• 제목/요약/키워드: 3D virtual simulation

검색결과 466건 처리시간 0.026초

3D 디지털 기술을 활용한 패션 디자인 개발에 관한 연구 (A Study on the Application of 3D Digital Technology for Fashion Design)

  • 김지언
    • 복식
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    • 제57권2호
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    • pp.45-58
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    • 2007
  • This study shows that clothes are made just the same as the real thing in the virtual space through 3D digital technology. This study is significant to expand the area of fashion design in the virtual space. This study analyzes the practical use of the third dimension computer graphics in the aspect of fashion, and it is proposed the 3D fashion design simulation in the virtual space used on 3D studio max, poser, photoshop program according to fashion design process. The main design concept is "temporary bridge" from rainbow. "Temporary bridge" is a rainbow bridge which connects nature, man and technology, and also the past, present, and future. This study is supposed six fashion design in accordance with three sub-theme under main concept by changing rotor and texture used on 3D simulation. The conclusion are as follows : First fashion design process, which consists of design conceptualization, design definition, and computer design process, composed of body modeling, clothing modeling, texture mapping, rendering by lighting and camera establishing are compared. Second, fashion design process is applied to digital technology. Third, the method of body modeling is both that of direct modeling in 3D Studio Max and that of importing DXF file from poser. And the method of direct clothing modeling in 3D Studio Max are two methods, polygon modeling and nurbs modeling. Polygon modeling is more satisfied than nurbs modeling in the aspect of expression to clothing and round face. Forth, this study applies textures and colors transformed by photoshop on manufactured 3D Clothes. According to this result, fashion designers are able to confirm a customer or client in their design minds viewing 3D simulation by various textures. colors and angles. It is able to advance digital fashion show in the future.

실제착의와 3D 가상착의의 외관 유사도 평가에 관한 연구 - 여성복 바지원형을 중심으로 - (A Comparison of Fit and Appearance between Real Pants with 3D Virtual Pants)

  • 김영숙;윤사아;송화경
    • 한국의류산업학회지
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    • 제16권6호
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    • pp.961-970
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    • 2014
  • Several retailers such as Target and Kohle's and their vendors have piloting the 3D clothing simulation programs to produce garment samples. However, few studies have verified the virtual fit information and 3d visualization process for pants, and no study compared the commercial 3D virtual programs. This study is designed to analyze similarity of fit and appearance between real pants with 3D virtual pants based on three 3D virtual programs (Optitex, CLO 3D, and i-Designer), three lower body types (slim, normal, and thick waist type), and fit status. We selected a representative model for each lower body type, produced their custom pants according to Lee and Nam's method(2007), and took photos of front, side and back view for visual analysis. Then, we virtually tried each model's custom pants on her parametric avatar developed by manually inputting their body measurements using the three 3D virtual program. Thirty fit experts compared the real fit to virtual fit. This study found that 'Optitex' and 'i-Designer' can visualize more effectively than 'CLO 3D' in many fit locations. Regarding the body types, 3D virtual program can visualize pants fit for 'thick waist body type' more preciously than the other body types. With respect to fit status, it does not affect much on the similarity overall.

A Study on i-Fashion 3D Avatar's Consumer satisfaction & Comparison of 3D and Direct Masurement - Based of Domestic University Students

  • Choi, Eunhee;Do, Wolhee
    • 한국의류산업학회지
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    • 제17권3호
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    • pp.421-428
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    • 2015
  • This research is to understand customer satisfaction with virtual fitting based on a 3D body scanner and avatars as well as differences between avatars and the 'real me'. To this end, this research examined Korean college students to facilitate 3D body scanning, avatar generation and surveys. The author used 3D body scan data with direct measurements to identify differences between the 3D body scan data-based 'my avatar' and 'real me' in the virtual dress fitting system. The survey results on 'the level of customer awareness on 3D body scanner' found that the majority of both genders did not know about it and indicated a lower usability to incorporate IT technology into the fashion industry. The question in the 3D body scanning and avatar found an affirmative attitude. Satisfaction levels on the 3D avatars' similarity with 'own body' and garment fitting were positive and indicated a need for further technological improvements to express the avatars identical to customers' own body. More research is necessary for the accuracy of sizes for 3D body scanning that measure body sizes while wearing clothes. Avatars based on such datamay be less similar to 'own body' and cause customer dissatisfaction. Thus, further technology development is required to narrow gaps using data to make avatars that provide more accurate virtual fitting simulation services to customers.

Virtual Tangential Vector와 퍼지 제어를 이용한 준 3차원 경로계획 (Semi-3D Path Planning using Virtual Tangential Vector and Fuzzy Control)

  • 곽경운;정해관;김수현
    • 로봇학회논문지
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    • 제5권2호
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    • pp.127-134
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    • 2010
  • In this paper, a hybrid semi-3D path planning algorithm combining Virtual Tangential Vector(VTV) and fuzzy control is proposed. 3D dynamic environmental factors are reflected to the 2D path planning model, VTV. As a result, the robot can control direction from 2D path planning algorithm VTV and speed as well depending on the fuzzy inputs such as the distance between the robot and obstacle, roughness and slope. Performances and feasibilities of the suggested method are demonstrated by using Matlab simulations. Simulation results show that fuzzy rules and obstacle avoidance methods are working properly toward virtual 3D environments. The proposed hybrid semi-3D path planning is expected to be well applicable to a real life environment, considering its simplicity and realistic nature of the dynamic factors included.

3D가상 현실방식을 사용한 수술교육시스템의 연구 (Study for Operation Teaching Machine Using 3D Virtual Reality System)

  • 강병훈;김지숙;김한웅
    • 디지털콘텐츠학회 논문지
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    • 제17권4호
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    • pp.287-293
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    • 2016
  • 시간, 공간, 금전적인 문제 때문에 실습이 쉽지 않은 학문들이 있다. 특히 의료교육은 장소와 시간의 제약이 특히 심하며 cadaver(카드버:인체해부 실습용 시체)를 통해 이루어지기 때문에 어려움이 많다. 그 대안으로 다양한 가상 수술방법이 존재하지만 장비가 고가이거나 구하기 쉽지 않기 때문에 어려운 문제가 발생한다. 이러한 문제점의 해결 방법으로 3D-Virtual Reality(3D가상현실)를 활용하여 실제와 유사한 환경을 제공하고자 한다. 일반적으로 컴퓨터의 Interface(인터페이스)로 키보드와 마우스를 사용하지 않고 Oculus Rift(오큘러스 리프트)와 Leap Motion(립 모션)를 사용함으로써 더욱더 현실감을 느낄 수 있어 실습교육비용을 절감함으로써 실습교육에 대한 효과를 극대화 할 수 있다. 본 논문에서는 두개의 Device(디바이스)인 Oculus Rift(오큘러스 리프트)와 Leap Motion(립 모션)를 이용하여 3D가상 수술 시스템을 구축하고 실습할 수 있는 제안으로 의료교육인 수술교육에 대치하여 효율성을 높이는 방식을 제안하였고, 이는, 다른 Simulation(시뮬레이션)이 활용 가능한 학문분야에 까지 확장할 수 있을 것으로 사려된다.

A Study on 3D Virtual Clothing Fashion Design Applying Frank Stella Painting

  • Yeonji Lee;Sohee Um
    • 패션비즈니스
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    • 제27권6호
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    • pp.1-17
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    • 2023
  • This study aimed to develop a modern textile design based on the formability of Frank Stella's paintings and to develop and present a fashion design that combines modern sensibility as a 3D virtual clothing program. The formative characteristics of Frank Stella's work were 'unity due to regular stripes', 'asymmetry due to geometric surface division', and 'decorabilitydue to colorful use'. Based on this, costume patterns and textiles based on Frank Stella's paintings were developed and six 3D virtual fashion design works were produced. The conclusion was as follows. First, it was confirmed that Frank Stella's work has a very wide range of applications to fashion products as abstract expression and minimal simplicity coexist visually. Second, various colors and forms of Frank Stella's paintings could be developed using textiles with visual formability, and originality as a fashion work applied with paintings could be maximized. Third, the development of 3D fashion using virtual programs had the ease of time efficiency, cost reduction, and spatiotemporal expansion of work processing compared to the actual costume production process. In addition, the simulation of 3D virtual wear made it easy to modify and recover the position of the textile to be applied to the costume and create a new design in the process of transforming the position of various textiles. It is expected that this study results will be used as basic data for the future conversion content industry in the painting and fashion industries.

3차원 가상착의 시스템을 활용한 남성용 커버롤 도장 작업복의 작업동작 적합성 평가 (The Evaluation of the Work Motion Suitability of Men's Coverall Type Painting Work Clothes Using 3D Virtual Clothing Simulation)

  • 박진아
    • 패션비즈니스
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    • 제24권4호
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    • pp.63-84
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    • 2020
  • It is essential to consider the heavy industrial working environment factors which are regarded as harmful to workers' health and safety and suitable work motion factors for the workers' motion while developing the work clothes for painting workers in the machinery and shipbuilding industries. This study suggests the use of 3D virtual clothing simulations as a solution to protect the human body from hazardous working conditions accompanying the development of painting work clothes and assessing the work motion performance associated with the comfort while workers wear them during the work clothes. The initial aim of the study is to examine a male avatar to run work motions simultaneously within a 3D virtual clothing simulator, secondly, to present the simulation images of coverall type men's painting work clothes with the application of two experimental painting work motions and one control motion to the avatar, and finally, to present the distance analysis images of the painting work clothes and the avatar body and air gap rates through the analysis of cross-sections of the avatar body while wearing the coverall work clothes according to the work motions. The results showed that the distance degree of painting work clothes to the avatar body for each part of the human body when performing painting work motions. Moreover, 3D virtual clothing simulations enabled the creation of a male model avatar to run painting work motions together and the painting work clothes developed were found to be suitable for the painting work motions.

네크라인 종류에 따른 3D 가상착의와 실제착의 비교 연구 (A Study on the Comparison of 3D Virtual Clothing and Real Clothing by Neckline Type)

  • 남영란;김동은
    • 한국의류산업학회지
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    • 제23권2호
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    • pp.247-260
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    • 2021
  • While it is an important element of clothing construction, research has so far been very limited on the similarities between virtual and real clothing in terms of the type of neckline. The purpose of this study is to verify the similarity, accuracy of virtualization, and actuality of neckline, which all play an important role in individual impressions and image formation, and require considerable modification when fitting real samples. A total of 5 neckline models were selected through the analysis of dress composition textbooks. The selected designs were then planned and manufactured in muslin. The specimen clothes were then tested on a female model in her 20s. 2 kinds of virtual bodies were created in order to compare the real and the virtual dressing. The first virtual body was made through an Artec 3D Eva scan of the model, and the other was made by entering the model's measurements in a CLO 3D program. A visual image of the front, side, and back image of both the real and virtual dressing were subsequently collected. The collected images were then evaluated by 20 professional fashion workers who checked the similarity between the real and the virtual versions. The current study found that the similarity between the actual and virtual wearing of the five neckline designs with reality appeared higher with the virtual wearing image using the 3D-scanned body. The results of this study could provide further information on the selection of appropriate avatars to clothing companies that check the fit of clothing by utilizing 3D virtualized programs.

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.

IT융합교육 사례: 가상현실에 기반한 가구배치 시뮬레이션 (A Case of IT Confusion Education: Simulation for Furniture Placement based on Virtual Reality)

  • 송은지
    • 실천공학교육논문지
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    • 제7권1호
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    • pp.25-30
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    • 2015
  • 가상현실은 프로그래밍, 시뮬레이션, 컴퓨터 그래픽스 등 다양한 학문의 종합체이며 이러한 형태의 새로운 문화적 패러다임의 등장은 우리에게 새로운 개념의 콘텐츠 개발 방법과 정보교류방식을 요구하고 있다. 본 연구에서는 3D 가상현실 기술을 이용하여 I-Bench Mobile 이라는 새로운 장비를 통해 사용자와 인터렉티브가 가능한 가구배치 시뮬레이션을 제안한다. 이것은 3D로 제작이 되며 물리 및 중력을 적용한다는 점에 강점을 두며, 또한 스냅샷 기능을 통해 고객들이 가구를 자신이 원하는 장소에 배치하여 궁극적으로 고객 만족도 향상을 목표로 하고 있다. 가상증강현실기술을 이용한 소프트웨어를 개발하는 본 연구 과정은 공학계열의 컴퓨터학과와 예술계열의 영상 예술 디자인학과, 시각 디자인 학과와 같은 다양한 학과들에서 다루는 교육과정의 작업이 필요하므로 단지 코딩 기술이 아닌 여러 학문의 기술들이 함께 어우러진 융합 IT기술 교육의 좋은 사례라고 할 수 있다.