gallery (3D 디지털 기술을 활용한 패션 갤러리 제작에 관한 연구)

  • Kim, Ji-Eon
    • The Research Journal of the Costume Culture
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    • v.15 no.3 s.68
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    • pp.446-460
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    • 2007
  • This study shows that digital technology is adapted practical method in fashion design process and virtual simulation and cyber fashion gallery based on virtual reality are researched. This study is proposed the 3D fashion design simulation in the virtual space used on 3D studio max, poser, photoshop program according to fashion design process. The main design concept is "temporary bridge" from rainbow. This study is supposed six fashion design in accordance with three sub-theme under main concept by changing color and texture used on 3D simulation. The results of this study are as follows: 1. This study produced Cyber Fashion Gallery in virtual space to the form of CD Rom title and web title by Macromedia Director 8.5, Macromedia Flash, Sound Forge. And it is enlarged the field of expression in aspect of Fashion Exhibition, beyond restriction of time and space. 2. Clothes modelling tools is able to easily adapt to various textiles and patterns in 3D dynamic virtual mannequin before making clothes. Digital technology is able to express image changed color and texture, especially new material, multi-finishing material and brilliant material and so on. So this study is able to develop tools for study of fashion coordination. 3. Cyber Fashion Gallery consists of gallery, story, painting, symbolism, example, image, quit. This study is enlarged the range of clothing expression by digital technology and open to possibility customized-manufacture.

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Development of a 3D Virtual Costume Using Geometric Formativeness (기하학적 조형성을 이용한 3D 가상의상 개발)

  • Xu Yi;Minji Kim
    • Journal of Fashion Business
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    • v.27 no.3
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    • pp.115-131
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    • 2023
  • The revolution of digital fashion continues along with the development of technology. In particular, after COVID-19, fashion design development, exhibitions, and fashion shows using the metaverse space are being actively developed. In particular, as research on 3D virtual costumes becomes active, creative ideas are needed to develop creative virtual costumes. The purpose of this study is to examine the geometric formative characteristics of constructivism in art and fashion design and to develop 3D virtual works using them. Geometric form is a logical and rational basic form that includes the order of nature as an artistic material that has been constantly studied along with the creation of mankind a long time ago, and it has become a motif of many artworks and fashion. In this paper, we studied the application of the costume design of geometric shapes according to the 3D Clo, virtual-wear production software, and understood the effect of the combination of geometric shapes on costume styling. As the formative characteristics of constructivist art, three types of overlap, asymmetry, and simplicity were derived, and the geometric form was visually simple, clear, and concise. The first work produced virtual costumes that reflected the overlapping elements of constructivism. The second costume was produced by reflecting the asymmetric formative characteristics of constructivism. The third costume was a jacket that applied the simplicity of constructivist art.

A Study on the Application of 3D Digital Technology for Fashion Design (3D 디지털 기술을 활용한 패션 디자인 개발에 관한 연구)

  • Kim, Ji-Eon
    • Journal of the Korean Society of Costume
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    • v.57 no.2 s.111
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    • pp.45-58
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    • 2007
  • This study shows that clothes are made just the same as the real thing in the virtual space through 3D digital technology. This study is significant to expand the area of fashion design in the virtual space. This study analyzes the practical use of the third dimension computer graphics in the aspect of fashion, and it is proposed the 3D fashion design simulation in the virtual space used on 3D studio max, poser, photoshop program according to fashion design process. The main design concept is "temporary bridge" from rainbow. "Temporary bridge" is a rainbow bridge which connects nature, man and technology, and also the past, present, and future. This study is supposed six fashion design in accordance with three sub-theme under main concept by changing rotor and texture used on 3D simulation. The conclusion are as follows : First fashion design process, which consists of design conceptualization, design definition, and computer design process, composed of body modeling, clothing modeling, texture mapping, rendering by lighting and camera establishing are compared. Second, fashion design process is applied to digital technology. Third, the method of body modeling is both that of direct modeling in 3D Studio Max and that of importing DXF file from poser. And the method of direct clothing modeling in 3D Studio Max are two methods, polygon modeling and nurbs modeling. Polygon modeling is more satisfied than nurbs modeling in the aspect of expression to clothing and round face. Forth, this study applies textures and colors transformed by photoshop on manufactured 3D Clothes. According to this result, fashion designers are able to confirm a customer or client in their design minds viewing 3D simulation by various textures. colors and angles. It is able to advance digital fashion show in the future.

A Qualitative Study on 3D Designer Jobs in Fashion Vendors (의류수출업체의 3D 디자이너 직무에 대한 질적 연구)

  • Choi, Younglim
    • Fashion & Textile Research Journal
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    • v.23 no.4
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    • pp.504-514
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    • 2021
  • This study attempted to extract and structure the job skills required for 3D designers, which have been recently introduced to the fashion industry. The study aimed to materialize and objectify the 3D designer's job, using a focus group interview for the survey. The 3D designer has the TD task of making 3D virtual samples using the pattern files developed in Pattern CAD. Graphic design and fabric digitization are also major tasks for the 3D designer. CLO is mainly used for 3D virtual sample production, and PixPlant, Substance, Photoshop, Cinema 4D, Daz studio, and 3ds MAX are used for image and avatar editing. As per the job skills required for 3D design work, basic knowledge about patterns and sewing, skill in 3D virtual clothing technology, ability to use various software, and English skills were considered important, in that order. In particular, the need for knowledge about patterns and sewing became more important than the skill in 3D virtual clothing technology itself. To train 3D designers, it was found that not only 3D virtual clothing software, but also education on patterns and clothing construction, CAD developer's curriculum certification system, and 3D designer qualification management were required. In addition, 3D designers are recognized as an essential job in fashion vendors, and the demand for domestic brands is increasing. The biggest limitation of the 3D virtual clothing system is the perfection of the digital fabric. Also, technical improvement is needed.

Proposal of Collaborative Application Prototype based on Mobile Virtual Viewer System (모바일 가상 뷰어 시스템 기반의 협업 어플리케이션 프로토타입 제안)

  • Park, Jae Hyun;Park, Min Hee
    • Journal of Korea Multimedia Society
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    • v.22 no.8
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    • pp.897-912
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    • 2019
  • The growth of domestic fashion industry market went sluggish affected by long-term slow growth and shrinking consumer sentiment since 2012, and the entire market has shown a slight growth since 2017. Yet only some conglomerates or global businesses experience this growth. Small and medium-sized fashion companies or rising fashion designers in South Korea, face real limitations and problems poor capital, lack of professional workforce, experience, information and educational opportunity as well as difficulty of acquiring distribution network, which lead to further polarization between conglomerates and small businesses. Thus, this study proposed mobile virtual viewer system-based collaborative application prototype capable of overcoming limitations and problems drawn by analyzing business environment of domestic brands launched by rising fashion designers. Especially, through applied template-based 3D virtual fashion design technology and performing the entire process in the virtual reality beyond spatial and temporal restraints, it is assumed that more effective and efficient outcomes can be obtained compared to the previous method.

A study on Design of Casual wear utilizing 3D Virtual Clothing Technology - focus on Generation Z (3D 가상 의상 기술을 활용한 캐쥬얼웨어 디자인 연구 - Z 세대를 중심으로)

  • Shin, Hae Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.75-81
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    • 2021
  • With the development of advanced information and communication technology, Generation Z, familiar with digital culture, is drawing keen attention as a major consumer of the fashion industry. In this study, casual wear for Generation Z, who is proficient in digital devices and prefers information acquisition and lifestyle over the Internet, was designed using 3D virtual simulation and developed into four looks: Gulish, Sportive, Easy and Contemporary. The use of simulation of 3D virtual clothing in costume design can build digitalization of future fashion industry through convergence with digital fashion design planning and production process in fandemic environment and strengthen online platform distribution. In a business environment that continues to innovate to enhance work efficiency by introducing an Untouch fashion production system, the use of 3D virtual clothing technology can increase the efficiency of sustainable management through 3D sample production, online fitting, modification, and final critic processes to reduce the time and cost of human and physical resources and review.

Size Specification for Customized Production Size and 3D Avatar : An Apparel Industry Case Study

  • Choi, Young Lim
    • Fashion & Textile Research Journal
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    • v.17 no.2
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    • pp.278-286
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    • 2015
  • Fashion industry has tried to adopt the virtual garment technology to reduce the time and effort spent on sample creation. For garment manufacturers to adopt the virtual garment technology as an alternative to sample creation, 3D avatars that meet the needs of each brand should be developed. Virtual garment softwares that are available in the market provide avatars with standardized body models and allow to modify the size by manually entering size specifications. This study proposed a methodology to develop size specifications for 3D avatars as well as brand-customized production sizes. For this, a man's fashion brand which is using virtual garment technology is selected. And the Size Korea database is used to develop size specification based on the customers' body shape. This study developed regression equations on body size specifications, which in turn proposed a regression model to proportionately change size specifications of 3D fitting-models. Based on the each body size calculated by the regression model, a standard model is created, and the skeleton-skin algorithm is applied to the regression model to obtain the results of size changes. Then, the 3D model sizes are tested for size changes as well as measured, which verifies that the regression model reflects body size changes.

A Study on Digital Fashion Design Platform based on the 3D Virtual Fashion Technology (3차원 디지털 기술을 기반으로 한 디지털 패션 플랫폼 프로토타입 설계 연구)

  • Park, Jaehyun;Park, Minhee;Kim, Sun-Hee;Song, Youngho
    • Journal of Fashion Business
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    • v.22 no.2
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    • pp.88-106
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    • 2018
  • The domestic fashion industry is not able to exceed the level of fashion that exists in advanced countries due to the relatively weak design competitiveness and the differentiated capability of product development. In order for the domestic fashion industry to become a growth industry that is valued in the world market of infinite competition, a step-by-step support system that can demonstrate and maintain the creative ability of designers is needed. Therefore, this study proposes a template - based 3D virtual fashion technology and a digital fashion platform based on it. The proposed template - based 3D virtual fashion technology is designed to clearly communicate the intention of designers and to be able to instantaneously view the results, thereby reducing the time and cost of producing prototypes. In addition, the digital fashion platform based on the template is designed as a collaborative platform based on idea sharing, which dramatically improves the process of confirming the prototype and initiating the product planning and manufacturing stages. This new technology can contributes to the formation of a business environment and a new area within the existing fashion industry and can be utilized for the development of the fashion industry in the future.

Variations and types of high-tech fashion (하이테크(High-Tech) 패션의 변화 및 유형)

  • Zhang, Hao;Lee, Younhee
    • 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.

A Study on the Adaptation and Prospects of the 3-dimensional Computer graphics in the field of Fashion Design (웹스페이스 시대에 3차원 컴퓨터 그래픽스를 도입한 의상디자인 분야의 현황 및 전망에 관한 연구)

  • Bae Lee-Sa;Lee In-Seong
    • Journal of the Korea Fashion and Costume Design Association
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    • v.7 no.2
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    • pp.1-10
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    • 2005
  • This study intends to examine extensively on the current situation where the full capacity of 3D CG is not being highlighted because of the lack of the information and the awareness and to look at how the virtual reality technology is being applied ranging from the design of the clothes to the marketing. A set of processes ranging from the development of the clothing design to the marketing will be performed on the web. Designers will design with 3D CG and make the patterns and will hand this over to the producer together with the virtual swatch. But there are important problems to work out. First, it is the problem of the virtual fitting room. Second, it is the absence of the 3D CG, which is easy and convenient for the clothing design. Third, it is to perfect the visual reconstruction. Fourth, it is the security of the distribution system. Fifth, it also calls for the strengthened internet network that can smooth the flow of the tremendous data. Consumer will be able to produce according to their needs and will become designer and producer at the same time, resulting in the achievement of the consumer-oriented marketing in real sense.

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