• Title/Summary/Keyword: Digital Garment

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Belt Pattern Making for Hip-hugger garment using 3D Body Scan Data (3차원 인체 스캔 데이터를 활용한 Hip-hugger 의류용 벨트 패턴 설계)

  • Park, Soon-Jee;Choi, Sin-Ae
    • Fashion & Textile Research Journal
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    • v.10 no.5
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    • pp.652-659
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    • 2008
  • This study was designed to testify the possibility and devise the method to manipulate the 3D body scan data to produce rounded-belt pattern adaptable to hip-type variation of women in their 20's. The results of this research were as follows : Firstly, based on drop-value distribution of hip and waist girth, 151 subjects were classified into three hip-types; Type 1 (15.23%) was 'cylinder type', showing lowest drop-value, Type 2 (69.54%) was 'average type' and Type3 (15.23%) was 'hourglass type' showing highest drop-value. Secondly, using CAD program, design lines for round shape belt were set on the surface of 3D scan data of representative subject of each type. And divided 3D surfaces were flattened onto the plane by the internal tools of CAD program. The measure, 'lifting value of round belt pattern', implying the level of curve ratio of pattern was higher in back than front. This result might be linked to the fact that the hip part is more protruded than the abdomen part. And the measures also showed highest values in Type 3(hourglass type) and lowest in Type 1(cylinder type), meaning that the pattern of Type 3 showed more rounded shape than that of Type 1. This finding implied that round belt for body type having high drop-value should be shaped more curved. Thirdly, difference ratios of outline length and area between 3D curves(body surface) and 2D plane(pattern) were 4.5% and 1.3%, respectively. This result demonstrated and solidified the feasibility of designing digital garment pattern from 3D body scan data.

A Development of Slacks Patterns for the Abdomen-obese Middle-aged Males from a Virtual Garment Simulation (가상 착의 시스템에 의한 복부 비만 중년 남성의 슬랙스 원형 개발)

  • Lim, Ji-Young
    • The Research Journal of the Costume Culture
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    • v.19 no.5
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    • pp.1009-1018
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    • 2011
  • The purpose of this study was to develop slacks patterns for middle-aged abdomen-obese adult males by using the 3D virtual-twin and virtual-garment simulation system. The criteria for subjects in this study were males who had over $25kg/m^2$ of BMI, over 90cm of waist, and over 0.90 of WHR. A total of 211 adult males who met these criteria were enrolled. The results were as follows: first, a new slacks pattern considerate of abdomen-obese men was development. The basic numerical formula were as follows: front and back hip girth H/4+3.5, front waist girth W/4+1+0.5, back waist girth W/4+1-0.5, front crotch extension H/16, back crotch extension H/8-0.5, front pleats amount 2.7, and back dart amount 1.5. Second, according to the results of the new slacks patterns appearance evaluation, the new slacks pattern scored more highly than the existing pattern in silhouette and ease amount, confirming that the new slacks pattern is appropriate for the abdomen-obese men. Also, the new slacks pattern was evaluated allowing proper space length of waist, abdomen and hip. Virtual models of production through data from a 3D body scan, pattern draft and virtual garment digital program were applied to a prototypic design method in order to enhance the fitness of ready-made garments. The use of the virtual twin made it impossible to comprehend the appearances and ease correspondent to motions. In order to evaluate wearing fitness, therefore, the system should be improved so as to change arm positions and perform various motions.

A Study on the Upper Garment Sizing System for Disabled Men using Wheelchair - Compared study with the Sizing System of Germany - (휠체어를 사용하는 남성 장애인의 상의 사이즈체계에 관한 연구 - 독일의 휠체어 장애인 사이즈체계와 비교연구 -)

  • Park, Kwang-Ae;Sung, Ok-Jin
    • Fashion & Textile Research Journal
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    • v.12 no.4
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    • pp.477-486
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    • 2010
  • This study aims at establishing a sizing system required for producing ready-made clothes which can fit the body shape of disabled men using wheelchair. It measured the bodies of 178 adult men using wheelchair and compared the sizing system of German adult men using wheelchair (1984) with KS system(KS K0050, 2004) in order to establish standards of the sizing system. AS a result, in terms of classification of body shapes, KS system cover more types of disabled men's body shapes and especially, A types (Drop 15.6) showed the widest coverage with 32%. In classification of heights, the widest range of height was 170 cm, and Korean men's four sizes between 158 cm and 176 cm covers 88.2% of disabled men's body shape. For chest size, 91.1% of disabled men's chest sizes were included in seven sizes, which are 4 cm intervals between 88 cm and 112 cm with 100 cm standard. In consideration of the ranges of height and chest, the general sizes (A types; 11 sizes, B types; 3 sizes, Y types; 5 sizes) are selected to present the standardized measurements. Basic parts of the upper garment sizing system for disabled men using wheelchair were height-chest-waist size.

Reliability Verification of the Clothing Pressure Meter Utilizing the Arduino Board (아두이노 활용 의복압 측정기 제작 및 신뢰도 검증)

  • Kim, Nam Yim;Park, Gin Ah
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.5
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    • pp.723-740
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    • 2022
  • This study aimed to develop an Arduino-based garment pressure device (APD) on the basis of using Single-Tact sensor by suggesting the reliable clothing pressure range and coefficient of selected sensors through the APD calibration process. Once the APD was validated, the pressure of the experimental men's lower body compression wears was measured using the APD and was compared to the pressure measured using the existing air-pack type pressure meter. The subjects were one mannequin and eight men in their 20's, and the trial compression wears were calf sleeves and pants. Clothing pressures were measured in hip, mid-thigh, calf, and ankle. In terms of the 99% confidence level, the experimental clothing pressure measured at the designated measuring points using the APD was considered identical to the one measured using an existing clothing pressure meter. Therefore, on the basis of the experiment results, this study demonstrated that the APD is as reliable as the existing clothing pressure meter within the pressure ranges of 0.54-16.79 kPa and 0.18-25.47 kPa as provided by the SingleTact sensor supplier's data on the basis of using an external ADC (Analog to Digital Converter) module.

Exploring Variables Affecting the Clothing Pressure of Compression Garment -A Comparison of Actual Garments and Virtual Garments- (밀착의복 의복압에 영향을 미치는 변인 탐색 -실제착의와 가상착의 비교-)

  • Nam Yim Kim;Hyojeong Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.6
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    • pp.1080-1095
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    • 2023
  • Three-dimensional virtual fitting has become a trending practice in the fashion industry because of its productivity benefits, allowing garments to be virtually worn by avatar models without physical production. This study analyzed the variables influencing clothing pressure in both real and virtual fittings to expand the potential utility of pressure data derived from the latter. For this purpose, six sets of compression garments were created by combining two types of tricot fabrics and three types of reduced-pattern tops, with the clothing for real and virtual fittings having identical dimensions. Focus was directed to analyzing the correlation among clothing pressure, surface area deformation, and the mechanical properties of the fabrics. In real fittings, clothing pressure was influenced by multiple factors, including garment design, pattern reduction ratio, body shape, and fabric properties, consistent with existing knowledge. In virtual fittings, however, only the digital mechanical characteristics of the fabrics significantly influenced clothing pressure. The findings suggest that a more reliable implementation of clothing pressure in virtual fitting programs necessitates an approach that considers the complex structural information of garments.

Analysis of Utilization of Virtual Try on Simulation and Consumers' Preference in Apparel Online Shopping (온라인 의류구매 시 가상착의 시뮬레이션 활용 및 선호도 분석)

  • Lim, Ho-Sun
    • Fashion & Textile Research Journal
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    • v.14 no.1
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    • pp.83-89
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    • 2012
  • Recent rapid development of computer, information communication and Web service technologies is exerting considerable effects on all industrial areas. As such digital technologies are also introduced to the clothing and fashion industry and create 'virtual garment environment' consisting of 3D virtual bodies, virtual garments and virtual try-on systems, consumers are now able to try virtual garments on their virtual body online. This study was conducted in order to analyze consumers' tendency of clothing purchase using 3D virtual simulation technology, which is increasing attention throughout the world, and to propose strategies on the development of virtual try-on technology for activating apparel online shopping. The subjects of this study were men and women aged 18 or older living in the North Carolina State, U.S., and a questionnaire survey was conducted with them on their tendency of apparel online shopping and their preference for real garments and virtual garments. According to the results of this study, consumers' awareness of apparel shopping using virtual try-on was still low. Moreover, in the results of surveying consumers' purchase preference for real garments and virtual garments, preference was highest for real garment (P), which was followed by virtual garments OA, OB and BB. Based on the results of this study, for the activation of apparel online shopping using virtual simulation technology, it is considered necessary to provide services implementing virtual try-on similar to consumers' actual try-on. This requires further active research and technology development on virtual try-on simulation using digital technologies.

A study on the expression types and internal meanings of ecology images appeared in modern digital fashion (현대 디지털 패션에 나타난 생태적 이미지의 표현유형과 내적 의미)

  • Kang, Junho;Kwon, Giyoung
    • The Research Journal of the Costume Culture
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    • v.29 no.3
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    • pp.422-436
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    • 2021
  • The fashion industry analyzes the value of its essence with ecological design and is expressed as an innovative sculpture using digital technology. Accordingly, this study explores ecological images and digital technologies, categorizes types and derives their meanings through analysis of ecological images shown in modern digital fashion. A literature survey was conducted on ecological images and digital technology as a theoretical background. To analyze the expression type and internal meanings of ecological images, designs with ecological formability were selected and analyzed from related journals, books, and internet sites. The finding are as follows: The expression type was first identified as organic curved garment silhouettes of a non-material liquid with digital retouching. Second, ecological fashion design includes structural shape that applies the silhouette of an organism and patterning of the ecosystem. Third, ecosystems consist of interactions between components of an ecosystem that appear in the interactive type. Accordingly, the internal meanings of ecological images in modern digital fashion are: first, digital fashion can encircle the inherent concepts of nature as organic collections of individuals; second, digital ecological images emphasize a sense of community with coexistence and harmony, playing a complementary role; and finally, the images express perceptual features by providing people with transcendent experiences. This study is significant as it analyzes new formative features based on ecological systems in the digital fashion environment, establishes an aesthetic system through internal meanings, and enhances awareness of human-natural relationships.

Quilting Effect and Appearance Change according to Fabric Properties and Surface Reconstruction Method based on 3D Digital Clothing System

  • Yoon, Jihae;Kim, Jongjun
    • Journal of Fashion Business
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    • v.16 no.6
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    • pp.36-51
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    • 2012
  • Quilting, a technique to join two or more layers of fabrics, has long been used in the textile and fashion sectors. To evaluate dimensional effect of quilting that changes according to the characteristics of fabrics, 3D scanning method is employed in this study. Goal of this study is to interpret how fabric's composition, stiffness, thickness, and weight affect the appearance when quilted fabrics are used in a garment. Surface reconstruction method based on 3D scanning is used as a research method to evaluate the changing appearance depending on the material properties quantitatively with the quilting method. Besides, exemplary virtual clothing is realized through a virtual quilting method in 3D digital clothing system based on the properties of fabrics.

A Study on the Development of Avatar Fashion Item as Cultural Industries Using Digital Contents - Focused on the Off-Line Fashion Brand - (디지털 콘텐츠 문화산업으로서 아바타 패션 아이템 개발 연구 - 오프라인 패션 브랜드의 홈페이지 콘텐츠를 중심으로 -)

  • Lee, Keum-Hee;Ryu, Jin-Kyoung
    • The Research Journal of the Costume Culture
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    • v.15 no.2 s.67
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    • pp.339-351
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    • 2007
  • Many off-line fashion brands currently has construct hompage in the form of digital contents at the website. The purpose of this study is to confirm that fashion item of avartar can be applicate to react for consumer desires by a process of construction for hompage digital contents of fashion brand, and develop various avartar fashion item to satisfy consumer's wants using the computer graphics. The results of this study are as followings. First, it should be the first to decide whether hompage contents can be used for any purposes. And it will offer initial brand concept, followed by the contents of event, blog, avatar, fashion information. Second, portal sites currently service avatar fashion item, but it just bounds the limit of indirect effect. Many fashion brands face a challenge to differenciate themselves, so avatar fashion item should be planned to coordinate the contents and brand concept. Also it is certainly possible that fashion brand communicates larger consumers with a avartar fashion item that appeal to a consumer's sensibility. Third, this study propose design development and application as 3 of the avartar fashion item using the computer graphics. Avatar Fashion item using the computer graphics was presented by application as promotion through event garment, item coordinate, cellular phone service.

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Body Size Measurement Method Using a Elastic Band and Digital Camera (엘라스틱 밴드와 디지털 카메라를 이용한 신체 치수 측정 방법)

  • Choi, Gi-Rak;Kim, Hyeon-seok;Lee, Jong-Hyeok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.553-556
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    • 2015
  • In almost all of the Hand-made suit plants, while garment cutters are hard to measure the body size by their own, they are not quick. And each of the individual's standard is vague, so it is hard to get a consistency. So it will give the customers some displeasure with the body contact. To improve this kind of problems, in this paper proposes a efficient way that is hard to measure by the general image processing technology to measure when you manufacture a Hand-made suit and measure a body size by wearing a elastic band that has a printed mark that has some information of length and taking a picture of the body by a digital camera.

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