• Title/Summary/Keyword: 3D digital clothing

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A Study on the Development of Digital Fashion Design Applying Iris Van Herpen's Formative Features - Focusing on Using the Scamper Technique - (아이리스 반 헤르펜의 조형 특징을 적용한 디지털 패션디자인 개발 연구 -스캠퍼 기법 활용을 중심으로-)

  • Xing LiLi;Youngjae Lee
    • Journal of Fashion Business
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    • v.27 no.4
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    • pp.67-87
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    • 2023
  • This study analyzed the fashion design features of Iris van Herpen and createdsixdigital fashion designsusing the SCAMPER technique with 3D clothing design software, incorporating a futuristic theme. The research methodology involvedcase analysis and a literature survey. First, the study summarizedthe design style and characteristics of Iris van Herpen. Second, a design concept wasestablished, and a design mood board wascreated. Third, the resulting design features were combined with the SCAMPER technique to incorporate Iris van Herpen's design elements intonew digital fashion designs. Fourth, after discussion with the professor and expert group, six designs were selected for production. They includededgy suit coats, overcoats, asymmetrical hoodies and asymmetrical skirts, irregularly shaped tops, dresses, leggings, jackets,and fishtail skirts. This study provides a reference for the future development of digital fashion designs and showcases the integration of science and technology in fashion design.

Analysis of Body Measurement and Type using 3D Body Scan Data - Adult men and women in their 20's~30's in the 6th Size Korea project -

  • Lim, Ho-Sun;Park, Chang-Kyu
    • Journal of Fashion Business
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    • v.15 no.6
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    • pp.85-100
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    • 2011
  • The objective of this study was to analyze body measurements, BMI and body type according to age in the male and female groups based on 3D scan body measurement data of adult men and women in their 20's~30's and to provide basic information usable in the clothing and fashion industry. For this purpose, we analyzed 3D scan body measurement data of 848 adults measured in the 6th Size Korea project and the results were as follows. First, there were differences in 3D scan body measurements according to age in the male and female groups, and in general the measurements of the height items were larger in younger adults and the measurements of the circumference, breadth and depth items were larger in older ones. Second, there were differences in 3D scan body measurements according to BMI in the male and female groups, and in general body measurements were largest in the obesity group and lowest in the underweight group. Third, BMI was different according to gender and in general BMI was higher in men and obesity and overweight were more frequent in men than in women. Moreover, BMI was significantly different according to age and was higher in the 30's than in the 20's. Fourth, the mean difference in the drop and lower drop values according to age in the male and female groups was significant, and the drop and lower drop values were lower in the 30's than in the 20's. These results are considered meaningful as data for the development of clothing size systems, patterns and grading in the areas of clothing and fashion targeting consumers in their 20's~30's.

Comparative Analysis of Seven Digital Fashion Weeks (7대 디지털 패션위크의 비교분석 연구)

  • Yun, Hyesu;Ko, Eunju
    • Journal of Fashion Business
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    • v.25 no.3
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    • pp.36-50
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    • 2021
  • In the COVID-19 era, globally, companies in the fashion industry are pursuing new convergence methods through digital technology. Conventional fashion shows have become difficult to run exclusively, instead, the shows are run through a combination of offline and digital arrangements. This paper examines the trends of seven digital fashion show weeks in London, Paris, Milan, New York, Seoul, Shanghai, and Tokyo, and presents strategies applicable in Korea's Seoul Digital Fashion Week. We focused on the digital technology used in the digital fashion weeks fashion brands, and the characteristics of the host cities. The study conducted a literature review and case study through corporate and research report data, and the Fashion Week website. Based on the study results, changes in fashion industry calendars like 'See now, Buy now', seasonless, and unified collections for men and women, expansion of D2C system, the rise of short-form contents, and the expansion to the virtual world space and physical limitations can be cited as changed trends. The study provides insight into the incorporation of the Korean Wave and K-Pop singers, industrial structure change, and the establishment of B2B system in the Seoul digital fashion week. The shift to the digital runway is not only an alternative method to cope with the COVID-19 era but also a new "new normal". Fashion shows are no longer fixed and planned in free spaces. As a venue displaying the creator's personality, digital fashion week is expected advance in the future.

Visual Expression Effect by Digitization of Embroidery Design (자수 디자인의 디지털화에 의한 시각적 표현효과)

  • Kyung Ja Paek
    • 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.

An Usability Evaluation of the Pattern Making Software for Virtual Cloth of 3D Character: A Case Study of "Looks Tailor X" (3D 캐릭터 가상의상 제작을 위한 패턴제작 소프트웨어의 사용성 평가 : "Looks Tailor X"을 사례로)

  • Kim, Sook-Jin
    • Journal of the Korean Home Economics Association
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    • v.47 no.2
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    • pp.111-123
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    • 2009
  • This study is to explore the usability of a pattern making software 'Looks tailor X' developed recently by the Digital Fashion in line with the cloth simulation software 'DressingSim'. When the software engineers develop software for clothes and clothing simulations, most often they lose touch of real-world craftsmanship of pattern making. As such, the software evaluation of the functionality and the usability is a crucial step in the field of virtual clothing. We carried out a detailed evaluation of the software via the process of making some basic types of pattern including tight skirts, pants, jackets, and one-piece dress. In this paper, we documented a step-by-step scenarios of making clothes using the Looks tailor X, and listed both the advantages and limitations of the software from the perspective of an enduser, i.e., a professional fashion designer. We also briefed suggestions on the refinement of the future software in the field.

A Study on Usability Evaluation with QFD on Customers' Sensation of Dishwasher (QFD를 이용한 식기세척기의 감성기반 사용성 평가 연구)

  • Jin, Beom-Suk;Cho, Kye-Youn;Ji, Yong-Gu;Cho, Gil-Soo;Kim, Gyoung-Rok;Lee, Chang-Hui
    • Journal of the Ergonomics Society of Korea
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    • v.26 no.3
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    • pp.101-109
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    • 2007
  • This research is for developing a usability evaluation model based on customer sensation using Quality Function Deployment, which evaluates the relationship between consumer sensation and usability among the physical design factors of dishwashers. Four aspects of the evaluation model; overall sensation factors, detail sensation factors, usability evaluation factors and physical design factors of products were analyzed in three sequential processes of QFD. The sensation evaluation factors and the usability evaluation factors were created from regression analysis of the results of the sensation and usability test. Moreover, thirty-one physical design factors selected through group discussion of ergonomist and manufacturers. Among them, 19 physical design factors according to priority were applied to evaluation model using QFD. With the evaluation model using four aspects, physical design factors influencing user sensation were generated. These factors were 'alarm sound', 'dishwasher size', 'button size' and 'display size'. Consequently, the degree of influences was tested. Design guidelines for dishwashers were derived from finally generated physical design factors.

A Comparative Study on Virtual Try-on Systems using Body Measurement Input

  • Lim, Ho-Sun;Istook, Cynthia
    • The International Journal of Costume Culture
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    • v.13 no.2
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    • pp.118-129
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    • 2010
  • Digital technology introduced into the clothing and fashion industry is evolving to digital virtual fashions and consumer-centered mass-customized production systems. Today the application of such 3D virtual try-on systems is being expanded gradually in the clothing industry. This study purposed to make virtual avatars and virtual garments using OptiTex and V-stitcher virtual software and compared the appearance of the virtual garments put on the virtual avatars. For this, we created virtual avatars and virtual garments using body measurements obtained from jive subjects of top jive body shapes, respectively, using $[TC]^2$ body scanner. According to the results of comparing the outcomes of the two different virtual software systems, virtual avatar II of V-Stitcher tended to have a more round and lifted hip and the waist line at a higher position. In addition, the body curves and shapes of a virtual avatar affect the appearance of virtual garments. This study applied the same body measurements to virtual avatars and the same pattern to virtual garments, but when different kinds of virtual software were used, the virtual avatars and virtual garments showed different appearance and fit. This result may mean that when customers buy apparel products using different kinds of virtual try-on systems, their evaluation of appearance can vary depending on the virtual try-on system. Therefore, research needs to be made actively for the development and use of linkage programs that can reflect actual body measurements between virtual software systems and 3D body scanning systems.

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

  • Lim, Ho-Sun
    • Fashion & Textile Research Journal
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    • v.14 no.1
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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.

Development of 3D digital fashion design by applying the formative characteristics of Johann Hauser's Art brut works (요한 하우저 아르브뤼 작품의 조형적 특성을 활용한 3D 디지털 패션 디자인)

  • Ahri Kim;Younhee, Lee
    • The Research Journal of the Costume Culture
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    • v.31 no.1
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    • pp.70-90
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    • 2023
  • This study aims to use Art brut works-the artwork of the socially underprivileged and alienated-to influence social roles in fashion design, employing a formative expression method to promote social acceptance of diversity in the industry. The research method involved investigating Art brut's concept and evolution in domestic and foreign literature and previous studies. The formative characteristics of the movement were derived by analyzing the works of Art brut artist Johann Hauser. One hundred and twenty images of Johann's work were collected through online sources like the Gugging Museum's website, Christian Berst Gallery's website were developed as fashion design using the CLO 3D program. The formative characteristics of Johann's works appeared to be transparent overlapping, divisional decorativeness emphasized simplicity, and vibrant chromaticity. Based on this analysis, the results of the 3D digital fashion designs were as follows. First, the characteristics of the atypical objects and figures in Johann's works were applied to the design silhouette, revealing a uniquely beautiful form. Second, Johann used a method in which numerous line shapes overlap and fill the area. The point of connecting the work is expressed as a graphic pattern by decorating the lines of the hem and hem of the garment with piping or attaching overlapping straps on top of pants and dresses. Third, the combination of overlapping colors used in Johann's work is a color block design of fashion, which utilizes the formative fun.

The Visual Evaluation of Gathered Skirts according to Different Gathering Conditions and Objects (구성방법 및 평가차원 변화에 따른 개더스커트의 시각적 평가)

  • Lee Myung-Hee;Jung Hee-Kyeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.7 s.155
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    • pp.1034-1043
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    • 2006
  • The purpose of this study was to investigate the difference of the visual evaluation about gathered skirts according to different gathering conditions and objects. The experiment is made of factorial design for three variables-fabric(cotton, wool, polyester), ratio of gathers(1.5T, 2.0T, 2.5T), objects(real thing, 2D digital picture, 3D shape). Questionnaire consists of 33 sematic differential scale expressing gathered skirts' image. The subjects were 50 male and female students majoring in clothing and textile. The data were analyzed by Frequency, Factor analysis, Anova, scheffe's test. The results obtained were summarized as follows; 1. As the open-ended response there were difference among the image according to different gathering conditions and obects. 2. The image of gathered skirts was composed of 6 factors; activities, attraction, attention, softness, moderateness, function. 3. For visual evaluation of gathering conditions as different objects, there were similar as softly in fabrics and lager in ratio of gathers. 4. For visual evaluation of different objects as gathering conditions, there was more difference effect of ratio of gathers than fabrics.