• 제목/요약/키워드: 3D virtual clothing

검색결과 198건 처리시간 0.028초

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.

가상착의 시스템을 통한 니트 플레어스커트의 드레이프 형상에 관한 연구 - 각도에 따른 플레어스커트를 중심으로 - (A Study on Knit Flare Skirts of Hem for 3D Virtual Clothing System - Focused on the Angle of Flare Skirt -)

  • 기희숙
    • 한국의상디자인학회지
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    • 제15권2호
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    • pp.77-89
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    • 2013
  • This study investigated the formation of silhouette and hemline shape of knit flare skirts according to the properties of knit material through virtual clothing with a 3D virtual clothing system called i-Designer of Technoa, thus building a database of the property data of knit material to reduce the number of sample making steps repeated and implemented several times in the process of clothes making. The results would help to estimate a silhouette in advance, offer assistance to the development of original knit wear, and explore ways to provide basic data for the development of the knit industry of the nation. The investigator made 12 kinds of experimental clothes to the angles(width of skirt: $90^{\circ}$ and $180^{\circ}$), gauge(7G, 12G, and 15G), and grain directions(wale and bias direction) of experimental clothes for virtual clothing. The dynamic characteristics of knit skirt samples according to each gauge were measured with the KES-FB system. Draper shapes were analyzed with the sectional shape data of hemline based on i-Designer. As for the measurements of the sectional shape of hemline and the formation of silhouette, the number of nodes, the average height of node mountains and valleys, and the hemline width right and left and before and after increased at the angle of $180^{\circ}$ than $90^{\circ}$. As gauges multiplied, the number of nodes, and silhouette angle dropping. When considering grain directions, the number of nodes and silhouette index increased in the wale direction at the angle of $90^{\circ}$ with the number of nodes and silhouette angle increasing in the wale direction at the angle of $180^{\circ}$.

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바른 자세 유지를 위한 상의류 디자인 연구 -대칭의 원리를 중심으로- (T-shirt Design for Maintaining Proper Posture -Focusing on the Principle of Symmetry-)

  • 한금화;김한나;최윤미;노주현
    • 한국의류학회지
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    • 제47권2호
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    • pp.337-352
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    • 2023
  • This study develops a t-shirt design that align bones and balance muscles in order to maintain proper posture using the basic concepts of symmetry. First, theoretical and 3D design studies, existing literature on proper and improper posture, and the basic concepts of symmetry are studied to create the design. Next, the 3D design process applies bilateral, rotational, and scaling symmetries to design the inner lines from the basic application of symmetry. A two-stage design process is used, whereby the strain map and pressure points are analyzed using the CLO virtual clothing software, and the most effective design is determined through virtual testing. The results show that the Y+)( and X+― design, which combines the position and type of inner lines, is the most effective for posture correction and maintenance. Overall, this study helps create a theoretical and practical basis for exploring and understanding basic lines appropriate for the human body, and subsequently, for developing various products that maintain posture more accurately and precisely.

영화 의상과 3D 가상 의상의 표현 특성 비교 연구 - CLO 3D와 Marvelous Designer2 소프트웨어를 중심으로 - (The Comparative Study on a Characteristic Expressivity of Movie Clothings and 3D Virtual Clothings - Focusing on the Software : CLO 3D & Mavrelous Designe2 -)

  • 나윤희;김숙진
    • 한국의류산업학회지
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    • 제14권1호
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    • pp.1-12
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    • 2012
  • This research was analyzed regarding comparing features of expressions between clothes in movie, , and cyber clothes that were made by Marvelous Designer2 which is a design CAD. This research was studied to experiment an expressing possibility of clothes simulation software which was developed currently. Therefore, we picked clothes that are good at movement and detail in the movie. The dress theory of the renaissance which is the period background of movie, was considered and studied as pattern, silhouette, material, color, detail and animation. The movie's dresses are made with 3D virtual and compared so 3D virtual clothes's benefits and weaknesses can be analyzed. As a result, we found that 3D virtual dress can show the real movie's feature accordingly with current developed IT standard. This will assist a development in fashion industry and become a new indicator for 3D movie clothing.

Comparison of pants pattern by adolescent boy's body type using 3D virtual simulation

  • Cha, Su-Joung
    • 한국컴퓨터정보학회논문지
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    • 제24권2호
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    • pp.75-84
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    • 2019
  • The purpose of this study was to present a good pants pattern for boys aged 13-18 by comparing and analyzing the pants pattern according to lower body shape. And through it, this study was to provide basic data for pants production considering male student body shape. The pattern of this study used the industrial type Lee Hee-chun pattern and DC Suite Program for 3D virtual simulation. As a result of the appearance evaluation, there was a significant difference between the patterns in most items. Type 2 was rated highly, followed by Type 4, Type 3, and Type 1. Type 1 required correction of the length of the pants and the amount of crotch part, while type 3 required adjustment of the pants in the knee area. Type 4 required correction of pattern drawing method of crotch width, thigh circumference, and knee circumference. This pattern method was evaluated as suitable for slender body shape. This study suggests a pants pattern system suitable for adolescent boys by reflecting the body shape characteristics of adolescent boy with a change of body shape. It is expected that this will meet the increasing demand for fitting. In this study, we have examined 3D virtual simulation, not actual wear experiment, so it will be necessary to investigate the difference through actual clothing experiment for adolescent boys.

소비자의 기술 준비성, 패션 혁신성 및 참여수준 지각이 3차원 가상 피팅 시스템 수용의도에 미치는 영향 (The Effect of Technology Readiness, Fashion Innovativeness, and Participation Level Perception on Acceptance Intention of 3D Virtual Fitting Systems)

  • 양희순;박창규
    • 한국의류학회지
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    • 제36권3호
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    • pp.269-281
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    • 2012
  • This study investigates the influence of technology readiness, fashion innovativeness, and participation level perception on the acceptance intention of 3D virtual fitting systems. We presented a 3D virtual fitting system with detailed information that was watched by respondents who subsequently completed a research questionnaire. The data were collected from 300 subjects with an age range of 21 to 39 who have experienced Internet shopping. Descriptive statistics, Cronbach's alpha, factor analysis, correlation analysis, and multiple regression analysis were conducted. The results were as follows. First, fashion innovativeness, technology innovativeness, participation level perception, and optimism significantly influenced the acceptance intention. Second, fashion innovativeness, technology innovativeness, participation level perception, and optimism positively influenced the acceptance intention in the male group; however, technology innovativeness, participation level perception, optimism, and insecurity significantly influenced the acceptance intention in the female group. The results indicated that a marketing strategy has to be designed that focuses on consumers with high technology, fashion innovativeness, and optimism to increase the acceptance intention. In addition, markers have to enhance a participation level perception that will contribute to the introduction of 3D virtual fitting systems. Another notable finding was the importance to differentiate marketing strategies according to gender.

길원형의 목옆점 위치와 어깨각도 변화에 따른 가상착의 비교 (Comparison of Virtual Clothing Simulation by Placement of Lateral Neck Point and Shoulder Angles of Bodice Pattern)

  • 박선희;이예진
    • 한국의류학회지
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    • 제42권6호
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    • pp.1002-1015
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    • 2018
  • In this study, we analyzed the results of virtual clothing simulation according to the difference in the lateral neck point as well as the front and back shoulder inclination angles of the bodice foundation. Lim's (2016) (S) and Lee's (1999) method (L) were selected as the different setting for the lateral neck point. S1, S2, L1 and L2 were developed by changing the shoulder inclination angles. The SND and LND were developed by removing the darts in the S and L, respectively; in addition, the SND1, SND2, LND1, and LND2 were developed with different shoulder inclination angles. The results of S and L were similar with only slight differences observed in the armhole shape. However, the results of SND and LND were very different. The patterns of the S series were similar to each other, but the patterns of the L series were different. In addition, the patterns of the SND and LND series could not find a similar trend.

Wearable Designs for Hair Designers with 3D Virtual Images and 3D Printed Models

  • Byeon, Na Rae;Koo, Sumin
    • 한국의류학회지
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    • 제44권5호
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    • pp.923-949
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    • 2020
  • Improving work efficiency and satisfying customers through personalized services is becoming more important in an increasingly competitive hair industry. Wearables may help to improve hair designers' work efficiency and customer satisfaction by analyzing customer and hair designers' conditions and provide hair stylingrelated data. However, there is limited research on developing wearables for hair designers (WHDs), and many existing wearables were developed without understanding user needs and perceptions. This research investigated preferences, perceptions, and intentions on WHDs based on hair designers in the U.S., which is the largest hair market. Specific design options that hair designers preferred and possible options to meet requirements that hair designers expect for wearables were identified and suggested in WHD design guidelines. Second, most people preferred a WHD design of a black-colored bracelet/watch that can be a necklace designed with preferred functions; in addition, 3D virtual images and 3D printed models were prototyped. Third, developed designs were evaluated. More than 70% of users were satisfied and considered it as useful and easy to use, with an intention to purchase. The results are expected to provide insights to designers when developing WHDs.

한국 민화 화조화의 특성을 활용한 3D 디지털 패션 디자인 (Development of 3D Digital Fashion Design Using the Characteristics of the Flower and Bird Paintings in Korean Folk Paintings)

  • 설경희;이연희
    • 한국의상디자인학회지
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    • 제25권1호
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    • pp.15-31
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    • 2023
  • This study aimed to propose a fashion design development method using the external and internal characteristics of the flower and bird paintings in traditional Korean folk paintings. As a research method, external and internal characteristics of folk paintings were examined through previous studies and literature research, and folk painting patterns were developed into digital textile designs. Five 3D digital fashion designs were proposed using the CLO 3D program. The external characteristics of folk paintings were as follows: simplification and planarization of object representation, diversification of viewpoints, ignorance of perspective and symmetrical enumeration, strong colors and contrast effects, and the simultaneous representation of time. The internal characteristics of folk paintings were as follows: symbolic meaning, the beauty of free humor, modest aesthetics, complexity of reality and fantasy, and desire of shamanism. The results are as follows. Firstly, the flower and bird painting was a decorative painting style that emphasized decorative beauty and was suitable for developing fashion designs with Korean originality because of the symbolic and internal meanings. Simple layouts and bold free-spirited representations were effective ways to fill the screen with objects and gave the pattern a decorative effect. Secondly, developing a virtual clothing prototype based on digital design method using the external and internal characteristics of folk paintings and producing realistic fashion designs suggest the integrated use of science and technology, embodying modern fashion through the combination of digital fashion content and traditional cultural content. Thirdly, as a result of the development of 3D digital fashion designs, an eco-friendly and sustainable fashion design methods with virtual clothing can suggest a design development method that saves time and cost in the fashion design process while considering the environment.

곡선 절개형 바지의 패턴사이즈 변형방법과 가상착의곡면3D (Methods to determine the size of pant patterns with curved design lines and their three dimensional construction using 3D virtual fitting)

  • 이희란
    • 패션비즈니스
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    • 제20권4호
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    • pp.153-171
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    • 2016
  • With the advent of smart clothing for health care and sports, the sophisticated designs with curved seams are drawing attention. One of the problems in those clothing is to determine the design curves in 2D pattern, such that it corresponds to the lines on the intended 3D body. Moreover, the difficulty increases when the original pattern needs to be changed for various sizes and body types. We compare two methods of pattern enlargement in this paper: one is the offset/projection type, and the other is the split grading type. For the enlarged pattern with offset/projection type, the 3D surface offset was first adopted to transform the standard lower body to the target larger size; next, the design lines were projected to the new 3D surface, following which the 3D pattern was developed from the newly transformed 3D surface. In the second method, the enlarged pant patterns were developed by the split grading method. Here, a 3D pattern was developed from the initial body, and then enlarged to the target size by the conventional split grading method. Two feminine pants patterns were examined by 3D virtual fitting. We observed that the 3D offset/projection pants pattern was well fitted, having an evenly distributed surplus, as compared with the sample developed using the split grading method. The difference between the two patterns were apparent at the location where several curved lines merged.