• Title/Summary/Keyword: 3d 의상

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Investigation of the body distribution of load pressure and virtual wear design of short pants harnesses in flying condition (플라잉 상태에서 바지형태의 하네스에 대한 하중압력 분포 측정 및 가상착의 적용)

  • Kwon, MiYeon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.23 no.3
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    • pp.11-21
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    • 2021
  • Virtual reality is currently mainly used in games, but is starting to be applied as a variety of media fields, such as broadcasting and film. Virtual reality provides more fun than reality, and can provide new experiences in areas that cannot be experienced in reality due to the constraints of time, space, and environment. In particular, as the social non-contact arena has increased due to COVID-19, it is being applied to education, health, and medical industries. The contents are further expanding into design and military fields. Therefore, the purpose of this study was to observe the change in distribution of load and pressure felt by the body in the flying state while wearing a short pants harness, which are mainly used in the game and entertainment industry. In the experiment, the average pressure in the flying state was measured by attaching a pressure sensor to the back and front of a human mannequin. As a result, it was confirmed that the load concentrated on the waist in the flying state was 44 N, with a pressure of 1353 kPa. The pressure distribution was concentrated in front of the center of gravity, and was measured was at 98% by the pressure sensors, with an average pressure value of approximately 15 kPa, and a pressure value of approximately 12 kPa at the back, which was measured at 67% by the pressure sensor. The results of the load and pressure distribution measurement are presented as fundamental data to improve the wearability and comfort of harnesses in the future, and are compared to actual measured pressure values by analyzing the clothing pressure in flight through virtual wear of harnesses through the CLO 3D program.

A study of nail art design applying the art form of Rococo from the 18th century (18세기 로코코 예술양식을 응용한 네일아트 디자인 연구)

  • Cho, Han-Sol;Mun, Yun-Kyeong
    • Journal of the Korea Fashion and Costume Design Association
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    • v.23 no.3
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    • pp.43-55
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    • 2021
  • Unlike nail care, nail art is a field with strong decorative elements that decorate the surface of the nail. In line with the trend of the times, which freely expresses one's personality, nail art is establishing itself as a definite and a key area in the beauty industry. Currently, design creation and technology developments are important, with the release of various nail materials and new trends that spread through mass media. Despite the great developments in the nail beauty industry, there is a lack for nail artists. Due to this fact, it is considered a necessary to combine nail art with the contemporary art styles, which have various motifs of design, and to study nail art design using them. In response, this study selected art from the Rococo era, where delicate and colorful decorative elements were at their peak, to consider the artistic styles of the time and present them in various nail designs. This study would like to expand the scope of new nail designs by suggesting colorful and feminine designs to women, who are the main customers of nail salon. In addition, the purpose of this study is to provide nail artists with basic materials that can be used in creative ideas and expressions, such as 2D and 3D nail designs, and composite nail design art, which are the art areas for nail art.

Color Characteristics of 3D-Printed TPU Material Applied with Ultra-Violet Curable Digital Printing Process (자외선 경화형 디지털 프린팅을 이용한 3D 프린팅 TPU 소재의 색채 특성)

  • Lee, Sunhee;Park, Soyeon;Jung, Imjoo;Lee, Jungsoon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.6
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    • pp.1052-1062
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    • 2021
  • This study aims to confirm the possibility of Ultra-Violet (UV)-printed 3D printing materials using thermal polyurethane (TPU) with CMYK colors by applying an eco-friendly UV digital printing process. A UV-printed 3D printing TPU material was prepared with cycles of UV printing and CMYK colors. Dyeability of the 3D TPU samples with cycles of UV printing and CMYK were analyzed for thickness, weight, surface roughness, reflectance, colorimetry, and K/S values. The thickness and weight of 3D-printed TPU samples with cycles of UV printing are increased with overprints from 1 to 5. The surface roughness of 3D-printed TPU samples with increasing UV prints were decreased, meaning that the surface of TPU samples becomes gradually smoother. The reflectance spectra of CMYK UV-printed TPU samples showed the surface reflectance within each characteristic wavelength of CMYK. The 3D-printed TPU samples, subjected to UV printing twice or more, showed low surface reflectance. After examining the L*a*b* of the 3D-printed TPU samples by the cycles of UV printing, the study found that the more UV got printed more than 2 times, the closer the color to each CMYK.

Modeling Metaverse Avatars and K-Fashion Apparel 3D Production -Focus on Developing Styling Work with K-Designer Items- (메타버스 아바타 및 K-패션의류 3D 제작 모델링-K 디자이너 아이템을 활용한 스타일링 작업물 개발을 중심으로-)

  • Sojin Kim;Boyoung Kang
    • Journal of Fashion Business
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    • v.27 no.5
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    • pp.60-77
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    • 2023
  • The scale of the industry utilizing the Metaverse platform is gradually growing around the world. Fashion brands are also starting to utilize the Metaverse platform as a new market to replace the next e-commerce platform by targeting new consumers, MZ generation, and even Alpha generation. In this study, a real K-fashion designer's outfit was made into a 3D outfit using CLO 3D program to express it in a new market, the Metaverse 3D platform. It was then compared with a real outfit. An avatar prototype was completed using Max program to simulate the 3D digital fashion outfit and produce an avatar through an optimization process. The 3D outfits showed the same level of results as the actual outfits in terms of fabric surface, material texture, drapability, overall outfit, details, and trimmings. In addition, we proposed a 2D work on total styling suggestion and modeling to secure data sets for future AI-based styling services. In conclusion, this study revealed that actual outfits and 3D outfits had the same results. It is significant that it can be a sample work to build a styling data set through styling suggestion and content production as a significant amount of styling DB construction will be required before AI styling automation services.

Mobile Fashion Fitting Service System using I-phone (아이폰을 이용한 모바일 패션 피팅 서비스 시스템)

  • Tak, Myung-Ja;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.355-356
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    • 2012
  • Recently, Digital clothing techniques using computer graphics to reappear clothes are activated in fashion area and Researches incorporating fashion flows and 3D techniques are frequently progressed. In fashion industry, Using smartphone can make successful result by catching a change of trend and adding an emotional factor. Conventional 3D fitting services are only provided in store or internet sites installed avatar system, virtual mirror. This study suggests a fashion fitting service system saving time and oneself by using I-phone in consumers' position. In this system, Companies can market their product easily to consumers, consumers can choose various product and check their fitness.

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Characterization of 3D Printed Re-entrant Strips Using Shape Memory Thermoplastic Polyurethane with Various Infill Density (채우기 밀도별 형상 기억 TPU 3D 프린팅 Re-entrant 스트립의 특성 분석)

  • Imjoo Jung;Sunhee Lee
    • Fashion & Textile Research Journal
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    • v.24 no.6
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    • pp.812-824
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    • 2022
  • This study proposes to develop a 3D printed re-entrant(RE) strip by shape memory thermoplastic polyurethane that can be deformed and recovered by thermal stimulation. The most suitable 3D printing infill density condition and temperature condition during shape recovery for mechanical behavior were confirmed. As the poisson's ratio indicated, the higher the recovery temperature, the closer the poisson's ratio to zero and the better the auxetic properties. After recovery testing for five minutes, it appeared that the shape recovery ratio was the highest at 70℃. The temperature range when the shape recovery ratio appeared to be more than 90% was a recovery temperature of more than 50℃ and 60℃ when deformed under a constant load of 100 gf and 300 gf, respectively. This indicated that further deformation occurred after maximum recovery when recovered at a temperature of 80℃, which is above the glass transition temperature range. As for REstrip by infill density, a shape recovery properties of 100% was superior than 50%. Additionally, as the re-entrant structure exhibited a shape recovery ratio of more than 90%, and exhibited auxetic properties. It was confirmed that the infill density condition of 100% and the temperature condition of 70℃ are suitable for REstrips for applying the actuator.

Costume Consumption Culture for Costumeplay (코스튬플레이 의상 소비문화)

  • Jang, Nam-Kyung;Park, Soo-Kyung;Lee, Joo-Young
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.203-212
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    • 2006
  • With interests and participation in the costumeplay that mimics characters appeared on carton or animation in recent days, the costumeplay becomes one of cultural phenomena. Using a qualitative research method, this study identified costumeplayers' costume consumption pattern and explored its meanings from the perspective of consumption culture. Indeed, this study intended to help for understanding costumeplayer group as a consumer, and to provide basic knowledge about new market analysis related to fashion design and marketing. The results from the analyzing participant observation and in-depth interviews data are as follows: first, costumeplayers usually begin costumeplay by friends' invitations or by themselves and then continue on participating. Through the costumeplay, participants have benefits such as fun, departure from the daily life, and social interaction. Second, participants acquire costumes through purchase, rent, producing or combination of daily wear, but both purchase and rent account high. Third, the meanings of consumption culture in costumeplay include consumption behavior repeating possession and disposal. Also, costumeplayers concerns efficiency when purchasing or renting the costumes, and internet is a place where information search, comparison, and actual purchasing are occurred. Based on the results, fashion design and marketing implication, limitation of this study and further research ideas were suggested.

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A Study on the Controller Design of 3D Printed Robot Hand using TPU Material (TPU 소재를 이용한 3D 프린팅 로봇 손의 제어기 설계에 관한 연구)

  • Young-Rim Choi;Ye-Eun Park;Jong-Wook Kim;Sunhee Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.2
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    • pp.312-327
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    • 2024
  • In this study, a rehabilitation 3D printed wearable device was developed by combining an assembly-type robot hand and an integral-type robot hand through fused deposition 3D printing manufacturing with various hardness TPU (Thermoplastic Polyurethane) filaments. The hardware configuration of the robot hand includes a controller designed with four motors, one small servo motor, and a circuit board. In the case of the assembly-type robot hand model, a 3D printed robot hand was assembled using samples printed with TPU of hardness 87A and 95A. It was observed that TPU with a hardness of 95A was suitable for use due to shape stability. For the integrated-type robot hand model, the external sample using TPU of hardness 95A could be modified through a cutting method, and the hardware configuration is the same as the assembly-type. The system structure of the 3D printed robot hand was improved from an individual control method to a simultaneous transmission method.Furthermore, the system architecture of an integrated 3D printed robotic hand rehabilitation device and the application of the rehabilitation device were developed.

A Study on the Fashion Design of Hanji(Korean traditional paper) Textile Using the Formative Features of Scallop (가리비의 조형성을 이용한 한지직물 의상 디자인 연구)

  • Kwon, Min-Jung;Yu, Kum-Wha
    • Journal of the Korea Fashion and Costume Design Association
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    • v.13 no.3
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    • pp.149-163
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    • 2011
  • Hanjisa(Korean paper yarn), a new material made from the traditional Korean paper, has been developed through local R&D efforts, reflecting the current trend highly valuing environmental friendly. This new material is considered suitable for the 21C lifestyle and culture pursuing improved quality of human life and the environment. Therefore, this study aims to widely make known the originality and functions of the environmentally friendly Korean paper yarn, as well as to increase its commercial value. Furthermore, a new category of apparel design is presented by studying painting dyeing based on transformational tuck techniques and wax resist dyeing with formative features of repeated lines and rhythms of shells in order to implement three-dimensional and decorative artistic expressions. The texture of the Korean cotton paper yarn was particularly suitable to employ tuck and dyeing techniques Which express formative features of shell. Also, the material was useful for expressing the three-dimensional feelings with repeated curves and cross sections of shells. Moreover, paraffin resist dyeing and stitch techniques were used in order to avoid monotony and the images of shells visually materialized. Through the results stated above, this study could explore how to overcome obstacles to globalization of the Korean modern apparel such as its uniqueness, limit of materials or absense of internationality by applying modern design to the Korean paper fabrics. In the future, it is expected that more manufactures could produce and supply the new materials so as to make widely known the originality of the Korean paper fabrics and develop the material into a popular organic product fitting the modern lifestyle.

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

  • Ahn, Duckki;Chung, JeanHun
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.351-358
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    • 2017
  • This study seeks to propose the virtual costume's pipeline production in digital fashion show which is based on the unique characteristic combining computer graphic technology and traditional fashion design. This study analyzed the fabric materials based on Korean traditional costume to create a virtual Hanbok for the digital fashion show, and conducted the group of professional's satisfaction statistics through the experiment to verify the realistic usability. The contents of primary process of producing virtual Korean costume is analyzed by summarizing the thickness, weight, and color as the three essential fabric properties required for virtual Hanbok. In addition, virtual costumes are compared with real Hanbok based on the usability survey to evaluate the positive research result by forty graphic experts. The purpose of this study is to present the guideline of essential material analysis of the fabrication to digital fashion show in the virtual clothing production.