• 제목/요약/키워드: 3D virtual sample

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A Case Study on Manufacturing Processes for Virtual Garment Sample

  • Choi, Young Lim
    • 한국의류산업학회지
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    • 제19권5호
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    • pp.595-601
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    • 2017
  • Advances in 3D garment simulation technology contribute greatly to consumers becoming more immersed in movies and games by realistically expressing the garments the characters in the movie or game are wearing. The fashion industry has reached a point where it needs to maximize efficiency in production and distribution to go beyond time and space in order to compete on the global market. The processes of design and product development in the fashion industry require countless hours of work and consume vast resources in terms of materials and energy to repeat sample production and assessment. Therefore, the design and product development tools and techniques must aim to reduce the sample making process. Therefore, this study aims to study a case for comparing the real garment sample making process to the virtual garment sample making process. In this study, we have analysed the differences between the real and virtual garment making processes by choosing designated patterns. As we can see from the study results, the real and virtual garments generally are made through similar processes in manufacturing, while the time consumed for each shows great variation. In real garment making, scissoring and sewing require the greatest number of work hours, whereas in virtual garment making, most of the time was spent in the simulation process.

Size Specification for Customized Production Size and 3D Avatar : An Apparel Industry Case Study

  • Choi, Young Lim
    • 한국의류산업학회지
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    • 제17권2호
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    • pp.278-286
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    • 2015
  • Fashion industry has tried to adopt the virtual garment technology to reduce the time and effort spent on sample creation. For garment manufacturers to adopt the virtual garment technology as an alternative to sample creation, 3D avatars that meet the needs of each brand should be developed. Virtual garment softwares that are available in the market provide avatars with standardized body models and allow to modify the size by manually entering size specifications. This study proposed a methodology to develop size specifications for 3D avatars as well as brand-customized production sizes. For this, a man's fashion brand which is using virtual garment technology is selected. And the Size Korea database is used to develop size specification based on the customers' body shape. This study developed regression equations on body size specifications, which in turn proposed a regression model to proportionately change size specifications of 3D fitting-models. Based on the each body size calculated by the regression model, a standard model is created, and the skeleton-skin algorithm is applied to the regression model to obtain the results of size changes. Then, the 3D model sizes are tested for size changes as well as measured, which verifies that the regression model reflects body size changes.

RGB-D 센서 및 3D Virtual Clothing CAD활용에 의한 패션소재의 동적표현 시스템에 대한 연구 (A Study on the Dynamic Expression of Fabrics based on RGB-D Sensor and 3D Virtual Clothing CAD System)

  • 이지은;김슬기;김종준
    • 패션비즈니스
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    • 제17권1호
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    • pp.30-41
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    • 2013
  • Augmented reality techniques have been increasingly employed in the textile and fashion industry as well as computer graphics sectors. Three-dimensional virtual clothing CAD systems have also been widely used in the textile industries and academic institutes. Motion tracking techniques are grafted together in the 3D and augmented reality techniques in order to develop the virtual three-dimensional clothing and fitting systems in the fashion and textile industry sectors. In this study, three-dimensional virtual clothing sample has been prepared using a 3D virtual clothing CAD along with a 3D scanning and reconstruction system. Motion of the user has been captured through an RGB-D sensor system, and the virtual clothing fitted on the user's body is allowed to move along with the captured motion flow of the user. Acutal fabric specimens are selected for the material characterization. This study is a primary step toward building a comprehensive system for the user to experience interactively virtual clothing under real environment.

프랙탈 조형특성을 적용한 니트웨어 디자인 (Knitwear design with fractal formative characteristics)

  • 이윤미
    • 복식문화연구
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    • 제29권4호
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    • pp.522-537
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    • 2021
  • The purpose of this study is to develop a knitwear design with the potential for practical use through a combination of science and design by examining the concept and formative characteristics of fractal geometry and applying them to the development of 3D virtual clothing knitwear design. This study produced five main conclusions. First, the sub-concepts of "Repeatability," "Scale variability," and "complexity," which are based on self-similarity, appear together with simple regularity in the fractal formative characteristics shown in fashion design. Second, fashion fields apply fractal geometry in three-dimensional surface textures and optical textile patterns as a method of expression. Third, it was confirmed that various expressions can be created with fractal patterns by using the SDS-ONE APEX 3-4 design system; moreover, fractal patterns are a suitable design source for the development of Jacquard knitwear patterns. Fourth, in the development of knitted jacquard fractal patterns, by arranging the patterns in perspective, the effect of emphasizing or reducing the human body by optical illusion was shown. Fifth, a knit Jacquard structure with a pattern that exhibits fractal modeling characteristics and applying it to a 3D virtual clothing sample design reduces the time required for sample production while expanding the knit design's expression area and reducing costs. Thus, the clothing sample confirmed the effectiveness of practical knitwear design development.

의류수출업체의 3D 디자이너 직무에 대한 질적 연구 (A Qualitative Study on 3D Designer Jobs in Fashion Vendors)

  • 최영림
    • 한국의류산업학회지
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    • 제23권4호
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    • pp.504-514
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    • 2021
  • This study attempted to extract and structure the job skills required for 3D designers, which have been recently introduced to the fashion industry. The study aimed to materialize and objectify the 3D designer's job, using a focus group interview for the survey. The 3D designer has the TD task of making 3D virtual samples using the pattern files developed in Pattern CAD. Graphic design and fabric digitization are also major tasks for the 3D designer. CLO is mainly used for 3D virtual sample production, and PixPlant, Substance, Photoshop, Cinema 4D, Daz studio, and 3ds MAX are used for image and avatar editing. As per the job skills required for 3D design work, basic knowledge about patterns and sewing, skill in 3D virtual clothing technology, ability to use various software, and English skills were considered important, in that order. In particular, the need for knowledge about patterns and sewing became more important than the skill in 3D virtual clothing technology itself. To train 3D designers, it was found that not only 3D virtual clothing software, but also education on patterns and clothing construction, CAD developer's curriculum certification system, and 3D designer qualification management were required. In addition, 3D designers are recognized as an essential job in fashion vendors, and the demand for domestic brands is increasing. The biggest limitation of the 3D virtual clothing system is the perfection of the digital fabric. Also, technical improvement is needed.

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.

훈련예제 병합을 이용한 자동차 차량번호판 문자인식 성능 향상 방안 (Vehicle License Plate Recognition Using the Training Data's Annexation)

  • 백남철;이상협;류광렬
    • 대한토목학회논문집
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    • 제26권3D호
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    • pp.349-352
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    • 2006
  • 자동차 수의 급증으로 야기되는 교통혼잡, 교통사고, 주차난 등의 많은 문제에 효율적으로 대응하기 위해서는 제한된 인력과 비용을 사용하는 자동차 관리가 필수적인데 이를 위한 많은 연구들이 국내외적으로 현재 진행되고 있다. 현재 진행되고 있는 여러 연구 분야 중에서 특히 자동차의 차량번호판인식 기술은 법규위반 차량 식별, 통행료 징수, 자동차세 징수, 도난 도주 차량 확인 및 주차 관리 등의 많은 분야에 응용되고 있다. 자동차의 차량번호판 문자 인식 문제와 같이 훈련예제 수집 비용이 많이 드는 경우에 제한된 수의 훈련예제를 최대한 활용하여 분류성능을 향상시키기 위한 방안의 하나로, 수집된 훈련예제들로부터 가상의 예제를 생성하고, 생성된 가상예제를 훈련예제로 추가하여 학습하는 여러 연구가 수행된 바 있다. 본 논문에서는 차량번호판 문자 인식의 성능 향상을 위해 수집된 예제들을 적절히 병합하여 가상의 예제를 생성하는 방안에 관해 기술하고, 문자인식 분야에서 일반적으로 많이 사용되는 여러 알고리즘에 대하여 다양한 가상예제 생성방안 및 다양한 생성비율에 따른 실험을 통해 그 효용성을 확인한다.

인터넷 패션 쇼핑몰을 위한 가상 피팅 모델 시스템 연구 (A Study on Virtual Fitting Model System for Internet Fashion Shopping Mall)

  • 탁명자;김치용
    • 한국멀티미디어학회논문지
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    • 제9권9호
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    • pp.1184-1195
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    • 2006
  • 오늘날 인터넷의 보급으로 인해 우리의 일상생활에 많은 변화가 이루어졌다. 그 중 인터넷 패션 쇼핑몰에 대한 인식은 나날이 증대되고 있으며, 인터넷 패션 마케팅 시스템을 보다 정확히 이해하고, 가상공간에서 마케팅 활동을 강화하기 위해서는 보다 과학적이고 체계적인 연구가 필요하게 되었다. 하지만 직접 입어보는 특수한 형식을 대체할 수 없는 것이 패션몰의 큰 단점이며 이를 대체할 시스템이 갖추어지지 않은 것이 현 실정이다. 따라서 다양한 체형을 감안하여 3D아바타에게 온라인 소비자의 정보를 주입한 가상 피팅 모델을 만들고, 여러 가지 옷들과 악세사리 및 장소(배경)까지 선택해 볼 수 있는 그런 완전한 가상 패션 쇼핑몰을 구축한 후, 인터넷 패션 쇼핑몰을 이용하는 소비자에게 온라인 매장에서 옷을 입혀 온라인의 쇼핑환경을 구축하는 것은 소비자의 신뢰를 확보할 수 있는 유일한 대안이다. 본 논문에서는 PC카메라를 이용하여 영상을 입력받고 경계선을 추출하여 가상 피팅 모델에게 옷을 입히는 가상 피팅 시스템을 구축하였다.

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디지털 3D 텍스타일 디자인 개발 - 마리아 그라치아 치우리 작품의 텍스타일 자수 기법 분석을 중심으로 - (Development of Digital 3D Textile Design - Focusing on the analysis of textile embroidery techniques by Maria Grazia Chiuri -)

  • 만윤준;정재윤
    • 한국의상디자인학회지
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    • 제25권2호
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    • pp.123-134
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    • 2023
  • Fashion design, CAD production, and the use of digital software can shorten the time and production processes in the fashion industry, but there are still many limitations in how to similarly express textile textures. Having this awareness, how to implement the visual effects of textile texture similar to that of the real world in the virtual world is one of the major exploration tasks in the fashion industry. Therefore, this study aims to analyze examples of embroidery techniques in Christian Dior collections and explore how embroidery techniques in 3D CLO fashion design can express the texture of real clothes more similarly by creating virtual works through 3D samples and 3D CLO software. First, the analysis criteria and theoretical basis of this study were derived through a literature review on fashion textile embroidery techniques, identifying types and characteristics of embroidery techniques, and classifying them into 12 types. Second, photos of the Dior 2017-2023 SS/FW Ready-to-Wear collections were collected and analyzed through the case analysis VOGUE site. Third, it presents the production of 3D CLO works by deriving a method of implementing embroidery techniques through the design of sample textile embroidery techniques using substances 3D sample software. The study's has some limitations. First, in 3D CLO fashion design, the needle gap for embroidery must be widened to see the thread pattern. Second, by reducing the number of needles, it is necessary to imitate the actual embroidery effect. Third, it is judged that it will be effective to lengthen the thread and adjust the thickness of the thread. Fourth, the thickness of the entire embroidery pattern must be increased to enable a three-dimensional texture.

3차원 해저지형 수치모델에 관한 연구 (A Study on the 3-D Digital Modelling of the Sea Bottom Topography)

  • 양승윤;김정훈;김병준;김경섭
    • 한국군사과학기술학회지
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    • 제5권3호
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    • pp.33-44
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    • 2002
  • In this study, 3-dimensional virtual visualization was performed for a rapid and accurate analysis of sea bottom topography. The visualization was done through the extracted data using the developed program and the generated data using the gridding method. The data extraction program was developed with AutoLISP programming language and this program was able to extract the needed sample bathymetry data from the electronic sea chart systematically as well as effectively The gridded bathymetry data were generated by the interpolation or extrapolation method from the spatially-irregular sample data. As the result of realization for the 3-dimensional virtual visualization, it was shown a proper feasibility in the analysis of the sea bottom topography to determine the route of submarine cable burial.