• Title/Summary/Keyword: Digital Clothing

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A Study of a Prototype Functional Jacket for Green Growth (녹색성장을 위한 기능성 재킷의 프로토타입에 관한 연구)

  • Kim, Mi-Hyun;Kim, Sun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.1
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    • pp.104-114
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    • 2011
  • There is rising interest in green energy, energy efficient equipment, and products as countries show increased interest in 'Low Carbon and Green Growth'. The cellphone has become one of the essential influences on modem people beyond the meaning itself by the release and the commercialization of the Smartphone. Thus, it considers that the introduction of fashion for cellphones and digital devices to be always on should be a quite natural design attempt for humans to wear clothes at all times. In addition, outdoor activities increase as the population enjoys more sports and leisure time that requires the development of specialized outwear such as the development of a functional jacket. This specialized field is associated with higher value-added businesses. This study made a prototype of a functional jacket equipped with solar cells that established a system of a fashion design that is harmonious with green growth as a plan to measure of fashion design for green growth. The objects of this study are as follow: First, the study seeks a design method for green growth. Second, it makes a prototype to present the improved design method. Third, it presents the establishment of a design system that considers green growth and the concrete measures practical for the system. It established the design system and made the prototype of functional jacket equipped with solar cells, LED, and digital devices as a measure of design for green growth based on the improvement plan of the design that the problems had been supplemented for. Previous studies were mainly about prototypes that attempted to equip mobile digital devices as a study of smart wear; however, this study leaves the issue of power supply for a follow-up study that is different from preceding studies.

Comparison of Virtual Avatars by Using Automatic and Manual Method

  • Lim, Ho-Sun;Istook, Cynthia L.
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.12
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    • pp.1968-1979
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    • 2010
  • New technology that includes 3D body scanning, digital virtual human, and digital virtual garments has had a significant impact on the current apparel industry. Virtual simulation technology enables the visualization of a 3D virtual garment on a virtual avatar so that consumers can try on garments with their virtual avatars before purchasing. However, the manual virtual avatar provided for online apparel shopping currently has revealed limitations on the different body sizes and shapes of customers. This study analyzes the process of designing the automatic virtual avatar and the manual virtual avatar using OptiTex software; in addition, the study compares the practicality of the automatic virtual avatar with that of the manual virtual avatar. Data was examined by evaluating how much each virtual avatar is similar to the real body and how well it matched the needs of the current apparel industry. In the study, Avatar 1 was automatically created from three-dimensional body scan data and Avatar 2 was manually created from body measurements. The virtual avatar images laid over a real body image and the results were evaluated by comparing the simulated sizes of virtual avatars with those of a real body. Consequently, Avatar 1 was evaluated as more similar to the real body than Avatar 2 in all five body shapes. This study illustrates that an automatic virtual avatar might solve the fit problem that is the most common reason for a high return rate for online shopping. The results show that future virtual simulation technology needs to be improved for the practicality of the virtual avatars.

Development of smart education programs on clothing in Home Economics education (스마트교육을 기반으로 한 의생활교육 프로그램 개발)

  • Kim, Youngae;Yu, Nan Sook
    • Journal of Korean Home Economics Education Association
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    • v.25 no.1
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    • pp.155-172
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    • 2013
  • This study developed smart education programs on clothing in Home Economics education for middle school students and assessed the validity of the programs. To create a self-directed adaptive learning model, 'Textile fibers' was selected as a topic. A digital textbook was developed to provide an adaptive learning experience to each student. The students can learn the contents of the digital textbook via their smart phones or tablet PCs in their Home Economics classes. To create a cooperative learning model for a good communication, 'Recycling clothes' was selected as a topic. Students can cooperate to solve the problems via Google docs and facebook in their Home Economics classes. The programs gained more than 4.5 on a 5-point Likert scale. The results of the assessment indicated that the smart education programs on clothing are appropriate to enhancing the self-directed learning, communication, and cooperation competencies of the students in Home Economics classes.

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A Development of Design Prototype of Smart Battle Jacket for the Future Soldier System-Part I (미래병사체계를 위한 스마트 전투복의 프로토타입 디자인-제1보)

  • Woo Seung-Jung;Lee Young-Shin;Choi Eu-Jung;Kim Hyun-Jun;Lee Joo-Hyeon;Park Seon-Hyung
    • Science of Emotion and Sensibility
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    • v.8 no.3
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    • pp.277-290
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    • 2005
  • The purpose of this study is to develope a design prototype of 'Smart Battle Jacket' for the future soldier system. Future battle field is supposed to be the place where the information is the most important. Future soldiers are also supposed to get digital devices to have more possibility of survival in the battle field. To design the smart battle jacket that has digital devices inside, it's needed to forecast the body sizes and shape of the future soldiers, to research the human bodies and movements, and to study the functions of the digital devices and the relationship between the bodies and the devices. The usability of the 1st model for the Smart battle jacket had been tested, and the model had been corrected by the results from the test. After all, a smart battle jacket design prototype for the future soldier system has been developed.

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Biodegradability of Viscose Rayon and Lyocell Fibers (비스코스 레이온과 리오셀의 생분해성)

  • Yoon Chang Sang;Park Chung Hee;Kang Yun-kyung;Im Seung Soon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.3_4 s.141
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    • pp.470-477
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    • 2005
  • This study was carried out to evaluate the biodegradability of viscose rayon and lyocell fibers, employing soil burial test, activated sludge test and enzymatic hydrolysis. Using X-ray analysis, crystallinity and morphology change was investigated. External changes after degradation were also observed by SEM and digital photographs. Vscose rayon fibers exhibited higher biodegadation than lyocell fibers, indicating that lower crystallinity favored the biodegradation. Among the biodegradability of lyocell fibers there was a tendency that fibers with lower crystallinity and higher moisture regain had higher values. When external changes after degradation being observed, it was shown that there were microorganisms growing on the surfaces of samples accompanying lading and weakening. From these results it was concluded that biodegradability of the specimens was most closely correlated to the moisture regain and crystallinity of fibers which reflects hydrophilicity and internal structure.

Color Prediction of Yarn-dyed Woven Fabrics -Model Evaluation-

  • Chae, Youngjoo;Xin, John;Hua, Tao
    • Journal of the Korean Society of Clothing and Textiles
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    • v.38 no.3
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    • pp.347-354
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    • 2014
  • The color appearance of a yarn-dyed woven fabric depends on the color of the yarn as well as on the weave structure. Predicting the final color appearance or formulating the recipe is a difficult task, considering the interference of colored yarns and structure variations. In a modern fabric design process, the intended color appearance is attained through a digital color methodology based on numerous color data and color mixing recipes (i.e., color prediction models, accumulated in CAD systems). For successful color reproduction, accurate color prediction models should be devised and equipped for the systems. In this study, the final colors of yarn-dyed woven fabrics were predicted using six geometric-color mixing models (i.e., simple K/S model, log K/S model, D-G model, S-N model, modified S-N model, and W-O model). The color differences between the measured and the predicted colors were calculated to evaluate the accuracy of various color models used for different weave structures. The log K/S model, D-G model, and W-O model were found to be more accurate in color prediction of the woven fabrics used. Among these three models, the W-O model was found to be the best one as it gave the least color difference between the measured and the predicted colors.

A Study on the Technology Convergence in Contemporary Fashion (현대 패션에서의 테크놀로지 컨버전스에 관한 연구)

  • Park, Nang-Hee;Lee, Hyun-Jung;Choi, Yoon-Mi;Kim, Yoon-Hee
    • The Research Journal of the Costume Culture
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    • v.16 no.1
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    • pp.88-99
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    • 2008
  • This study aims to analyze product samples of convergence of fashion and technology, as convergence is a major trend in the age of digital paradigm, and to propose desirable directions of development for technology convergence in fashion design in the future. With bibliographic research as well as internet search of the cases of development and commercialization of convergence of fashion and technology from the 1960s, when wearable computers were first introduced as an early development form of convergence, to the present, it becomes possible to classify these cases into three groups: functionally oriented one, aesthetically oriented one, and one that combines function and aesthetics. The pros and cons of each group of these cases are discussed and an evolutionary trend is observed from the earlier stage of convergence with functionally oriented cases which tried to achieve specific purposes of the time to the later stage of convergence with emphasis on both function and aesthetics which reflects the sensitivity of the general wearers. When three groups are plotted in the positioning map with one axis of function-aesthetics and the other of industry-fashion designer, however, all three are located outside of the two axes, suggesting these elements are not very well combined. In order for the products of the fashion-technology convergence in the future to receive favorable response from the consumers, it is necessary for the fashion industry to develop a close collaboration with companies of digital technology and the convergence products not only will have to provide functional benefits of the new technology but also to satisfy the aesthetic demands of the wearers.

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A Study on the Three-dimensional Expression of Fashionable Textiles based on Analyses of 3D Scanning and Textile Properties -Focus on the Work of Iris van Herpen- (패션소재의 입체적 표현에 대한 3D Scanning 및 소재특성 분석 연구 -Iris van Herpen의 작품을 중심으로-)

  • Lee, ReA;Kim, Jongjun
    • Journal of Fashion Business
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    • v.20 no.2
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    • pp.124-133
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    • 2016
  • Currently the fashion industry is developing to create a novel culture due to the very sensitive and knowledge-oriented advancement of the IT industry. With fast turnover of information, consumers have come to have a more diverse desire for purchasing. Cubical expression techniques, which empathizes formativeness, can be a creative expression method adjusting into the trend of this era. Along with functional aspects of consumers, even in a textile manufacturing sector, new materials are required to meet sensitive and emotional aspects. Consumers' desire for new and creative designs and the development and adoption of new materials are essential to meet their emotions. The IT industry and fashion industry are forced to combine and a 3D apparel CAD system has been developed, enabling virtual clothing to be represented within a computer virtual space. All processes such as design, pattern creation, sewing and simulation are possible in 3D level. Digital clothing can shorten the production process time and is very effective in that it can reduce clothing waste generated during the sample production. This paper reviewed the works of Dutch designer, Iris van Herpen, who has developed formative designs. She tries to build, construct, and sculpt employing diversified materials other than soft textile materials, as shown in her series of fashion shows. The materials include films, 3D printed polymers, stiff and sheer organza, and artificial leather textiles. A few characteristics of her works have been selected in order to prepare patterns exhibiting the traits. The paper further focused on the physical features of the textile materials used to express similar techniques and its various forms were reviewed.

Comfort Properties of Ski Wear Using Vapor-Permeable Water Repellent Fabrics and Thermal Insulation Battings (투습발수직물과 축열보온섬유를 이용한 스키웨어의 쾌적감)

  • Cho Gil Soo;Choi Jong Myoung;Lee Jung Ju;Lee Sern Woo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.16 no.2
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    • pp.245-254
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    • 1992
  • The purpose of this study was to evaluate the mechanical thermal resistances and comfort properties of ski wear made with vapor-permeable water repellent (VPWR) fabrics and thermal insulation battings. Four types of experimental clothing were made with the combination of two VPWR fabrics (Hipora-$TM^{\circledR}$, Hipora-$CR^{\circledR}$) and two thermal insulation battings ($Viwarm^{\circledR},\;Airseal^{\circledR}$). Thermal resistances of ski wear were objectly evaluated by thermal manikin experiment ($21{\pm}\;2^{\circ}C,\;50{\pm}5\%$ R.H.,0.25 m/sec air velocity) and thermographic accessment ($2{\pm}2^{\circ}C,\;0\%$ R.H.,0.25 m/sec air velocity, and emissivity level : 1). Garment wear tests of ski wear included the measurement of the microclimate (inner temp. and relative humidity) of the experimental clothing by digital thermohygrometer and subject wear sensation using McNall's thermal comfort ratings. CBo values of experimental clothing 4 (Hipora-$CR^{\circledR}+Airseal^{\circledR}$) and 1 (Hipora-$TM^{\circledR}+Viwarm^{\circledR}$) were significantly higher than those of 2 (Hipora-$TM^{\circledR}+Airseal^{\circledR}$) and 3 (Hipora-$CR^{\circledR}+Viwarm^{\circledR}$). Thermal resistances in the points of breast, back, belly, and loin was significantly higher than those of upper am, fore arm, and shank of measuring points on the thermal manikin. According to the color map of the thermogram, the experimental clothing 4 indicated higher surface temperatures than the others showing more yellowish spots on the surface of clothing. Inner temperature of experimental clothing was not significantly different among the four types of ski wear, but relative humidities of experimental clothing were significantly different. Relative humidities of experimental clothing 1 and 3 showed higher than those of 2 and 4. Relative humidity of experimantal clothing was affected largely by the thermal resis- tance of thermal insulation batting materials. The subject wear sensation of experimental clothing 2 and 4 showed lower humidity than the others. Subject wear sensation was affected more by humidity sensation than by thermal sensation.

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A Study of Digital Hanbok Design: focuse on Online Games (디지털 한복 디자인 연구: 온라인게임을 중심으로)

  • Cho, Du Na
    • Human Ecology Research
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    • v.56 no.2
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    • pp.195-203
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    • 2018
  • Online game digital hanbok has an aesthetic value in a digital culture and is useful for developing a digital hanbok design for online games as well as other industries. This thesis analyzes its attire and design composition elements to design a 3D digital hanbok by utilizing its formative characteristics. The literature review defines them as transmutability, virtuality, fictionality, reality and playfulness based on the characteristics of digital media, late digital generation and online games. We analyzed 471 images from 50 online games. Sonmaep was used for making 3D digital hanboks. Its attire was grouped into jogori pants, jogori chima, po and armor. Its design composition elements were classified as pleat, layering mu or hemline, mu sub gyeopmagi mitbadae, vent, git dongjung and decoration elements. The results feature 8 digital hanbok designs. Reality designs are replicas of jogori daegugo for men and po for women in the period of the Three States. Virtuality designs are slightly changed shapes of yoseoncheolrik for men and white jogori yellow chima for women in the Koryo Dynasty. Fictionality designs are casual fusion armors for men and women as a hyperbolic form. Playfulness designs are doll costumes for men and jogori chima for women as a kitsch and childish style. The concept of online game digital hanbok escapes from conceptual limitations of traditional hanboks. This result can be used for designing digital hanbok contents in various industrial parts.