• Title/Summary/Keyword: Virtual Body

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Development of Jacket Pattern Drafting Methods for Women with Turtle Neck Syndrome Body Shapes through Virtual Fit Assessment (가상착의를 활용한 거북목 증후군 체형의 여성을 위한 재킷패턴 제도법 개발)

  • Seo, Yoo Ra;Kim, Hyo Sook
    • Journal of Fashion Business
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    • v.26 no.3
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    • pp.116-137
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    • 2022
  • The purpose of this study was to develop jacket patterns that could fit well for women in their 20s with turtle neck syndrome body shape and to present a pattern drafting method. As a research method, an educational pattern was chosen through a preliminary experiment. Fit problems of the educational pattern were derived by wearing it on a virtual model with a turtle neck syndrome body type for each neck angle. Based on the three types of experimental patterns developed by supplementing these problems, a development pattern drafting method was developed for each neck angle. Three development patterns were compared and evaluated with the educational pattern using 3D virtual fitting. Fit problems of the educational pattern included: 1) insufficient ease amounts for hip, hem, bicep, elbow, and sleeve hem circumference; 2) horizontal items could not be leveled due to insufficient back length; 3) the shoulder line went backwards; and 4) the front center line did not form a vertical line. To solve these problems, an experimental pattern was developed by increasing the insufficient ease amount, increasing the insufficient back length, and correcting the position of the shoulder line. Measurements that differed in the pattern drafting method of the three types of development patterns by neck angle were positions of back center line and back neck point, front length, and front neck width. Through appearance evaluation of the development pattern and educational pattern by neck angle, the development pattern was highly evaluated, indicating that problems of the educational pattern were improved.

Exploring the Effects of the Virtual Human with Physicality on Co-presence and Emotional Response

  • Shin, Kwang-Seong;Jo, Dongsik
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.67-71
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    • 2019
  • With continued technology innovation in the fields of computer graphics (CG) and virtual reality (VR), digital animated avatars (or virtual humans) are evolving into ones that are more interactive at a suitable location such as museum, airport, and shopping mall. Specially, the form of the avatar (or the virtual human) realistically need to be expressed in a way that matches the users' physical space. In recent many researches, the form of virtual human has been expressed as mixed-reality human (MRH)-the virtual human combines with the physicality as the real part. In this paper, we propose to carry out a study comparing various MRH on co-presence and emotional response in two-typed virtual humans depending on how many actual parts are included: (1) (Level 1) small parts in the virtual human combined virtual components (e.g., the head only) and (2) (Level 2) large parts in the virtual human with the physicality as the real part such as head, arms, and upper body). We report on the implemented results of our virtual humans and experimental results on co-presence and emotional response.

Reproducibility of Virtual Power Shoulder Jacket by Silhouette Variation (파워숄더 재킷의 실루엣에 따른 가상착의 재현)

  • Park, Jeongah;Lee, Jeongran
    • Fashion & Textile Research Journal
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    • v.24 no.3
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    • pp.315-324
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    • 2022
  • This study aims to verify the sewing technology and the expression of the virtual garment program by comparing the appearance similarity between the real and the virtual power shoulder jacket. To this end, the H and the X silhouettes of the power shoulder jacket were selected as the reference designs. After making the reference designs into real jackets by applying the human body dimensions of women in their twenties, virtual avatars and jackets were produced using CLO 3D programs. The results showed that the H-type with only expanded shoulders and less design variation had a high similarity between the reference photo and real garment, the real and virtual garment, and the reference photo and virtual garment. The power shoulder jacket of the reference picture was well reproduced in the real and virtual garments. Conversely, the X-type jacket, which is a tight fit and has many design variations, showed somewhat low similarity in the circumference items and the basic construction line. Especially in tight-fitted power shoulder jackets, the fact that shoulder angles and the essential items for pattern making cannot be reflected in reproducing virtual models was found to be a limitation in increasing the similarity of virtual clothing. Furthermore, the sewing system gap between the real and the virtual clothing exposed a difference in the appearance of virtual clothing.

Standardization of Terminology to Boost the Use of 3D Virtual Fitting Program - Analysis of Terminology in Avatar Sizing - (가상착의프로그램의 활성화를 위한 용어 표준화 방안 - 아바타사이징 용어 분석 -)

  • Han, Hyunjung;Jeon, Eunkyung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.1
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    • pp.191-203
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    • 2016
  • The 3D virtual fitting system is a new and very efficient system replacing real fitting in apparel industry and on-line shopping. It is a win-win system for both of consumer and manufacturer which not only reduces design and production time but also resolves consumer's complaints by checking the wearing image beforehand. It is a must-have item in the future. The purpose of this study is to analyze sizing menu, terms, and current status and to figure out problems of avatar sizing programs which substitute human bodies in virtual fitting. We chose three existing outstanding programs in domestic and global market, compared and analyzed the program, manual, and terms that are used in avatar sizing, and investigated the strengths, weaknesses, problems of options and terms and finally suggested an alternative terms. The revealed problems are as follows: each program supports various avatars ranging from male to female, from child to adult, and from oriental style to western style. The image of the avatar could be changed through the options for hair style, shoes and accessories. But we found out some problems. The avatar body types are far from actual human body types, avatar sizing menus and item terms are different from program to program, and terms not yet standardized. Cooperative efforts of industry and academy on standardization of sizing menus and terms should be emphasized for the virtual fitting system to be widely used like the other computer graphic programs or word editors.

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A Study on the Fit Preferences of the Tailored Jacket for Women Using 3D Clothes Modeling System (3차원 의상 모델링 시스템을 이용한 여성용 테일러드 재킷의 맞음새 평가)

  • Do, Wol-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.36 no.9
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    • pp.940-951
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    • 2012
  • This study evaluates the fit preference of the tailored jacket according to body types for 20's adult women through a comparison of real and virtual fit. A five point fit evaluation scale utilizing a wearer acceptability scale by Shen and Huck was used to evaluate the degree of the preference of real and virtual fit. This scale contained 23 items in three categories: front fit, back fit, and side fit. For each item, 5 responses from 'too tight' fit (1 point) to 'too loose' fit (5 point) were possible. The middle position for each fit criterion indicated a 'good' fit (3 point). The data were analyzed with a t-test using statistical program SPSS 17.0. According to the results, there were no significant differences ($p{\leq}.05$) between the real and virtual fit preference in total measurement items such as front collar, lapel and roll line, front shoulder slope, front armhole, front waist, abdomen, sideseam, hemline, front silhouette, side shoulder, side armhole, side sleeve width, side hip, side silhouette, back collar stand, upper back, back armhole, back waist, back hip, back silhouette except front bust, side waist, and back center back. The factor that caused a difference in the fit preference between the real and virtual fit evaluation was a specific body type such as Body Type A that indicated a small bust circumference and a big hip circumference.

Development of the High School Girls Bodice Pattern Using Virtual Garment Simulation (가상착의 시스템을 이용한 여고생의 보디스 원형 개발)

  • Jeon, Seongyeon
    • Fashion & Textile Research Journal
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    • v.21 no.2
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    • pp.189-202
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    • 2019
  • This study develops a bodice pattern for high school girls aged 17 to 19 that use virtual garment simulation. The study developed a bodice pattern based on the fit evaluation result for two selected bodice patterns. The basic formula of the design method based on the result of 3 times of fit evaluation is as follows: waist back $length=stature/8{\times}1.85cm$, waist front length=waist back length+bust/40+0.7cm, front bust girth=bust/2+4cm, back bust girth=Chest/2+3cm, armscye depth=Chest/4+0.5cm, back interscye length=bishoulder length -1.2cm, front interscye length=back interscye length -1.2cm, front neck width=back neck width -0.3cm. The developed bodice pattern used Bishoulder Length as a criteria for the calculation formula of back interscye length, and back interscye length as a criteria for the calculation formula of front interscye length. The fit evaluation showed the relevance of the bishoulder length, front interscye length, and back interscye length based on a comparison of the calculated figure. A bodice pattern with great body suitability and fitness to high school girls was developed through 3D virtual garment simulation that calculated the application of body proportion to width. This study only analyzed the evaluation result of a virtual model only in a representative form; however, a pattern study is also proposed to compare and analyze the design methods of patterns by body type.

A Study on the Comparing about Young Plus Size Fashion Design Application on Plus Size Body Types Using 3D Virtual Garment Simulation - Focusing on USA Market - (영 플러스 사이즈 체형별 패션 디자인 가상착의 비교 연구 - 미국 시장을 중심으로 -)

  • Ryu, Jin-Young;Syn, Hye-Young;Lee, Inseong
    • Journal of the Korea Fashion and Costume Design Association
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    • v.16 no.3
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    • pp.163-178
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    • 2014
  • In America, where obesity rate ranks no.1 in the world, the plus size market is rapidly expanding with various American brands adding plus size lines in a way to diversify their products. As obesity is expanding throughout the younger generation, the necessity to develop products according to different characteristics of body shape that can fulfill the needs of young plus size consumers is being emphasized. In this study of young plus size, our focus is on providing wider spectrum of design choices for consumers by analyzing different body shapes, categorizing them, and then identifying the differences of design among them. More specifically, the object of this study is to analyze the elements that differentiate the designs from each other by virtually trying out the same item on avatars of various body shapes. Thus, we can identify the elements that needs to be differentiated according to different body shapes after implementing virtual fitting program on plus size shapes that are rather difficult considering the reality of domestic fashion companies. In this way, we are able to provide fundamental data for American plus size fashion market and design development for Korean fashion companies that are under way of entering or planning to enter the American market. Furthermore, this will demonstrate the actual details of the designs that will eventually help the development of specialized product for the globalization of Korean fashion industry.

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User-based Theories and Practices on Virtual Reality (가상현실에 관한 사용자 관점의 이론과 실제)

  • Chung, Dong-Hun
    • Informatization Policy
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    • v.24 no.1
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    • pp.3-29
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    • 2017
  • The purpose of this research is to understand immersive media such as virtual reality, augmented reality, mixed reality, 360-degree videos etc. from the perspective of user-based approach. 3D videos were once expected as the next-generation industry, but soon it further evolved into UHD and are now followed by immersive media represented by virtual reality. As the virtual reality plays an important role, the current research tries to bring up implications that can be applied to the industrial field along with academic understanding through six theoretical approaches related to virtual reality such as media richness, interactivity, presence, body-ownership, user experience, and visual perception. These six theories were used in immersive media studies such as 3D videos. Media richness and interactivity are the main factors forming positive or negative attitude, presence explains why users are immersed, user experience accounts for total psychological reaction, and visual perception explains how complex the experience of seeing is. Especially, although there is less media research applied, the body-ownership is likely to be not only used in virtual reality research, but immersive media research. The user-based theories related to virtual reality will provide various implications for immersive media researchers as well as hardware and content creators of virtual reality.

A Study on the Development of the VTL Vehicle Dynamics Model to Analyze Vibration Characteristics (차량 진동특성 해석을 위한 VTL 차량 모델 개발에 관한 연구)

  • Kwon, Seong-Jin;Bae, Chul-Yong;Kim, Chan-Jung;Lee, Bong-Hyun;Koo, Byoung-Kook;Rho, Guck-Hee
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2007.11a
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    • pp.409-414
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    • 2007
  • Nowadays, with the advancement of computational mechanics, and vehicle dynamics simulation linked up with virtual testing laboratory(VTL) and virtual proving ground(VPG) technologies has become a useful method for analyzing numerous driving performances and diverse noise/vibration characteristics. In this paper, the analytical vehicle model based on multi-body dynamics theory was developed to investigate the vibration characteristics according to various road conditions. For the purpose, the whole vehicle parameters, each vehicle's part parameter, and part connecting elements such as spring, damper, and bush were measured by an experiment. Also, the vehicle dynamics model, which includes the front suspension, rear suspension, steering, front wheel, rear wheel, and body subsystems has been constructed for computer simulation. With the developed vehicle dynamics model, three forces and three moments measured at each wheel center were applied to evaluate and analyze dynamics and vibration characteristics for miscellaneous road conditions.

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Development of a Virtual Cyber-Tour System in the Virtual Reality Environment

  • Jongchel Yoo;Yongbem Kim;MyongKyu Park
    • Proceedings of the Safety Management and Science Conference
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    • 2000.11a
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    • pp.177-180
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    • 2000
  • This study is to explain the importance and the necessity of virtual cyber-tour in a virtual reality environment, and to present a way of its realization as a mean to surmount the fundamental constraints in current tourism, arising mainly from the individual health, cost, leisure time, and the low perception on tourism culture. This virtual cyber-tour using virtual reality technology will not only provide various indirect tour experiences to the existing tour resources, but also develop a new type of tour system, leading to new worlds which have not been accessible to the Public because of various restrictions coming from the current technology, transportation means, and physical limit's of human body.

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