• 제목/요약/키워드: Digital Clothing

검색결과 456건 처리시간 0.036초

SF 영화에 나타난 포스트휴먼의 신체 유형 및 패션 분석 (An Analysis of Posthuman's Body Type and Fashion in SF Movies)

  • 최정화
    • 복식문화연구
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    • 제19권3호
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    • pp.473-487
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    • 2011
  • The purpose of this study is to analyze the body type and fashion of posthuman in SF movies. The method of this study was to analyze documentaries, internet web site, fashion books and so forth. The results were as follows: The body types of posthuman were expressed as mutation type, prosthetic type, clone type by biological hybrid or renovation and digital type by computer simulation. The mutation type was expressed as reinforcement of masculinity or feminity and reinforcement of body functions. The fashion item was expressed as a black tailored suit, leather jacket, cat suit, whip, black sunglass, garter belt, high heel shoes, short pants, black one piece dress and functional body suit. The prosthetic type was expressed as reinforcement of body functions and reinforcement of masculinity or feminity. The fashion item was expressed as a military item, high-tech power suit and ergonomic armor suit. The clone type was expressed as the plural ego with reinforcement of body functions. The fashion item was expressed as a power shoulder jacket, fake fur coat, vinyl, black see-through look and functional suit. The digital type was expressed as reinforcement of masculinity or feminity and the plural ego with reinforcement of body functions. The fashion item was expressed as a data suit, leather jacket, black over coat, boots, black sun glass, ethnic items and military items. The meanings of posthuman fashion in SF movies were impurity of posthuman, display of superhuman's power by sexuality, metaphor of power and fantasy of superhero in opposition futuristic dystopia. As mentioned above, posthuman body type and fashion in SF movies become the conversational topic in the real world. The fact that we think about utopia and identity of posthuman in the future is of great significance.

가상캐릭터의 디지털 한복 모델링을 위한 지식기반 접근법 (Digital Hanbok Modeling for Virtual Characters : A Knowledge-driven Approach)

  • 이보란;오수정;남양희
    • 정보처리학회논문지B
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    • 제11B권6호
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    • pp.683-690
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    • 2004
  • 3차원 의상 모델링과 시뮬레이션은. 디지털 콘텐츠에서 중요한 요소가 되었다. 이를 위한 여러 도구들이 개발되었으나, 고유한 의복을 표현하는 가상 의상의 디자인은 그래픽 디자이너에게 어려운 작업이며 의상에 대한 전문지식을 필요로 한다. 특히, 한복의 경우는 옷감, 재단방식, 착용법 등에서 양복과는 구성학적 차이점을 지니므로 모델링이 더욱 어렵다. 본 연구에서는 한복 제작에 대한 전문성이 없이도 한복을 쉽게 모델링 할 수 있도록 하는 지식 기반 접근법을 제안한다. 특히, 실사 및 가상 옷감의 시각적 유사성 판단 방법에 의해 옷감 소재 특성 규칙베이스를 구축하고, 신체 특성이 다른 캐릭터들의 체형 특성을 반영한 한복 사이즈의 부분별 다단계 조정 방법을 지식베이스 화하였다. 제안된 지식 기반 모델링 방법은 마야의 플러그-인으로서 제작되었고 다양한 신체형에 대한 드레이핑(착용 시뮬레이션) 실험을 통해 적용 가능성을 보였다.

웨스 앤더슨의 영화 속 유니폼에 표현된 이미지 연구 : 영화 <문라이즈 킹덤>, <그랜드 부다페스트 호텔>을 중심으로 (A Study on the Image Expressed in Movies of Wes Anderson : Focused on , )

  • 차지현;권미정;양삼석
    • 디지털콘텐츠학회 논문지
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    • 제18권7호
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    • pp.1303-1312
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    • 2017
  • 이데올로기들은 영화를 구성하는 다양한 요소들에 의해 표출된다. 그 중 하나가 의상이다. 본 연구는 웨스 앤더슨의 영화 작품속 의상에 표출된 유니폼의 조형적 특징과 이미지의 분석에 연구의 목적을 두고 있다. 이를 위해 논자는 2010년 이후에 제작된 웨스 앤더슨의 작품들 중 <문라이즈 킹덤>(2012), <그랜드 부다페스트 호텔>(2014)의 두 편을 연구 대상으로 선정하였다. 본 연구를 통해 유니폼과 이데올로기 양자간의 인과성과 그것이 갖는 상징적 의미를 파악할 수 있었다. 영화에 등장한 유니폼은 인물들의 직업이나 역할을 드러내기 위한 목적에서 나아가 소속감, 독립성, 권위, 사명감, 정체성과 동일체성, 자부심 등을 표출하고 있는데, 이 중 두 영화에 공통적으로 나타난 가치는 소속감, 독립성과 권위, 사명감 등이다.

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

  • 박서린
    • 한국패션뷰티학회지
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    • 제6권1호
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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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디지털 시대의 의상 디자인 개발에 관한 연구 (A Study of Clothing Design in the Digital Age)

  • 배리사;이인성
    • 복식
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    • 제54권4호
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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.

게임캐릭터의 패션스타일 유형 및 특성 (Fashion Styles and Characteristics of Game Characters)

  • 서미라;김애경
    • 디지털융복합연구
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    • 제13권2호
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    • pp.343-349
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    • 2015
  • 이 연구는 게임 캐릭터의 패션스타일을 분석하여 게임에 적합한 유형화를 제안하고, 유형별 특성을 정의하고자 한다. 수집된 자료를 유사한 스타일로 그룹핑하여 대표성을 띤 용어로 게임 캐릭터스타일을 새롭게 명명하였으며, 명명된 스타일은 캐릭터의 의상, 헤어스타일, 액세서리를 중심으로 Creative Style, Attractive Style, Grotesque Style, Usual Style, Suit Style 등 5가지로 분류하여 분석하였다. Creative Style은 창의적인 디자인으로 일부를 제거 및 첨가한 독창적인 스타일, Attractive Style은 노출이 많은 디자인, 신체에 피트한 디자인으로 성적인 매력을 표현하는 스타일, Grotesque Style은 엽기적이고 괴기스러우며, 음침한 분위기를 나타내는 스타일, Usual Style은 평범하고 현실적인 스타일, 마지막으로 Suit Style은 전신을 둘러싼 갑옷 스타일이다. 이 연구를 통해 캐릭터 패션스타일에 대해 게이머와 개발자간의 견해 차이를 좁혀 게임디자인의 경쟁력을 높일 수 있다.

Fuzzy-AHP를 활용한 의류 물류창고 운영개선에 관한 연구 (A Study on the Operation and Function Improvement for apparel warehouse Using Fuzzy-AHP)

  • 권성준;차영두;여기태
    • 디지털융복합연구
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    • 제15권9호
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    • pp.23-33
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    • 2017
  • 국가 간 다양한 상품 무역에서 파생되는 물류업무를 처리하기 위해 세계 물류시장은 성장하고 있는 추세이다. 특히 의류물류는 매년 처리량이 증가하고 있으며, 세계 산업 중 손꼽히는 매출 기록을 나타내고 있다. 현재 의류품목은 고가의 제품으로 성장하였으며, 정교하고 알맞은 물류서비스가 요청되고 있다. 본 논문은 3PL 서비스를 제공하는 회사들이 앞으로 성장하고 있는 의류시장에 대한 서비스 및 오퍼레이션에 대응할 수 있도록 효과적인 운영방안을 제시하는 것에 연구목적이 있다. Fuzzy AHP방법을 사용하여 의류창고 운영에 대한 중요요인의 가중치를 산출하였다. 분석결과, 1위로는 인력교육(0.17) 2위로는 화재관리(0.169), 3위로 입출고 관리(0.142)로 나타났으며, 4위와 5위는 각각 Warehouse management system 및 바코드 시스템으로 확인되었다. 즉 '의류' 특성을 정확히 이해하고 이를 바탕으로 인력교육, 화재관리 그리고 입출고관리를 수행해야하며, 이를 통하여 의류물류 서비스의 질을 제고할 수 있다.

적색계 천연염료를 이용한 견직물 무매염 염색의 염색성 (Color Characteristics of Silk Fabrics Dyed with Natural Red Dyes Without a Mordant)

  • 김효진;이주현
    • 디지털융복합연구
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    • 제16권12호
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    • pp.593-602
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    • 2018
  • 본 연구의 목적은 적색계 천연염료를 이용한 견직물의 무매염 염색을 다룬 국내논문들을 고찰하여 무매염 염색의 염색성을 알아보는 것이다. 연구대상인 천연염재는 자색 고구마, 봉선화, 오디, 광나무 열매, 구아바 잎, 단삼, 히비스커스 꽃, 복숭아나무 전정가지로 총 8가지이다. 염색실험의 결과는 색차식에 의하여 $L^*$, $a^*$, $b^*$, C 및 ${\Delta}E^*$와 Munsell표에 의한 H V/C, Kubelka Munk식에 따라 K/S값을 산출하여 표면색을 측정하여 살펴보았다. 염색실험 변인은 염액농도, 염색온도, 염색시간, 염색반복횟수이며, 변인의 변화에 따라 염색성과 색채특성을 알아보았다. 문헌고찰 결과, 염색실험 변인은 견직물에 대한 천연염료의 염착성과 상관관계가 있을 뿐만 아니라 적색 발현에도 상관관계가 있었다. 본 연구를 통해 천연염색 과정에서 환경오염을 일으키는 반복적인 염색이나 매염제 사용 등을 하지 않아도 적색이 다양하게 발현되고 염색성도 우수할 수 있음을 보였다.

메타버스에서의 미래주의 패션 조형성 - DRESSX 가상패션 플랫폼을 중심으로 - (Formative Characteristics of Futurism Fashion in Metaverse - Focusing on DRESSX the virtual fashion platform -)

  • 양루이;손수민
    • 한국의상디자인학회지
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    • 제25권2호
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    • pp.135-150
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    • 2023
  • The purpose of this study is to understand the formative characteristics of futuristic virtual fashion revealed in virtual fashion platforms targeting the human body. First, the current status of fashion in the metaverse and futurist fashion were reviewed and summarized by referring to prior research. Next, among the items posted on DRESSX, "futurism" was searched and those resturning a positive result were collected as research subjects. The characteristics were organized into design elements: colors, shapes, materials, and patterns. Futuristic aesthetic characteristics were derived from the characteristics of each design element. As a result, color showed the characteristics of achromatic, vivid and neon colors, multi-color and gradation, multi-color due to reflected light, and color conversion. As for the form, a body-concious look or exaggerated silhouettes, spatial expressions in geometric structures, forms imitating living things, and fluid silhouettes using clouds were prominent. Materials showed the digitization of universal clothing materials, application of industrial materials, use of metal materials, and unrealistic materials. In the patterns, geometric abstract patterns, patterns that reveal the digital world view, and moving fluid patterns appeared. The aesthetic characteristics of futurism in virtual fashion were revealed in four categories: visual dynamics, high-tech sensibility, variability, kineticisim. Visual dynamics were revealed in geometric forms, and intense neon colors. High-tech sensibility was prominent in the use of metal and industrial materials, light emission, and patterns of the digital world view. The expression of multiple colors by reflected light and the change showed the variability of futurism. The use of unrealistic materials, such as clouds and fire and fluid silhouettes expressed kineticisim. The infinite expressiveness of virtual fashion made it possible to actively express the aesthetic characteristics of futurism.

컬러 맵과 컬러 칩 추출의 특허 출원과 적용 사례 (Extracting the color map and color chip for a patent and application)

  • 이금희
    • 복식문화연구
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    • 제20권6호
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    • pp.869-882
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    • 2012
  • The purpose of this study is to obtain the patent for extracting the color map and color chip from the color image source and to develop color image map for fashion design. For this study, fashion image maps were produced from 210 pictures with Adobe Photoshop CS2 program targeting 200 university students from 2004 to 2006. The procedures for extracting the color map and color chip included providing the color image, the filtering phase, the segmentation phase, the extraction phrase, and the arrangement phase. Based on the results of this study, patent application was made to KIPO(Korean Intellectual Property Office) for this invention. The following effects can be expected from the standpoint of design based on the case study. First, it is a straight forward procedure to extract a color chip and color map from a color image. Second, it can be applied to various art works based on the recombination of colors as representative colors can be extracted from the related color image that combines a variety of colors. Third, desired colors can be selected based on the taste cluster classification or sensibility axis of design by extracting the representative color from the color image.