• 제목/요약/키워드: 3D Virtual Prototypes

검색결과 10건 처리시간 0.021초

캐드 교육을 위한 YUKA와 CLO의 패턴 제도 기능 비교: 스커트패턴을 중심으로 (Comparison of Pattern Design Functions in YUKA and CLO for CAD Education: Focusing on Skirt Patterns)

  • 최영림
    • 한국의류산업학회지
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    • 제26권1호
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    • pp.65-77
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    • 2024
  • This study aimed to propose effective ways to integrate CLO into educational settings by conducting a comparative analysis of pattern functions in YUKA and CLO, specifically focusing on skirt prototypes and variations. CLO, being a 3D virtual sample CAD tool, is mainly used in education to facilitate the creation of 3D virtual clothing. In order to explore the applicability of CLO's pattern functions in pattern education, CAD education experts were asked to produce two types of skirt prototypes and two skirt variations. Subsequently, in-depth interviews were conducted. In addition, the skirt pattern creation process was recorded on video and used for comparative analysis of YUKA and CLO pattern functions. The comparison revealed that CLO provides the pattern tools necessary for drafting skirt prototypes. The learning curve for acquiring the skills necessary for drafting and transforming skirt prototypes was found to be relatively shorter for CLO compared to YUKA. In addition, due to CLO's surface-based pattern drawing method, it is difficult to move or copy only specific parts of the outline, and there are some limitations in drawing right angle lines. In the pattern transformation process, CLO's preview function proved to be advantageous, and it was highly rated on user convenience due to the intuitive UI. Thus, CLO shows promise for pattern drafting education and is deemed to have high scalability as it is directly linked to 3D virtual clothing.

XML을 이용한 3D 가상 제품의 HMI 행동양태 모델링과 시뮬레이션 방안 (Modeling and Simulation of HMI Behaviors of 3D Virtual Products using XML)

  • 정호균;박형준
    • 한국CDE학회논문집
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    • 제20권1호
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    • pp.75-83
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    • 2015
  • In the virtual prototyping (VP) of digital products, it is important to provide the people involved in product development with the visualization and interaction of the products, and the simulation of their human machine interaction (HMI) behaviors in interactive 3D virtual environments. Especially, for the HMI behavior simulation, it is necessary to represent them properly and to play them back effectively according to user interaction in the virtual environments. In a conventional approach to HMI behavior simulation, user interface (UI) designers use UI design software tools to generate the HMI behavior of a digital product of interest. Due to lack of reusability of the HMI behavior, VP developers need to analyze and integrate it into a VP system for its simulation in a 3D virtual environment. As this approach hinders the effective communication between the UI designers and the VP developers, it is easy to create errors and thereby it takes significant time and effort especially when it is required to represent the HMI behavior to the finest level of detail. In order to overcome the shortcomings of the conventional approach, we propose an approach for representing the HMI behavior of a digital product using XML (eXtensible Markup Language) and for reusing it to perform the HMI behavior simulation in 3D virtual environments. Based on the approach, a VP system has been developed and applied for the design evaluation of various products. A case study about the design evaluation is given to show the usefulness of the proposed approach.

User Requirement Analysis on Risk Management of Architectural Heritage in Virtual Reality

  • Lee, Jongwook
    • 한국컴퓨터정보학회논문지
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    • 제24권9호
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    • pp.69-75
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    • 2019
  • We propose a method to analyze user requirements to design a virtual reality-based risk management system. This paper presents surveys, interviews, prototype evaluation methods, and implementation process. Architectural heritage is easily exposed to natural and artificial dangers caused by various material combinations and structural features. So, risk management of cultural heritage plays a key role in preserving and managing cultural heritage. However, risk management has been carried out through empirical methods using distributed data. This study analyzes user requirements for designing functions and interfaces of VR-based risk management system and evaluates prototypes to overcome the above problems. As a result, most heritage managers wanted a system function to support risk analysis and response. They also found that they prefer 2D information such as existing drawings and photos rather than 3D information. The results of the user requirements analysis derived from this study will be used to create risk management applications.

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

  • 박재현;박민희;김선희;송영호
    • 패션비즈니스
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    • 제22권2호
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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.

효과적인 사이버 쇼핑몰을 위한 VP 데이타베이스 지원 (VP Database Support for a More Efficient Cyber Shopping Mall)

  • Lim, Jaeguk;Kang, Hyunchul;Han, Sangyong
    • 정보기술과데이타베이스저널
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    • 제8권1호
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    • pp.1-11
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    • 2001
  • More and more cyber shopping malls, one of the new promising Internet businesses of today, are opening business everyday. And instead of the ordinary image and text type of product display, buyers can now view products from any viewpoint through 3D images and also get more detail information on the product more easily thanks to the new VP technology, visual tools, and statecharts. However the currently used virtual prototyping supporting method does not consist of any database support for sharing the data from different virtual prototype developments and reusing the data in developing other prototypes. And in cases of custom order products, there is no linkage with the virtual product database that enables buyers in cyberspace such as cybermalls to try out the products before purchasing. This paper is purported for being applied as the basis for planning the construction of a complete CRM method applied cyber shopping mall that can accommodata all the demands and requests from customers. And the database supporting VP framework that supports data sharing and collaboration between virtual prototype developers and manufacturing custom order products is suggested for this purpose.

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3D virtual clothing simulation을 활용한 남자 중학생의 브랜드교복 패턴비교 및 체형별 교복 패턴개발 (Comparison of brand-name school uniform patterns for middle school boys and the development of school uniform patterns by students' body shape, using 3D virtual clothing simulation)

  • 신장희
    • 한국의상디자인학회지
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    • 제23권1호
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    • pp.143-154
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    • 2021
  • This study attempted to develop winter jackets and pants patterns reflecting the latest comfortable and active school uniform trends, using middle school boy avatars having various body shapes. Jacket and pants pattern-drawing methods and margins differed. Based on the results, research prototypes were prepared. Then, virtual wear prospective drawings, clothing pressure, and appearance were assessed according to body shape. Jackets were assessed using 25 factors, while pants were assessed using 19. Then, correlations between the jackets and pants were analyzed. According to the analysis, the reason why the dart & tuck position and margin were rated low was confirmed. In a virtual wear assessment on jacket patterns by body shape, a significant difference was found in all categories, except for fit and shape at the front bottom, sleeve length on the side, and the center back line. The virtual wear assessment on the pants patterns by body shape also revealed a significant difference in all categories, except for pants length. In jackets, a significant influence was observed around the shoulders and waist in Type 1 and around the belly in Type 2. On the contrary, for pants, a significant influence was found around the hip and waist in Type 1 and around back crotch in Type 2. Therefore, they should be considered when making of jackets and pants. The above results suggested that jacket and pants patterns should vary depending on body shape. It is anticipated that there should be further studies comparing brand-name school uniforms for middle school girls and school uniforms by body shape.

20대 여성을 위한 재킷패턴 개발에 관한 연구 (A Study of the Development of Jacket Patterns for Women in Their 20's)

  • 신장희
    • 한국의상디자인학회지
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    • 제16권3호
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    • pp.1-13
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    • 2014
  • This study investigated body type among women in their 20s and the development of prototypes for tailored jackets by body type in order to design clothes in consideration of an imbalance in body type caused by the popularity of portable devices such as smartphones and Netbooks. This study aims to create a design of jacket patterns by body type through both actual and virtual wear testing among women in their 20s, who are the major consumer of ready-made clothes and are very sensitive to size fit. This study will provide pattern information for the manufacture of jackets with a goal of securing the latest scientific body type information and establish the grounds for a research method in the manufacture of clothes. According to actual and virtual wear tests of four different body types, a significant difference was found in armhole circumference in most types because it was scanned with the arms slightly apart to prevent the armhole area from being missed during the 3D scanning. This has resulted in a slight distortion in measurements. To correct this problem, it is necessary to verify the precision of the body scanner and its program. In categories in which a large significant difference was found, it is necessary to test them against many subjects. In addition, it would be required to perform a further study on the 3D virtual wear system, which could be useful in the clothing industry.

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3D 가상착의 프로그램을 활용한 청소년 남학생의 보디스 원형 비교 (Comparison of bodice prototypes of adolescent male students using 3D virtual simulation program)

  • 차수정
    • 복식문화연구
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    • 제26권5호
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    • pp.727-743
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    • 2018
  • In this study, we used the 3D simulation program to create bodice patterns for adolescents boy students and analyze the fitting and air gap through 3D simulation. The purpose of this study was to select the bodice pattern method that best suited the body shapes of the adolescents male students. The subjects of this study were the French E pattern, Japanese N pattern, and Korean industrial L and J patterns. The applied size was the sixth Korean human body size survey data of 2010 Korea. The age range of the subjects was 13-18 years. DC Suite Program Ver. 5.1 was used, and SPSS 23.0 program was used for data analysis. As a result of comparing the shapes of the bodice patterns in the 3D simulation program, the E pattern had two waist darts on the front and one shoulder dart and one waist dart on the back, and the J and L patterns only had one dart on the back. The N pattern had no darts on either the front or back. As a result of examining the appearance evaluation of the pattern, air gap, color distribution, and clothing cross-section, the E pattern was evaluated as the closest to the body, and the N pattern was evaluated as the pattern with the largest allowance. The J pattern was evaluated as the best fit for body shape of the male adolescents. However, it is necessary to develop a pattern system by adding extra ease in setting the center front length.

3D virtual clothing simulation을 활용한 여자 중학생의 브랜드교복 패턴비교 및 체형별 교복 패턴개발 (Comparison of Brand-name School Uniform Patterns for Middle School Girls and Development of School Uniform Patterns by Students' Body Shape, Using 3D Virtual Clothing Simulation)

  • 신장희
    • 한국의상디자인학회지
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    • 제24권2호
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    • pp.117-129
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    • 2022
  • In terms of junior high school girls' growth patterns during early adolescence, unlike childhood when relatively balanced growth patterns are found and high school years in which the normal adult body type is almost reached, junior high school girls display imbalanced and rapid growth. In fact, diverse size changes by body part occur with a significant difference among individuals. Therefore, it has been difficult for junior high school students to select their exact size when buying a school uniform. This study attempted to develop winter blouse and skirt patterns reflecting the latest comfortable and active school uniform trends, using middle school girl avatars of various body shapes. Skirt and blouse pattern-drawing methods and margins differed. Based on such results, research prototypes were prepared. Then, virtual wear prospective drawings, clothing pressure, and appearance were assessed by body shape. Skirts were assessed with 22 factors while blouses were analyzed with 25 factors. Then, correlations between skirts and blouses were analyzed. According to the analysis, the reason why the dart & pleats position and margin were rated low was confirmed. In a virtual wear assessment on skirt patterns by body shape, a significant difference was found in all categories except for position of the hip circumference, margin of the hips, width of the skirt, and appropriateness of waist line position. The virtual wear assessment on the blouse patterns by body shape also revealed a significant difference in all categories but fit and shape pf the back part. In blouses, a significant difference was observed around shoulders and waist in type 1 and around the belly in type 2. On the contrary, for skirts, a significant difference was found around the hips and waists in type 1 and type 2. Therefore, these factors should be considered in making blouses and skirts. The above results suggested that skirt and blouse patterns should vary by body shape. It is anticipated that there should be further studies comparing brand-name school uniforms for high school girls and school uniforms by body shape.

동적 거동 시뮬레이션을 위한 종이의 물성치 추정 (Material Property Estimation of Paper for Dynamic Behavior Simulation)

  • 이근표;최진환;이순걸
    • 한국정밀공학회지
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    • 제25권5호
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    • pp.103-111
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    • 2008
  • This study proposes a technique to estimate the material property of a paper by using an experimental methods and commercial CAE software. Under gravitation, if one side of the paper is attached to the ground, the opposite side of paper is largely deformed, and vibrates freely. Since the paper has an orthotropic characteristic due to its treatment, the deformations in two orthogonal directions of the dry paper are different. An experimental method to measure the static deformation of the paper introduces this phenomenon. And dynamic behavior, frequency of free vibration is measured. And then. virtual prototypes that can represent the static and dynamic behavior are modeled by using the commercial CAE software $RecurDyn^{MT}$/MTT3D, which has been widely used by the printer makers. While comparing the deformation and frequency from the experiment and simulation, a design optimization technique in the commercial CAE software of R-INOPL, $RecurDyn^{TM}$/AutoDesign is used to estimate the material property such as Young's modulus, shear modulus and density of the paper.