• Title/Summary/Keyword: Computer textile pattern

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A Study on the Printing Pattern Design using Computer Graphics (컴퓨터 그래픽스를 이용한 날염 패턴 디자인에 관한 연구)

  • 이연순
    • Journal of the Korean Home Economics Association
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    • v.30 no.1
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    • pp.49-65
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    • 1992
  • The writer did a survey of current textile patterns for the purpose of identifying a motif trend. After identifying a current motif trend the writer used an IBM PC 386 Computer and Lumena Software to design actual patterns. The results are as follows: 1. The most common currently used prints are floral patterns. 2. Knowing that floral patterns are most popular, the writer established a motif using the Rose of Sharon, the national flower of Korea. 3. Using computer graphics to move, enlarge and scale-down motif, the writer has been able to design various textile patterns. 4. Creating patterns with computer graphics was not only more efficient, but it also produced more accurate designs and a greater variety of designs. 5. Using the many computer graphic functions avaliable, a greater variety of patterns changes and compositions can be displayed than would be possible if produce by hand. 6. Computer simulations of textiles and clothing made it possible to evaluate the printed fabric or finished product. Faults in the printed fabric or clothing could be corrented before production. Through simulation then it is possible to create higher quality garments and readuce costly mistakes. Thereby greater profits will be realized from the finished garments.

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Digitalized Dynamic Fashion Design: Graphical Patterns in Motion

  • Choi, Kyung-Hee
    • Fashion & Textile Research Journal
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    • v.21 no.4
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    • pp.420-431
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    • 2019
  • This paper evaluates the potential of dynamic graphical patterns in future-driven fashion design using computer graphics that enables changes to the visual appearance of a textile for aesthetic, expressive or communicative purposes. In particular, it focuses on experimenting with the possibility of creating digitalized dynamic fashion garments that are illustrated digitally using motion graphics developed collaboratively in a virtual space. Three objectives were formed and addressed. First, a dynamic graphical pattern was defined that also investigated the cases of tangible and virtual dynamic patterns in textiles and garments to identify current situations and future prospects in terms of functional techniques and expressive effects. Ten digital fashion illustrations were then created in collaboration with a group of graphic designers and motion artists to visualize dynamic graphical patterns changing over time. Four types of dynamic fashion illustrations were also introduced in their methodological and expressive aspects. Last, some findings resulted from digital works that led to implications for future studies on tangible dynamic fashion designs. This study proposed that computer graphics and digital imaging technologies integrated into a virtual fashion that creates eye-catching and futuristic dynamic fashion designs that can customize colors and patterns according to the desires of wearers or users.

The Development of Textile Pattern Designs for Car Seats Using Patterns Expressed on Nineteenth-century Blue and White Porcelain (19세기 청화백자에 표현된 문양을 활용한 자동차 시트 직물 패턴디자인 개발)

  • Jung, Jin-Soun
    • Fashion & Textile Research Journal
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    • v.24 no.4
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    • pp.372-385
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    • 2022
  • In this study, the patterns expressed on nineteenth-century blue and white porcelain among Joseon white porcelain were selected as the material for the development of the car seat fabric design. It was intended to be applied to car seat design by incorporating Korea's own traditional patterns to fit modern sensibility. First, seven pieces of nineteenth-century blue and white porcelain were selected through the literature, and motifs were produced using adobe illustrator, a computer graphic program. Seven car seat fabric designs were developed according to the construction method and development method of the produced motif. Work 1 was designed to elicit a soft and feminine atmosphere using the peony pattern shown in Table 1-1. Work 2 aimed to express a luxurious atmosphere using the image of the mountain expressed in Table 1-2 as a design material. Works 3 was designed by freely arranging the letters of luck expressed in Table 1-3 to form a free and dynamic image. Work 4 was intended to express a stable and rhythmic atmosphere by horizontally arranging the images of the gently curved wings, tail, and rhythmical tail feathers of the phoenix expressed in Table 1-4. Work 5 was designed in a vertical arrangement using the patterns and silhouettes of the tiger's back expressed in Table 1-5. Work 6 was designed using the wave pattern expressed in Table 1-6 to replicate the rhythmic atmosphere. Work 7 was designed using the images of rocks, waves, and the sun in Table 1-7 to express a calm and antique atmosphere.

Formative Application using Stitch Transfer Knitting Structure - Focused on Making Process of Women's Knitwear - (스티치 트랜스퍼 니트 조직의 조형적 적용 - 여성 니트웨어 제작과정을 중심으로 -)

  • Kim, Seong-Dal
    • Fashion & Textile Research Journal
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    • v.8 no.5
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    • pp.562-570
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    • 2006
  • Knit industry requires versatile knit designers who have to control whole process such as material select, color, type of machine, technique, structure and shape. In other words, knit designers urgently need to interplay between technology and design aesthetics. It becomes essential to learn and master basic principles of knitting in order to design and develop effectively for innovative knitwear design. The main purpose of this study is to show fresh methodology through examining the various applications of 'Stitch transfer knitting structure' used in women's knitwear design development. Stitch transfer knitting structure is one of the most popular techniques among various basic knitting methods. Eight knitwears were designed and produced with various types of formative applications which differ from existent stitch transfer knitwears of flat and simple style in the market. These are produced by computer knitting machine 'Shima Seiki 122S' and programmed by 'Knit CAD' software. Among various basic stitch transfer pattern, 'Leaf' pattern is selected as a most effective example for this study. This fabric applied to collar, sleeves, body pattern and accessories as formative decoration. It is expected that this study of methodology helps to get open mind and to indicate possibility to develop and show creative and innovative knitwear and knitted textile design.

Simulation on Silhouette Variations According to Vacant Space Quantity between Body and Clothing -Focused on Men's Upper Body- (인체와 의복과의 공간적 감각에 따른 실루엣 변화에 관한 연구 - 남성복 상의원형을 대상으로 -)

  • Choi, Mee-Sung
    • Fashion & Textile Research Journal
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    • v.7 no.2
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    • pp.225-230
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    • 2005
  • This research was undertaken to compare basic bodice prototypes for Internet shopping customer, and to select a profitable fit vacant space quantity between clothing and body. A total one hundred of eighteen outfits (4 types of pattern ${\times}$ 9 subjects ${\times}$5 body areas) were constructed with basic bodice drafting method of Japan Bunka Women's University according to nine male body types. Fifty-two experts analysis of the different prototypes as five body area and evaluate the most appropriate ease amount and stabilization of the simulation images on the computer. The experiments with automated methods using simulation image are based on AZ program of TORAY, Japan. Data was analyzed using percentiles, frequency and $X^2$. Taken together, the present result of vacant space quantity and stability evaluation through images shows that there is a significant difference in the size variation of the chest circumference, shoulder slope and waist circumference. In case of ease amount, chest area, shoulder slope, waist area and armhole except neckline area were shown more appropriate on the basic bodice pattern without size change. In case of stabilization, the chest area, shoulder slope and armhole except waist area and neckline area was shown the best on the basic bodice pattern without size change. However the waist area was shown on the basic bodice pattern plus 2 cm, neckline was shown more appropriate on the basic bodice pattern plus 1cm.

A Study of Clothing Design in the Digital Age (디지털 시대의 의상 디자인 개발에 관한 연구)

  • 배리사;이인성
    • Journal of the Korean Society of Costume
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    • v.54 no.4
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    • pp.63-74
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    • 2004
  • This study shows that clothes to be just the same as the real thing can be Produced through the third dimension computer graphics, and then presents that not only the area of fashion design can be expanded in the virtual reality field by doing the simulation of the fashion show, but also the information can be made the real time public ownership and the communication can be fulfilled smoothly. In this study, analyzing the third dimension computer graphic programs to be used much at present, Alias Wavefront Company's Maya software which was the most effective in the clothes simulation and the clothes CAD SGS OptiTex 8.7 which went well substitutive for it were used of them. The conclusions of this study that got through the work manufacture are as follows: The first, if the file manufacturing in the clothes CAD by using the computer was stored, the pattern used 3D simulation was available because it could be summoned in 3D software. The second, if the data of DXF form in Maya program was summoned, they could not be applied by Maya Cloth supported in Nurbs only because they were recognized as the DXF_layer. So the curve along the outer lines of the pattern was drawn and Maya Cloth was applied to be possible to get the natural silhouette of clothes. The third, when the clothes were manufactured by 3D, if the draping character was applied according to the textile special quality, not only the control of textile's thickness, weight, quality feeling, and silhouette was available, but also the clothes were available to graft the special textile materials. The fourth, the natural motion of model was produced by capturing the actual model's walking action In order to produce the fashion show motion and also the dynamic fashion show was available by the angle of camera, the establishment of lighting, and etc. in the final rendering. The clothes manufactured by 3D are available to change the design by changing the materials, or by adding the details, or by utilizing the special materials on clothes. Therefore, the trial and error following at the clothes manufacture can be reduced. But the elevation of the rendering speed, the price down, the strengthening of personal security, and etc. are required.

Color Image Segmentation and Textile Texture Mapping of 2D Virtual Wearing System (2D 가상 착의 시스템의 컬러 영상 분할 및 직물 텍스쳐 매핑)

  • Lee, Eun-Hwan;Kwak, No-Yoon
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.5
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    • pp.213-222
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    • 2008
  • This paper is related to color image segmentation and textile texture mapping for the 2D virtual wearing system. The proposed system is characterized as virtually wearing a new textile pattern selected by user to the clothing shape section, based on its intensity difference map, segmented from a 2D clothes model image using color image segmentation technique. Regardless of color or intensity of model clothes, the proposed system is possible to virtually change the textile pattern or color with holding the illumination and shading properties of the selected clothing shape section, and also to quickly and easily simulate, compare, and select multiple textile pattern combinations for individual styles or entire outfits. The proposed system can provide higher practicality and easy-to-use interface, as it makes real-time processing possible in various digital environment, and creates comparatively natural and realistic virtual wearing styles, and also makes semi-automatic processing possible to reduce the manual works to a minimum. According to the proposed system, it can motivate the creative activity of the designers with simulation results on the effect of textile pattern design on the appearance of clothes without manufacturing physical clothes and, as it can help the purchasers for decision-making with them, promote B2B or B2C e-commerce.

A study of Computer Textile Pattern design Development with Korean Embroidery Techniques - Using The Ten Longevity Symbols Embroidery of Chosun Period - (자수 기법을 응용한 컴퓨터 텍스타일 문양 디자인 연구 - 조선시대 십장생 자수 문양을 중심으로 -)

  • Park, Suh-Rin
    • Journal of the Korean Society of Fashion and Beauty
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    • v.6 no.1
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    • pp.39-47
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    • 2008
  • Korean embroidery is the long historical industrial arts of real life and has handed down Korean sentiment up to now. Korean traditional embroidered pattern is designed to wish someone's health and luck, who uses the embroidery on the clothes and the goods in real life. Especially, the ten longevity symbols' design is represented as 10 which means perfection in oriental philosophy, the sun, mountain, cloud, water, crane, rock, turtle, pine tree, the elixir of life and deer; these 10 symbols show how ancient Korean believe and wish perpetual youth. However, fiber material used embroidery relic has difficulty in preserving for long period compared to other relic descended from historical events for long time and their preserved state isn't so good owing to have been used directly in the real life. Therefore, it is essentially embossed to preserve the embroidery relic and pattern, and make DB for the data. With preservation of the pictures about the handicraft, it's necessary to preserve embroidery technique and make DB through digital imagination. Through the process, we can apply Korean embroidery image to cul-duct package and digital image related field, and it will be helpful to make the tradition popular. In this study, through the research for the embroidery technique applied pattern on the embroidery relic of ten longevity symbols, we'll establish the cultural identification of Korean embroidery image and then develop a worldwide Korean image.

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Analysis of Image Similarity Index of Woven Fabrics and Virtual Fabrics - Application of Textile Design CAD System and Shuttle Loom - (직물과 가상소재의 화상 유사성 분석 연구 - 수직기 및 텍스타일 CAD시스템 활용 -)

  • Yoon, Jung-Won;Kim, Jong-Jun
    • Fashion & Textile Research Journal
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    • v.15 no.6
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    • pp.1010-1017
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    • 2013
  • Current global textiles and fashion industries have gradually shifted focus to high value-added, high sensibility, and multi-functional products based on new human-friendliness and sustainable growth technologies. Textile design CAD systems have been developed in conjunction with computer hardware and software sector advances. This study compares the patterns or images of actual woven fabrics and virtual fabrics prepared with a textile design CAD system. In this study, several weave structures (such as fancy yarn weave and patterns) were prepared with a shuttle loom. The woven textile images were taken using a CCD camera. The same weave structure data and yarn data were fed into a textile design CAD system in order to simulate fabric images as similarly as possible. Similarity Index analysis methods allowed for an analysis of the index between the actual fabric specimen and the simulated image of the corresponding fabric. The results showed that repeated small pattern weaves provide superior similarity index values than those of a fancy yarn weave that indicate some irregularities due to fancy yarn attributes. A Complex Wavelet Structural Similarity(CW-SSIM) index resulted in a better index than other methods such as Multi-Scale(MS) SSIM, and Feature Similarity(FS) SSIM, across fabric specimen images. A correlation analysis of the similarity index based on an image analysis and a similarity evaluation by panel members was also implemented.

Study on Cyber Fashion for the Proposal of the Future Fashion (미래 패션 제안을 위한 사이버 패션 연구)

  • Lee, Su-Aa;Park, Hyun
    • Fashion & Textile Research Journal
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    • v.1 no.3
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    • pp.239-245
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    • 1999
  • The purpose of this study is to suggest the direction of the future fashion by grasping the cyber fashion, which is discussed outstandingly in the recent fashion world, into internal expression and external features. The result of this study is as follows: Cyber fashion means the application of the electronic image, dynamic phenonmenon of machine, and the effects of light to fashion, and it has some external features of geometrical pattern, dynamic structure, and high-tech material and color: Aside from this noticeable characteristics, cyber fashion has some internal features of the direction toward future, the anti-culture, and the surreal. In this cyber fashion, first, computer will be introduced and used as the means to realize a dream of human being. Second, it will be designed with the ideal feature of future society. Third, it will be possible to develope material and design to solve ecological issue of human beings. Fourth, the fashion to give the peace and stability to human being will be popular.

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