• 제목/요약/키워드: 3D digital fashion design

검색결과 82건 처리시간 0.024초

제너러티브 아트(Generative Art)의 시각적 속성이 반영된 패션디자인 분석 (Analysis of Fashion Design Reflected Visual Properties of the Generative Art)

  • 김동옥;최정화
    • 한국의류학회지
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    • 제41권5호
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    • pp.825-839
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    • 2017
  • Generative Art (also called as the art of the algorithm) creates unexpected results, moving autonomously according to rules or algorithms. The evolution of digital media in art, which tries to seek novelty, increases the possibility of new artistic fields; subsequently, this study establishes the basis for new design approaches by analyzing visual cases of Generative Art that have emerged since the 20th century and characteristics expressed on fashion. For the methodology, the study analyzes fashion designs that have emerged since 2000, based on theoretical research that includes literature and research papers relating to Generative Art. According to the study, expression characteristics shown in fashion, based on visual properties of Generative Art, are as follows. First, abstract randomness is expressed with unexpected coincidental forms using movements of a creator and properties of materials as variables in accordance to rules or algorithms. Second, endlessly repeated pattern imitation expresses an emergent shape by endless repetition created by a modular system using rules or 3D printing using a computer algorithm. Third, the systematic variability expresses constantly changing images with a combination of system and digital media by a wearing method. It is expected that design by algorithm becomes a significant method in producing other creative ideas and expressions in modern fashion.

복식분야 디지털 관련 연구 논문의 내용 분석 (Analysis on the Contents of Digital-related Studies in the Field of Costume)

  • 음정선;김연희;유영선
    • 복식
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    • 제66권6호
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    • pp.135-148
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    • 2016
  • This study aimed to understand whether or not academic outcomes in digital studies shown in detailed field of costume were generated appropriately according to the development of digital technology by analyzing contents of studies in the digital-related studies, which were conducted with a background of the digital age. First, as a result of frequency of digital-related theses by the age of 'Internet Age(1994-2000)', 'Digital Age(2000-2009)', and 'Smart Life Age(After 2010)', which were classified according to the digital environmental changes, the number of theses increased drastically based on the transition point of each age. Second, representative keywords that appeared in each age included 'digital' and 'Internet' in the Internet Age, and 'digital', 'smart', 'Internet', '3D', and 'wearable' were shown in the 'Digital Age' and 'Smart Life Age'. Third, results of analysis according to the field of costume show that relevant studies were conducted in three fields of marketing/information, clothing construction and fashion design in the Internet Age, whereas the Digital Age produced relevant studies in all fields, and Smart Life Age was characterized by increase in studies in the field of fashion design and clothing construction. Fourth, results of analysis according to the contents of study show that relevant studies in the Internet Age were shown only in two subjects of 'preliminary study and trend of study' and 'studies using technical programs', and 'preliminary study and trend of study' decreased, but relevant studies in other fields of subject increased in the Smart Life Age. As shown above, relevant studies appeared as various subjects in many different detailed fields of costume in costume studies according to the stream of the Smart Life Age, which is growing fast recently, and is considered an inspiring result for development of studies in the field of costume according to the environment of the age.

인체공학적 패턴 교육을 위한 새로운 교수법 제안: 3D 모델링 기반으로 제작한 Half Scale Body Form를 이용하여 (Introducing a New Pedagogical Approach for Ergonomic Pattern Education: Leveraging a Half-Scale Body Form Based on 3D Modeling)

  • 천린;홍유화;박주연
    • 한국의류산업학회지
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    • 제26권1호
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    • pp.78-87
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    • 2024
  • This study aimed to propose an innovative teaching pedagogy using a half-scale body form in apparel design education and evaluate its effectiveness in augmenting students' understanding of ergonomic patterns. Constructed in alignment with Phoenix's (2018) study, which used 3D body scanning and digital editing software, the half-scale body form was created through a five-step process, encompassing body measurement, 3D body modeling, fabrication of a physical half-scale body form, pattern making, and evaluation. Implemented in an undergraduate patternmaking course offered at a 4-year university in the metropolitan Seoul, this instructional approach's effectiveness was gauged through students' course projects and exit interviews. The results underscored the positive impact of the proposed teaching pedagogy on students' grasp of ergonomic pattern development, fostering a keen understanding of diverse body shapes and sizes and the relationship between the human body and garments. Furthermore, it played a role in cultivating positive body image and self-endorsement among students. The research contributes meaningfully by presenting a fresh perspective in apparel design education, seamlessly integrating advanced anthropometric and technological tools into a conventional patternmaking classroom. It offers a novel learning experience for students majoring in apparel, creating a fun and interactive teaching environment.

가상착의를 활용한 한복 저고리 원형설계의 기초연구 - 50대 중년여성을 중심으로 - (A Development of Hanbok Jeogori Pattern from Virtual Garment Simulation - With a Focus on Women in their 50s -)

  • 임지영;이해영
    • 한국의류산업학회지
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    • 제14권4호
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    • pp.607-613
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    • 2012
  • This study develops a Hanbok Jeogori pattern for middle-aged women with a 3D virtual-twin and virtual-garment simulation system. The including criteria for subjects in this study was a focus on women in their 50s, and a total of 345 females satisfying them were enrolled for 3D virtual model. Comparative Jeogori pattern, Baik & Choi's(2004) pattern, was selected for the development of Jeogori pattern. The results were: first, a new Jeogori pattern considerate of middle-aged women was developed. The basic numerical formula were: Front and back bust girth B/4+1.5, armhole depth B/4, sleeve width B/4, goedae width B/10-1.5 and git width 5.5. Second, according to the results of the new Jeogori patterns appearance evaluation, the new Jeogori pattern scored higher than the existing pattern in silhouette and ease amount, this confirmed that the new Jeogori pattern is appropriate for middle-aged women. Virtual models of production through data from 3D body scan, pattern draft, and virtual garment digital program were applied to a prototypic design method to enhance the fitness of ready-made Hanbok garments. This study serves as important basic data for ensuing studies that may utilize 3D Virtual Garment Simulation System with 2D patterns and for the future 3D Pattern Production Program development of Hanbok patterns.

패션 비주얼 메이커 닉 나이트(Nick Knight)의 작품특성 (Characteristics of Nick Knight's Works as a Fashion Visual Maker)

  • 김지영
    • 복식
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    • 제63권4호
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    • pp.101-117
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    • 2013
  • The purpose of this study is to consider the works of Nick Knight, the most influential fashion visual maker, to find out the characteristics of his works. For the research method, literature reviews were done by studying his book, viewing the articles on his official web site, reading journal review of his works and his interview articles. For the work analysis, fashion brands 'Christian Dior', 'Alexander McQueen', 'Martin Margiela', 'Hussein Chalayan' and 'Gareth Pugh' that have worked with Nick Knight were selected. The characteristics of his fashion works were derived from overall analysis of fashion visual works. The characteristics of Nick Knight's works are as follows. First is the 'innovation of image expression'. He used digital infra in advance and introduced digital images at the initial stage. He used fashion films as the means of communication and tried new image expressions in 3D. Second is 'breaking down the boundaries of creating process'. He worked with various field experts to make high quality works. He invited the public to participate in his creative process through the internet. Third is 'breaking down the categories of aesthetic expression'. He provided a wide variety of aesthetic standard and refused aesthetic stereotype. He broke the boundaries between fashion and art with a unique technique and high values.

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

  • 김숙진
    • 대한가정학회지
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    • 제47권2호
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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.

디지털 패션쇼를 위한 가상 한복 재질분석 및 사용성 연구 (A Study on Material Analysis with Usability for Virtual Costume Hanbok in Digital Fashion Show)

  • 안덕기;정진헌
    • 디지털융복합연구
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    • 제15권7호
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    • pp.351-358
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    • 2017
  • 본 연구는, 기존의 전통적인 패션쇼를 근간으로 빠르게 발전하는 컴퓨터 그래픽 기술을 접목, 새로운 형식의 패션쇼로 최근 연구되는 디지털 패션쇼를 위한 가상 한복 제작과 관련된 연구이다. 한국의 대표적인 전통의상을 소재로, 디지털 패션쇼를 진행하기 위한 가상의 한복의 제작을 위하여 필수적으로 적용되어야 하는 재질들을 분석하고, 사실성 검증을 위하여 전문집단 그룹을 통한 사용성 통계를 진행하였다. 이를 위해 선행연구로 가상 한복 제작에 요구되는 세 가지 필수 재질인 두께, 무게 그리고 색상을 정리한 후, 3D 한복의상을 제작하여 실재 복원된 한복 의상들과 비교, 40명의 피실험자들의 평가를 기준으로 만족도를 조사하여 사용성 통계수치를 통한 분석연구를 진행하였다. 최종적으로 사용성 통계의 분석을 통한 매우 긍정적인 만족도 결과는, 향후 디지털 패션쇼 가상의복의 제작에 필요한 구체적인 재질분석 가이드라인을 제시함에 본 연구의 목적과 의의를 두었다.

3D 가상모델 및 가상착의 시스템을 이용한 남자 운동선수의 상반신 원형설계 (A Development of the Bodice Pattern for Male Sports Athletes Using by 3D Virtual Twin & Virtual Garment Simulation)

  • 임지영
    • 한국의류산업학회지
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    • 제12권3호
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    • pp.347-353
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    • 2010
  • The purpose of this study was to examine the appropriate surplus of clothing for a suitable basic bodice pattern of Male Sports Athletes by using the 3D virtual twin and virtual garment simulation system. The results were as follows; 1. By using 3D virtual twin and garment simulation, new bodice pattern considered male sports athletes was development. The basic numerical formula were as follows ; surplus of chest girth=9, surplus of back length=1, armhole depth=back length/4+13, half back width=chest girth/5+2.5, front chest width=chest girth/5+3. 2. Wearing test by 3D virtual garment simulation system was useful to evaluate wearing outline, surplus of clothes and garment space. Also it estimated more highly than existing pattern in silhouette and ease amount, confirming that new bodice pattern is appropriate for the male sports athletes. New bodice pattern was evaluated to allow proper space length of chest and waist. Virtual models production through 3D body scan data, pattern draft and virtual garment digital program were applied to prototypic design method so as to enhance the fitness of ready-made garments. 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.

인터렉티브 리얼 타임 3D 아트의 미학적 특성 (Aesthetics of Interactive Real-Time 3D)

  • 도순호
    • 한국게임학회 논문지
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    • 제5권2호
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    • pp.3-9
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    • 2005
  • 인터렉티브 리얼 타임 3D(Interactive real-time 3D)는 유저가 가상의 3차원 세계를 탐색하고 또한 몰입하는 폼의 컨텐츠를 경험할 수 있게 해준다. 다른 매체와는 다르게, 인터렉티브 리얼 타임 3D의 사용자(user)는, 디지털 3D의 구조에서의 작용과 반작용이 즉시 일어나는 "실시간"에서 진행되는 프로세스에서 능동적인 역할을 수행한다.

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3D 가상착의 시스템에 의한 비만 중년여성의 토르소 원형설계에 관한 연구 (A Development of the Torso Pattern for Obese Middle-aged Women from 3D Virtual Garment Simulation)

  • 임지영
    • 한국의류산업학회지
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    • 제12권1호
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    • pp.86-93
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    • 2010
  • The purpose of this study was to develop torso pattern of Middle-aged obese women by using the virtual twin and 3D virtual garment simulation system. The results were as follows; 1. By using 3D Virtual Garment Simulation, new torso pattern considered obese women was development. The basic numerical formula were as follows ; bust girth B/2+5, armhole depth B/6+5, front waist girth W/4+2+0.5, back waist girth W/4+1-0.5, front hip girth H/4+1+0.5, back hip girth H/4+2-0.5, chest width B/6+2.5, back width B/6+2.5 and back neck width B/20+2.5. 2. 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 is appropriate for the obese women. Also, new torso pattern was evaluated to allow proper space length of bust, waist, abdomen and hip. Virtual models production through 3D body scan data, pattern draft and virtual garment digital program were applied to prototypic design method so as to enhance the fitness of ready-made garments. 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.