• Title/Summary/Keyword: Textile Animation

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Analysis of the Present Situations of Internal Fashion Industry Using Animation Character (애니메이션캐릭터를 이용한 국내 패션산업의 현황 분석)

  • Baek, Kyung-Sil;Yoo, Tai-Soon
    • Fashion & Textile Research Journal
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    • v.1 no.4
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    • pp.326-334
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    • 1999
  • The purpose of this study was known the animation history, function of the animation character, the development process of the animation industry, and the industry process of the animation character in the center of the animation character of America and Japan occupying the internal character market largely. Also, it was examined how the animation character was used in the fashion industry and was recognized the importance of the character industry, and it was seen the design development of the fashion character in the future and the proceeding method of the fashion marketing strategy. The following this study was examined by using the various newspaper and magazine, the internal and external reference. In the result of this study, the animation character created in the TV and the screen is extended the related industry and is developed the various cultural products, and it is recognized as the product of the highly added value. The internal animation characters are mostly the characters of America and Japan, but now the internal animation productions is recognized the importance of the animation industry and is producted the animation to attack the internal and external market. The potential of the animation character was really excessive. The excellent animation product was important but the animation character and the activity of the accompaniment industry related to it was important. Also the animation character mostly had influence on the fashion industry.

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Real Time Textile Animation Using Fuzzy Inference (퍼지추론을 적용한 직물 애니메이션)

  • Hwang, Seon-Min;Song, Bok-Hee;Yun, Han-Kyung
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.1-8
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    • 2011
  • A fuzzy inference technique for real-time textile animation without integration at textile model based Mass-Spring model is introduced. Until now many techniques have used the Mass-Spring model to describe elastically deformable objects like textile. A textile object is able to represent as a deformable surface composed of spring and masses, the movement of textile surface which is analysed through the numerical integration by the fundamental law of dynamics such as Hooke's law. However, the integration methods have 'instability problems' if the explicit Euler's method is applied or 'large amounts of calculation' if the implicit Euler's method is applied. A simple and fast animation technique for Mass-Spring model of a textile with fuzzy inference is proposed. The stabilized simulation result is obtained the state of each mass-point in real-time for the n of mass-points by a relatively simple calculation.

21 Century Video Image Fashion Communication - Focusing on Prada Fashion Animation - (21세기 영상 패션 커뮤니케이션 - 프라다 패션 애니메이션을 중심으로 -)

  • Jang, Ra-Yoon;Yang, Sook-Hi
    • The Research Journal of the Costume Culture
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    • v.18 no.6
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    • pp.1318-1330
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    • 2010
  • The 21st century is the age when a sensational image has more explanatory power and can deliver a more powerful message than a message consisting of logical thinking. Powerful visual images create a big impact on many people throughout the world, overcoming linguistic barriers and even replacing language as a means of communication. In the fashion field, the concept and power of visual images within the new multimedia of the 21st century are becoming increasingly important. In recent years, other than the above methods, videos, movies and animation features have been produced directly to enhance visual effects and attempts are increasing to use these new tools as communication methods. This study focuses on animation contents that have been used in the fashion industry to overcome prejudice of luxury international brands that feature images that emphasize value, quality and heritage. The purpose of this study is to focus on the specific character of fashion animation in order to overview the concept of 21st video fashion communication and to show how the collection concept that includes color and detail places an emphasis on visual images. Analysis of previous research, theoretical research through literature and case study on Prada fashion animation led to the following conclusion. The common features of two different Prada fashion animation show that both animation have the following features in common : realism, dramatic impact and convergence for expression methods, and creativeness, hybrid and a happy ending for contents. Beginning with this study, I believe that various angles of interest and concern about communication in the fashion world, which is a social and cultural phenomenon that changes rapidly, can be will be looked at and learned from.

A Study on Intertextuality Expressed in Modern Fashion - Focus on 1999~2005 Paris Collections - (현대패션에 표현된 해체주의의 상호텍스트성에 관한 연구 - 1999~2005 파리 컬렉션을 중심으로 -)

  • Seo, Kyung-Hee;Choo, Tae-Gue
    • Fashion & Textile Research Journal
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    • v.7 no.4
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    • pp.361-370
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    • 2005
  • This study was intended to investigate intertextuality expressed in fashion; intertextuality within fashion as sex, T.P.O., texture, and coordination and intertextuality between fashion and other genre like animation, music, film and technology. Intertextuality obtained by mixing the masculine and feminine text, coordinating various element without regarding T.P.O., texture has contributed to expending aesthetic realm and redefining the aesthetic value of traditional fashion design. The influence of animation, music, film on fashion and the interaction between these genre and fashion integrated high-class fashion and street-fashion, created the multicultural hybrid. Moreover according to the change of lifestyle the fashionable technical clothing was needed and developed. The intertextual tendency in the 21st-century fashion has given the new possibility of fashion design.

A Study on the Development of Website for Fashion Coordination (패션 코디네이션을 위한 웹 사이트 개발에 관한 연구)

  • 김효숙;강인애;최창석
    • Journal of the Korean Society of Costume
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    • v.51 no.3
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    • pp.99-109
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    • 2001
  • The purpose of this study is to propose the effective development a fashion coordination website by computer graphics and web animation programs. Today, the internet fashion shopping malls come into the spotlight as the way of marketing. The amount of clothing products sold on the internet shopping mall and interest in the website design is increasing. This means many people consider that the web site design is one of the most important thing to lead customers to purchasing. For this reasons, this study develop fashion coordination items which was designed by the computer graphics software named 'photoshop 6.0'and propose the more visual effect of fashion coordination web image which was designed by animation software named 'flash 4.0'. As a result of this study. 1 It can accumulate a database of trend garment. 2. It can help designers save a time, expenses and tries to treat design also make correction and transform their work more freely. 3. It can help develop a new textile through the various image adjustment. 4. It can give more visual and interesting effect to website by animation and multimedia. 5. It can able to communicate interactive with each other by website.

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A Simulation Modeling and Analysis of Capital Investment using AIM (AIM을 이용한 염색/가공 설비 투자 분석 시뮬레이션)

  • 최성훈
    • Journal of the Korea Society for Simulation
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    • v.4 no.1
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    • pp.87-97
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    • 1995
  • Simulation techniques are used to improve the productivity of a textile factory. A simulation model is developed for the analysis of investment for dyeing process equipment, such as dryers and bleachers. For modeling and analysis, AIM (Analyzer for Improving Manufacturing) is used. AIM is a manufacturing oriented simulation software developed by Pritsker Corp. AIM provides interactive model building and simulation, automatic animation, and powerful graphic outputs. thereby, drastically reducing modeling efforts and also enhancing communication capabilities.

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Wet cloth animation with vertex based adhesion force model (정점 기반 접착력 모델을 활용한 젖은 옷감 애니메이션)

  • Park, Min Ju;Byun, Hae Won
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.1
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    • pp.1-11
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    • 2019
  • More force must be applied when dragging a wet compared with a dry cloth lying on the table. Increased force is needed because the fluid between the cloth and the surface of the table produces an adhesion force. In this paper, we study the adhesion force between a wet cloth and the surface of an object. To compute the adhesion force, we used the adhesion force model used in textile research based on real-world experiments and also considered the effect of wrinkles, which, to our knowledge, has not been investigated in previous work. Furthermore, we studied the phenomenon in which a wet cloth adheres to the surface of an object and that in which a wet cloth adheres to itself when undergoing self-collision.

The Comparative Study on a Characteristic Expressivity of Movie Clothings and 3D Virtual Clothings - Focusing on the Software : CLO 3D & Mavrelous Designe2 - (영화 의상과 3D 가상 의상의 표현 특성 비교 연구 - CLO 3D와 Marvelous Designer2 소프트웨어를 중심으로 -)

  • Na, Yoon-Hee;Kim, Sook-Jin
    • Fashion & Textile Research Journal
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    • v.14 no.1
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    • pp.1-12
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    • 2012
  • This research was analyzed regarding comparing features of expressions between clothes in movie, , and cyber clothes that were made by Marvelous Designer2 which is a design CAD. This research was studied to experiment an expressing possibility of clothes simulation software which was developed currently. Therefore, we picked clothes that are good at movement and detail in the movie. The dress theory of the renaissance which is the period background of movie, was considered and studied as pattern, silhouette, material, color, detail and animation. The movie's dresses are made with 3D virtual and compared so 3D virtual clothes's benefits and weaknesses can be analyzed. As a result, we found that 3D virtual dress can show the real movie's feature accordingly with current developed IT standard. This will assist a development in fashion industry and become a new indicator for 3D movie clothing.

Mulberry Handmade Paper Fashion Design with Embedding and Paper Casting Technique (닥 섬유 수제지 의상 디자인에 관한 연구 -임베딩과 페이퍼 캐스팅 기법을 중심으로-)

  • Lee Seung-Ok
    • Journal of the Korea Fashion and Costume Design Association
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    • v.7 no.3
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    • pp.7-15
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    • 2005
  • Culture industry is appearing as an important sector of economy. Many kinds of culture industry like movie, music, drama, animation and game are creating enormous wealth all over the world. Fashion is a kind of culture industry too and even sometimes treated as art. Korean fashion is not treated as real culture but still as a part of textile industry. Internationally Korean fashion has not yet much to show, and despite of it's potential it does not attract much interest from other countries. In this paper properties and effects of mulberry handmade paper clothes were investigated with five clothes made of it. In making handmade mulberry paper clothes various techniques could be applied and these techniques could bring new effects. Because mulberry handmade paper does not have little flexibility than ordinary texture, much efforts should be put to the detail works. Handmade mulberry paper clothes have enormous potential as art, because various approach could be applied.

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The Classification of Foot Types of Junior High School Boys for the Development of Shoes' Easy-Order Prototype (신발류 이지오더 Prototype 개발을 위한 청소년의 발의 형태 분류)

  • Lim, Ji-Young;Choi, Sung-Won
    • Fashion & Textile Research Journal
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    • v.7 no.5
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    • pp.535-541
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    • 2005
  • The health of feet is connected with individual's health and affects a man's activity. Shoes need to be designed to protect feet and to absorb the impact of land. In order to choose suitable shoes for feet, the foot size and shape must be considered, so it is essential to grasp the exact size and shape of the foot. This study aims to present fundamental data on shoes' easy order prototype development for choosing shoes of good wearing comfort, by classifying feet size and shape junior high school boys in the early adolescent period. The subject were 234 Korean junior high school boys age from 14 to 16 years old. The subjects were directly measured anthropometrically and indirectly analyzed photographically. 6 factors were extracted through factor analysis and those factors comprised 79.42% of total variance. The factors characterizing foot girth and width, foot length, foot height, foot shape around the fifth toes, angle of foot breadth and foot shape around the first toes. 3 clusters as their foot shape were categorized using 6 factor scores by cluster analysis. Type 1 was characterized by long large foot with deformed first toe. Type 2 had smaller in foot girth, width and length than other types and with deformed fifth toe. Type 3 had average size and high foot shape. Shoes prototype which is to be developed later on will be able to generate 2D flattening in the foot sole form. Therefore, it would be a great support in producing and choosing appropriate shoes if forms are classified by subdividing foot form classification and extract a factor which shows only the foot sole shape.