• Title/Summary/Keyword: Standard Avatar

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Size Specification for Customized Production Size and 3D Avatar : An Apparel Industry Case Study

  • Choi, Young Lim
    • Fashion & Textile Research Journal
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    • v.17 no.2
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    • pp.278-286
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    • 2015
  • Fashion industry has tried to adopt the virtual garment technology to reduce the time and effort spent on sample creation. For garment manufacturers to adopt the virtual garment technology as an alternative to sample creation, 3D avatars that meet the needs of each brand should be developed. Virtual garment softwares that are available in the market provide avatars with standardized body models and allow to modify the size by manually entering size specifications. This study proposed a methodology to develop size specifications for 3D avatars as well as brand-customized production sizes. For this, a man's fashion brand which is using virtual garment technology is selected. And the Size Korea database is used to develop size specification based on the customers' body shape. This study developed regression equations on body size specifications, which in turn proposed a regression model to proportionately change size specifications of 3D fitting-models. Based on the each body size calculated by the regression model, a standard model is created, and the skeleton-skin algorithm is applied to the regression model to obtain the results of size changes. Then, the 3D model sizes are tested for size changes as well as measured, which verifies that the regression model reflects body size changes.

Gesture Communications Between Different Avatar Models Using A FBML (FBML을 이용한 서로 다른 아바타 모델간의 제스처 통신)

  • 이용후;김상운;아오끼요시나오
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.41 no.5
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    • pp.41-49
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    • 2004
  • As a means of overcoming the linguistic barrier between different languages in the Internet cyberspace, a sign-language communication system has been proposed. However, the system supports avatars having the same model structure so that it is difficult to communicate between different avatar models. Therefore, in this paper, we propose a new gesture communication system in which different avatars models can communicate with each other by using a FBML (Facial Body Markup Language). Using the FBML, we define a standard document format that contains the messages to be transferred between models, where the document includes the action units of facial expression and the joint angles of gesture animation. The proposed system is implemented with Visual C++ and Open Inventor on Windows platforms. The experimental results demonstrate a possibility that the method could be used as an efficient means to overcome the linguistic problem.

3D Stereoscopic CGI Production Pipeline -Focus on Making Process of Avatar- (입체영상제작 파이프라인 구축방향 -영화 아바타의 제작과정 분석을 중심으로-)

  • Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.159-167
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    • 2010
  • Since success of in the box office, there are not only highly interested in 3D Stereoscopic in Media market but also has been briskly supporting for 3D Stereoscopic producing in variety platforms including film, broadcasting, mobile They expect 3D Stereoscopic will be a new standard format for media of domestic market as well as overseas. However there are required professional production system and grant capital for 3D Stereoscopic production. In case of domestic industry, there are not forged through specialized production system and lack of 3D Stereoscopic producing. They are needed not only Pipeline for 3D Stereoscopic production but also strategic supporting like specialized education and test-bed for 3D Stereoscopic production. It is able to established efficient and specialized system for 3D Stereoscopic production given the pipeline proposal.

A Study on the Unfairness of Adhesion Contracts for Internet Contents Service (인터넷 콘텐츠서비스 이용약관의 불공정성 검토에 관한 연구)

  • Park Mi Hye;Kang Lee Ju
    • Journal of the Korean Home Economics Association
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    • v.42 no.12 s.202
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    • pp.123-140
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    • 2004
  • The purpose of this study was to explore the unfairness of adhesion contracts for internet contents service. The internet contents were classified into six types of avatar, learning, download, e-book and movie internet sites. The adhesion contracts of internet contents service were collected in 60 internet sites. The unfairness of the adhesion contract was reviewed under the adhesion contract regulation act. The major results were as follows. First, the obligation of clear statement, explanation, and delivery was not observed completely. Second, many articles of adhesion contract were unfair and they especially violated articles 7 and 9. Therefore, the standard adhesion contract system for internet content service should be enforced and self-regulation of information service providers is needed.

Comparison of Avatar Posture Formation According to 3D Virtual Garment Modeling Programs -Focusing on Cycling Movements of High-School Male Cyclist-

  • Park, Hyunjeong;Do, Wolhee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.6
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    • pp.965-977
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    • 2021
  • The study aimed to analyze the functional differences in 3D virtual garment programs and compare body scan data with the corresponding 3D virtual models. We selected 3D virtual garment programs, formed virtual models in a representative size for high-school male cyclists, and analyzed them using the Design-X program. The results were as follows. In the 3D virtual garment programs, the anthropometric items for virtual model forming differed significantly from the standard anthropometric items suggested by Size Korea. Comparing the lower body scan data and virtual models formed by the 3D virtual garment programs, the biggest difference was in the shapes of the waist and hips, i.e., the flatness values of the waist and hips were different for each program in the cross-section view. In the lower body, a data-input-based program was needed for changing the exact measurement position of the waist circumference and hips' shape in detail. If a 3D virtual garment program provides functions for the virtual model's joint angle input and free motion transformation, it is expected to be widely used in the sportswear industry.

Human Emotion Recognition using Power Spectrum of EEG Signals : Application of Bayesian Networks and Relative Power Values (EEG 신호의 Power Spectrum을 이용한 사람의 감정인식 방법 : Bayesian Networks와 상대 Power values 응용)

  • Yeom, Hong-Gi;Han, Cheol-Hun;Kim, Ho-Duck;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.2
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    • pp.251-256
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    • 2008
  • Many researchers are studying about human Brain-Computer Interface(BCI) that it based on electroencephalogram(EEG) signals of multichannel. The researches of EEG signals are used for detection of a seizure or a epilepsy and as a lie detector. The researches about an interface between Brain and Computer have been studied robots control and game of using human brain as engineering recently. Especially, a field of brain studies used EEG signals is put emphasis on EEG artifacts elimination for correct signals. In this paper, we measure EEG signals as human emotions and divide it into five frequence parts. They are calculated related the percentage of selecting range to total range. the calculating values are compared standard values by Bayesian Network. lastly, we show the human face avatar as human Emotion.

A Study on Fashion Item Purchase Decision-Making Process of ZEPETO and Roblox of MZ Generation - Focused on Self-expression - (MZ세대의 제페토와 로블록스 패션 아이템 구매의사결정과정에 관한 연구 - 자아 표현을 중심으로 -)

  • Lee, Seowon;Kim, Nayoon;Jeon, Dabeen;Han, Yealim;Shin, Eunjung
    • Fashion & Textile Research Journal
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    • v.24 no.4
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    • pp.418-430
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    • 2022
  • This study aims to analyze consumers' purchase decision-making process of buying avatar fashion items on the Metaverse platform. Drawing on the connection between the self-expression tendency of the MZ generation and that of avatars in the Metaverse, this study uses a qualitative research method to analyze how consumers express their self-image through the appearance of their avatars. Unlike previous studies on the clothing purchase decision-making process, this study shows that purchasing and consumption behavior involve the following six stages: recognizing desire, collecting information, evaluating alternatives, making purchases, evaluating the consumption, and post-purchase action-taking. In the first stage of the purchase decision-making process, consumers' desire arises with self-image expression and confirmation. In the second stage, consumers have a high tendency to shop in the best item category. In the alternative evaluation stage, consumers tend to seek items that match their highest standard while considering their personal preferences. In the fourth stage, when making actual purchases, unplanned purchase behavior often occurs along with an active practice of alternative evaluation. In the fifth stage, the evaluation of the consumption shows that consumers achieve satisfaction by applying a style to their avatars that they are unable to try in the real world. In the last stage, consumers often use their purchases to communicate their various styles with other online consumers. Therefore, we conclude that the online purchase decision-making process differs from the offline process as it is divided into six stages.

A study of leggings patterns using a 3D virtual simulation program - Focused on the women in 30's - (3D 버츄얼 시뮬레이션을 이용한 레깅스 패턴 연구 - 30대 여성을 중심으로 -)

  • Shin, JiA
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.4
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    • pp.93-106
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    • 2023
  • The study is to develop and present a leggings pattern that is suitable for the human body by using a standard body type avatar for a female in her 30s. As a research method, the average body type was selected from adult women in their 30s, and the appearance was evaluated using the CLO software program. The data analysis of this study compared the dimensions and shape of each part by legging. The leggings pattern suggested based on the above research results was determine to be a total length of 80.6cm and hip length of 24cm, and the knee length was set by dividing the legging in half from the waist to the hem and then adding 5cm. These figures were evaluated higher than Company D in terms of the adequacy of the upper part of the front and rear plates of Company A as well as the adequacy of the knee lines. Company A's figures were applied and corrected. For the front plate, the waist circumference was divided by 4, and 3.5cm was removed, and the hip circumference was set by dividing the hip circumference by 4, and 3.8cm was removed. In the appearance evaluation results Company D was highly evaluated in the suitability evaluation of the waist and hips, and the waist and hips were set using the pattern of Company D. The length of the front panel was modified by dividing the hip circumference by 4 and adding 1.8cm to the length, and the length of the back panel was modified by dividing the hip circumference by 3 and adding 8cm after dividing the hip circumference by 0.8cm.