• 제목/요약/키워드: 3D virtual fitting

검색결과 66건 처리시간 0.019초

3차원 스캔과 가상 착의 기술의 평가와 활용에 관한 질적연구 (The Qualitative Study on the Evaluation and the Application of 3D scan and virtual try-on technology)

  • 최영림;남윤자
    • 한국의류산업학회지
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    • 제11권3호
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    • pp.437-444
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    • 2009
  • According to the activation of the fashion electronic commerce, this research investigated the merits and demerits and improvement plan of the 3D virtual try-on technology using the qualitative research method. This research was performed by interview with 70 evaluation group. The evaluation group of 3D virtual try-on was organized and the fit evaluation process by 3D human body scan and the 3D virtual try-on of the i-Fashion technology center were experienced. This study was performed by interview after the actual and virtual try-on about the casual shirt. The convenience and accuracy of measurement, usability in online shopping, body evaluation, complement of sizing system, and body shape management were discovered as merits. The requirement of high accuracy in sizing and avatar, limits of fabric expression, practical limitation by cost, vexatious of measurement garment, differences between real and virtual fittings, personal information leakage risk, and etc were pointed out as demerits. The mass customization, customized garment connected with medical service, humanized avatar, improved fitting report, entertainment, coordination, wardrobe manager were proposed as improvement plan.

Application of Three-dimensional Scanning, Haptic Modeling, and Printing Technologies for Restoring Damaged Artifacts

  • Jo, Young Hoon;Hong, Seonghyuk
    • 보존과학회지
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    • 제35권1호
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    • pp.71-80
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    • 2019
  • This study examined the applicability of digital technologies based on three-dimensional(3D) scanning, modeling, and printing to the restoration of damaged artifacts. First, 3D close-range scanning was utilized to make a high-resolution polygon mesh model of a roof-end tile with a missing part, and a 3D virtual restoration of the missing part was conducted using a haptic interface. Furthermore, the virtual restoration model was printed out with a 3D printer using the material extrusion method and a PLA filament. Then, the additive structure of the printed output with a scanning electron microscope was observed and its shape accuracy was analyzed through 3D deviation analysis. It was discovered that the 3D printing output of the missing part has high dimensional accuracy and layer thickness, thus fitting extremely well with the fracture surface of the original roof-end tile. The convergence of digital virtual restoration based on 3D scanning and 3D printing technology has helped in minimizing contact with the artifact and broadening the choice of restoration materials significantly. In the future, if the efficiency of the virtual restoration modeling process is improved and the material stability of the printed output for the purpose of restoration is sufficiently verified, the usability of 3D digital technologies in cultural heritage restoration will increase.

모핑 기법을 활용한 40대 남성 하반신 가상모델 생성에 관한 연구 (A Study of 3D Virtual Fitting Model of Men's Lower Bodies in Forties by Morphing Technique.)

  • 박선미;남윤자;최경미
    • 한국의류학회지
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    • 제31권3호
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    • pp.463-474
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    • 2007
  • With rapid expansion in e-retailing of apparel business, personalized fitting model service shows the possibility as the differentiated marketing strategy in cyber shopping. According as necessity of personalized fitting model construction rises, it is tried personalized fitting model creation in several fields such as computer engineering, mechanical engineering, information engineering. But, because existent study was concentrated only on human body modeling, it does not reflect average morphological characteristics of human body properly. In this study, we wish to examine if morphing is fit for expressing characteristic of average human body shape and suggest desirable morphing. We used 3-D scan data of 254 Korean middle aged men collected by Size Korea 2004. The result of this study are as follows: Lower body types were categorized by height hip girth and lower drop(hip girth-navel girth) which were main factors of lower body shape. Then each factor was divided into 3 groups respectively, 30% in the middle, over 30%, under 30%. In 27 groups, the group which belonged to 30% in the middle of height, 30% in the middle of hip girth, 30% in the middle of lower drop was selected as a representative group. We tested geometrical figure by differ volume, tilt, position of point. And we created a representative type of men's lower bodies by morphing the representative group and analyzed it's horizontal, vertical sections. A representative type which was created by morphing reflected a real body and changed realistically at the part of hip, crotch, calf muscle and so on. A cross sections of a representative type were similar to average cross sections of the representative group in size and shape. So it was proved that morphing was successful.

클래식 오페라 무대의상의 동작기능성 개선방안 연구 - 19세기 여성 재킷을 중심으로 - (A study of the movement adaptability of classical opera costume - Focusing on 19th century women's jacket -)

  • 권경현;천종숙
    • 복식문화연구
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    • 제25권3호
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    • pp.301-314
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    • 2017
  • This study focused on the movement adaptability of $19^{th}$ century classical opera stage costumes. Researchers focused on a basic $19^{th}$ century women's jacket. The study analyzed movement adaptability using ROM (range-of-motion) tests of the upper limb flexion and abduction postures. It developed two research garments to mimic basic $19^{th}$ century style jackets with or without gussets at the axilla. The ROM experiment identified the gusset size as 11cm in length. Experimental postures included upper limb flexion and abduction. The study measured subjective comfort at 8 postures. These postures included the flexion and abduction of the arms and torso. Subjects also evaluated the subjective comfort of the rotation posture of the torso. Researchers evaluated the similarities between research garments' silhouettes and the $19^{th}$ century women's jacket. The study used a 3D virtual fitting system to evaluate fit, and specialists further analyzed fit with photographs and 3D virtual graphics. The results are as follows. The silhouettes of both research garments were similar to the silhouettes of the $19^{th}$ century western women's jacket. The jacket with axilla gusset had a better fit than the basic style jacket. The basic style jacket without the axilla gusset showed limited movement adaptability at the shoulder joint and it caused discomfort at the axilla and elbow. The 3D virtual fit test was not a suitable method for analyzing silhouette similarity.

19세기 말 20세기 초 서양 여성 3D 바디스 및 재킷 개발 - Gordon S. S.의 패턴북을 중심으로 - (Study on Developing Western Women's 3D Bodice and Jacket of the Late 19th to Early 20th Century - Based on the Pattern Drafting Book of Gordon S. S. -)

  • 류경화;김양희
    • 한국의류산업학회지
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    • 제23권6호
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    • pp.744-757
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    • 2021
  • This study aims to develop a bodice and a jacket in 3D of the late 19th to early 20th based on the pattern drafting book of Gordon S. S., which contains body measurement method and pattern drafting system. The findings of this research are as follows. First, female tops of the late 19th to early 20th century are categorized as outer, jacket, vest, and bodice. Of these, this study highlights the jacket, which can be divided into 4 types: 4 kinds of basic jacket, 2 kinds of riding jacket, bolero jacket, and newmarket jacket. Second, by referring to Gordon's pattern drafting system and book, a bodice was developed in 3D format based on the adherence to the following steps: analysis of the pattern drafting system, pattern drafting, 3D virtual simulation, 3D virtual fitting analysis, and the pattern correction. A bodice pattern corrected by 3D virtual clothing simulation results was proposed. Last, a basic sleeve and collar pattern for a basic jacket was drafted, which was followed by the correction and transformation of the bodice pattern. The jacket developed shows great fit except for the issues at the armhole line and shoulder, which were caused by the unique shape of the sleeves(big sleeve head) of the time. The study attempted to develop the past costumes in 3D, providing the basis for interdisciplinary research in the field of fashion history field and suggesting a new approach for the virtual restoration of costumes. Future studies should target to 3D virtual simulation in accordance to the 3D avatar pose in the developed virtual costume.

다중 체적 가시 기법을 이용한 완전인공심장의 가상 수술 (TAH(Total Artificial Heart) Virtual Surgery Using Multi-Volume Visualizing Technique)

  • 이동혁;김종효;김남국;민병구
    • 대한의용생체공학회:학술대회논문집
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    • 대한의용생체공학회 1997년도 추계학술대회
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    • pp.587-589
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    • 1997
  • The virtual surgical trial of TAH is very important in some points as follows. The chests of patients who is under heart-disease are various types of undefine form. It is hard to say that there exist the standard shape of TAH and the position to surgern. So, the virtual surgery system is very important in realizing TAH surgery of human. We have implemented virtual surgery system of TAH that supporting multi volume fitting trial. We have acquired CT images of patients with DICOM format. Each organ of patients was segmented in 2-dimensional CT images. 3-dimensional objects were made with marching cube algorithm and save as file in VRML format. Virtual fitting trial was performed on Cosmo-World; a VRML editor. The collision points of TAH with other organs were well observed. And the best position and angles were determined and saved or each case. We believed that this virtual surgery will be helpful in TAH surgery and TAH customizing.

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국내외 3차원 가상 의복 착장시스템에 대한 선호도 비교 (The Comparison of User Preference on Domestic versus a Foreign 3D Virtual Try-On System)

  • 도월희
    • 한국의류학회지
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    • 제34권7호
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    • pp.1184-1196
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    • 2010
  • Several applications of body scanning technology have been commercialized or are currently under development. The virtual fit from 3D scans is most advanced form of virtual try-on. This article is an analysis of the comparison of user preferences for domestic versus foreign 3D virtual try-on systems. For this study, domestic i-Fashion Mall (www.ifashionmall.co.kr) and a Canadian company, My Virtual Model (www.mvm.com) were selected as the most representative online retailers that offer a virtual try-on system. The respondents were comprised of 70 Korean female college students in the age group 20-29. A five point Likert scale was used to evaluate the degree of the preference of virtual avatar and try-on images. T-test, cross table, and a chi-square independence test were conducted for data analysis. The results are as follow. 1. The representation about current looks according to each virtual fit image indicates that MVM is more accurate than i-Fashion Mall. 2. About decision confidence, respondents have decision confidence in i-Fashion Mall in the case of the avatar image; however, respondents have confidence in MVM or the fit image. 3. There were no significant differences in among waist size groups in accuracy, trust of each avatar image, while there were significant differences among waist size groups in the accuracy and trust of each virtual fit image. 4. About ease of use, respondents answered that i-Fashion Mall is superior to MVM. 5. The respondents prioritized the ‘fitting report’ of i-Fashion Mall and ‘Weight loss’ of MVM over other functionalities.

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

  • 배리사;이인성
    • 한국의상디자인학회지
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    • 제7권2호
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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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이미지 변형 기법을 이용한 가상 드레스업 시스템 (Virtual DressUp system by using image deformation method)

  • 김나리;윤종철;이인권
    • 한국컴퓨터그래픽스학회논문지
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    • 제15권2호
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    • pp.1-8
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    • 2009
  • 본 논문에서는 사용자가 입력한 사람의 신체 모델과 모델에 입혀질 옷의 두 이미지를 입력으로 하여 2D상에서 옷과 모델이 잘 어울리게 입혀지는 가상의 드레스 업(Dress up)시스템을 제안한다. 첫 번째 단계에서는 골격 구조의 조인트 정보를 이용하여 옷 이미지를 크게 변형시킨다. 다음으로 옷의 경계에 있는 점들을 샘플링 하여 모델의 경계에 있는 점과 매칭 시키고 그 점들을 이용해 최적화 단계를 거쳐 최종적인 피팅 결과를 도출해 낸다. 두 단계를 거쳐 피팅 된 옷의 경우 평면적으로 보이기 때문에 부자연스러운 결과를 보이게 되므로 자연스러운 렌더링 결과를 위해서 이를 3D로 재구성 (reconstruction)시킨다. 재구성된 3D구조로부터 쉐이딩 정보를 가져와 다시 2D상에서 렌더링을 함으로써 최종적인 결과를 도출하게 된다. 본 연구에서 제안된 시스템을 통해 2D 기반의 가상 옷 시뮬레이션 결과를 얻을 수 있게된다.

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

  • 신혜경
    • 문화기술의 융합
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    • 제7권1호
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    • pp.75-81
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    • 2021
  • 첨단 정보통신 기술의 발달에 따라 디지털 문화에 익숙한 Z세대는 미래 패션을 재편할 수 있는 패션 산업의 주요 소비층으로 관심이 집중되고 있다. 본 연구에서는 디지털 기기에 능숙하고 인터넷을 통한 정보 습득 및 모바일 라이프스타일에 친숙한 Z세대를 위한 캐쥬얼웨어를 3D 가상 시뮬레이션에 의해 디자인하여 걸리쉬, 스포티브, 이지, 컨템포러리의 4가지 룩으로 디자인 전개하였다. 의상디자인에 3D 가상 착의 시뮬레이션의 활용은 팬데믹 환경에서 디지털 패션 디자인기획 및 생산 프로세스와의 융합을 통한 미래 패션 산업의 디지털화를 구축하고 온라인 플랫폼의 유통을 강화시킬 수 있다. 언택트 패션 제작 시스템을 도입하여 업무의 효율성 강화를 위한 지속적인 혁신을 시도하고 있는 기업 환경에서 3D 가상의상 기술의 활용은 3D 샘플 제작, 온라인 피팅, 수정과 보정 및 품평을 통해 업무 프로세스에서 소통이 확대되고 인적, 물적 자원의 경감에 따른 긍정적 효과를 통해 지속 가능한 패션의 가치를 확대시킬 수 있다.