• Title/Summary/Keyword: Virtual Body

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Virtual Manufacturing for an Automotive Company (II) - Constuction and Operation of a Virtual Body Shop (자동차 가상생산 기술 적용 (II) - 차체공장 가상플랜트 구축 및 운영)

  • Noh, Sang-Do;Hong, Sung-Won;Kim, Duk-Young;Sohn, Chang-Young;Hahn, Hyung-Sang
    • IE interfaces
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    • v.14 no.2
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    • pp.127-133
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    • 2001
  • Virtual Manufacturing is a technology facilitating effective development and agile production of products via computer models representing physical and logical schema and the behavior of the real manufacturing systems. For the successful application of this technology, a virtual plant as a well-designed and integrated environment is essential. We propose a series of systematic approaches and effective methods for construction and operation of a virtual plant in this paper, such as a 3-D CAD modeling, cell and line simulations and databases. We developed key technologies for measuring and 3-D CAD modeling of many equipments, facilities and structures of the buildings. In order to study the benefit of virtual manufacturing, we constructed a sophisticated virtual plant model of a Korean automotive company's body shop, and conducted precise simulations of unit cell, lines and the whole plant. We could obtain the benefit of savings in time and cost in many manufacturing preparation activities in the new car development processes.

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The Pattern Draft Factors Affecting the Silhouette of Gored Skirts in Virtual Clothing Simulation (가상 착의 시 고어드스커트의 패턴 제도 요인이 실루엣에 미치는 영향)

  • Choi, Soon Hee;Kim, Yeosook
    • The Korean Journal of Community Living Science
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    • v.24 no.3
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    • pp.399-409
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    • 2013
  • The purpose of this study is to compare how the number of panels, the amount of flare and the flare starting point affect the silhouette of the gored skirt. This study consisted of (1) creation of 3D body representations (2) comparison of silhouette between 3D virtual gored skirt and actual gored skirt by pilot experiment (3) pattern drafting of twenty-seven different gored skirts for 3D body representations (4) a computer simulation of twenty-seven different gored skirts for visualization and assessment (5) visual inspection of twenty-seven different 3D virtual gored skirts (6) comparison of ham shapes and measurements for the node and size analysis. A visual inspection of twenty-seven different 3D virtual gored skirts showed clear differences by the amount of flare and the flare starting point ; however, there was notably less difference in the width of ham among six-piece, eight-piece and ten-piece panels. This demonstrated that there was less influence on the number of panels than the amount of flare width of ham and extent of ham for the 3D virtual gored skirt.

Development of a Pants Pattern for Chinese Women in Their 20s Using a Virtual Fitting Method

  • Wu, Nan;Suh, Chuyeon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.6
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    • pp.986-1003
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    • 2021
  • This study was conducted to develop a basic pants pattern reflecting the average body shape of Chinese women in their 20s by using a virtual fitting method. A formula for the research pattern was derived by applying the measured value based on the drafting method of existing patterns. The final pattern was presented through two actual fitting processes. The suitability of the final pattern was then verified through a functional evaluation and an appearance evaluation based on an actual fitting and a virtual fitting. As a result of the evaluations, the final pattern reflected the body shape of Chinese women in their 20s and was evaluated as a higher quality pattern compared to existing patterns. The final pattern was based on the omphalion waist circumference. Ease amounts were set to be the omphalion waist circumference + 1.0 cm, hip circumference + 2.0 cm, and the pants length was set to 94 cm.

The Effects of Education for Body Changes through Food Intake in Immersive Virtual Environments (몰입형 가상 환경 기반 음식물 섭취에 따른 신체 변화 교육 효과 분석)

  • Shin, Kwang-Seong;Ryu, Ji Hyun;Cho, Chungyeon;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.12
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    • pp.1964-1967
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    • 2021
  • Recently, to improve the effectiveness of education to learn from textbooks, immersive 3D environments such as virtual reality(VR) has been widely used for education. In this paper, in order to intuitively present education about content scenarios on changes in the human body according to food intake, we consist an immersive virtual reality environment to express the same life-size organs. The participants in our educational system showed higher results in all items compared to the existing textbook-based education such as immersion, understanding, and quality of education program. Also it was found the importance of interactivity to increase the effectiveness of immersive class.

Neuroscientific Review on Sensory Stimulation Therapy and Virtual Reality for Somatosensory Rehabilitation

  • Kim, Tae-Hoon;Kim, Yo-Seob
    • International Journal of Contents
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    • v.6 no.1
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    • pp.53-58
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    • 2010
  • This study details the neuroscientific concept of somatosensation, general sensory stimulation therapy and virtual reality therapy. Somatosensation is a method that the human body uses to accept information from the inner and outer parts of the body. A traditional sensory stimulation therapy was designed to maximize neural recovery, but the neural recovery is most effective when the therapeutic environment is similar to real life. The virtual reality provides natural environment that users may perceive as meaningful and even participants with significant impairment can perform some of the activities of their daily lives within the virtual environment. The virtual reality will become a complementary part of somatosensory rehabilitation.

Developing fitted Torso Patterns for Men in Their 20s Utilizing Virtual Fitting -Focused on the Inverted Triangle Body Type- (가상착의를 활용한 20대 남성 피티드 토르소 패턴 개발 -역삼각 체형을 중심으로-)

  • Ui-Jung Kwon;Jeong-Ah Jang
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.1
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    • pp.17-34
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    • 2023
  • This study aimed to develop a fitted torso pattern with an improved fit for inverted-triangular males in their twenties. For this study, six torso patterns were collected, compared and evaluated, and a fitted torso pattern was developed using virtual fittings. The research results are as follows. First, the fitted torso pattern received a good rating as a result of the virtual fitting evaluation: waist dart set 2 of the front; the amount of comfort is set at 5 cm around the chest, 4 cm around the waist and 10 cm around the hips. Second, the evaluation of virtual fitting of the development pattern showed that fit evaluation was 4.11/5 points, ease evaluation was 6.53/7 points, and that the stress map and airgap were suitable for the human body. Third, the actual fit evaluation of the development pattern was 4.25/5 points, 6.35/7 points for ease evaluation, and 4.81/5 points for motion evaluation. Fourth, there was no significant difference between the results of the virtual and actual fitting evaluation with the objectivity test. It is therefore possible to apply a pattern developed through a virtual fitting to an actual human body and to confirm the objectivity of the pattern.

A Study of the Development of Jacket Patterns for Women in Their 20's (20대 여성을 위한 재킷패턴 개발에 관한 연구)

  • Shin, Jang-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.16 no.3
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    • pp.1-13
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    • 2014
  • This study investigated body type among women in their 20s and the development of prototypes for tailored jackets by body type in order to design clothes in consideration of an imbalance in body type caused by the popularity of portable devices such as smartphones and Netbooks. This study aims to create a design of jacket patterns by body type through both actual and virtual wear testing among women in their 20s, who are the major consumer of ready-made clothes and are very sensitive to size fit. This study will provide pattern information for the manufacture of jackets with a goal of securing the latest scientific body type information and establish the grounds for a research method in the manufacture of clothes. According to actual and virtual wear tests of four different body types, a significant difference was found in armhole circumference in most types because it was scanned with the arms slightly apart to prevent the armhole area from being missed during the 3D scanning. This has resulted in a slight distortion in measurements. To correct this problem, it is necessary to verify the precision of the body scanner and its program. In categories in which a large significant difference was found, it is necessary to test them against many subjects. In addition, it would be required to perform a further study on the 3D virtual wear system, which could be useful in the clothing industry.

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A Study on the Body Shape Analysis for an Avatar Generation of the Virtual Fitting System -Focusing on Korean Women in their 20's-

  • Jang, Heekyung;Chen, Jianhui
    • Journal of Fashion Business
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    • v.22 no.3
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    • pp.122-142
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    • 2018
  • In the virtual fitting system, the use of a 3D avatar is not a simple garment model, but it should be able to reproduce the size and shape of the customer using a fitting system. Although various virtual fitting systems have their own 3D avatar sizing systems and provide 3D avatars that match the size of the customer, there are limitations in realizing the actual body shape in actual use by the consumer. The purpose of this study is to realize a 3D avatar with excellent size and conformity for customer use. Therefore, this study aims to provide basic data for the formation of a 3D standard avatar of Korean women aged in their 20's, by comparing and analyzing the degree of the consumer user friendly system change of a body type, and the consumer's ability in selecting a consumer representative body type. Based on the survey data of 'Size Korea' conducted from 2004 to 2015 at three times, we examined the change of body shape over 10 years. Then, based on the results of 6th and 7th data, 4 factors of the concurrent body shape change of women of the consumer demographic studied were selected through the use of a factor analysis. Following this analysis, the 4 extracted factors were clustered again and finally released 7 representative body types, which were obtained based on height and weight. The size of each representative figure is derived by the use of a regression analysis, and it is used as a basic data for 3D avatar formation of the virtual fitting system.

The Evaluation of the Work Motion Suitability of Men's Coverall Type Painting Work Clothes Using 3D Virtual Clothing Simulation (3차원 가상착의 시스템을 활용한 남성용 커버롤 도장 작업복의 작업동작 적합성 평가)

  • Park, Gin Ah
    • Journal of Fashion Business
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    • v.24 no.4
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    • pp.63-84
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    • 2020
  • It is essential to consider the heavy industrial working environment factors which are regarded as harmful to workers' health and safety and suitable work motion factors for the workers' motion while developing the work clothes for painting workers in the machinery and shipbuilding industries. This study suggests the use of 3D virtual clothing simulations as a solution to protect the human body from hazardous working conditions accompanying the development of painting work clothes and assessing the work motion performance associated with the comfort while workers wear them during the work clothes. The initial aim of the study is to examine a male avatar to run work motions simultaneously within a 3D virtual clothing simulator, secondly, to present the simulation images of coverall type men's painting work clothes with the application of two experimental painting work motions and one control motion to the avatar, and finally, to present the distance analysis images of the painting work clothes and the avatar body and air gap rates through the analysis of cross-sections of the avatar body while wearing the coverall work clothes according to the work motions. The results showed that the distance degree of painting work clothes to the avatar body for each part of the human body when performing painting work motions. Moreover, 3D virtual clothing simulations enabled the creation of a male model avatar to run painting work motions together and the painting work clothes developed were found to be suitable for the painting work motions.

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.