• Title/Summary/Keyword: Virtual Clothing System

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A Study on Applicability of Custom-Tailored Clothing of 3D Virtual Clothing System - Focused on Middle-Aged Women - (3 시스템의 맞춤복 시장 적용가능성에 관한 연구 - 중년여성을 대상으로 -)

  • Lee, Su-Yeon;Lee, Jung-Soon
    • Journal of Fashion Business
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    • v.14 no.4
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    • pp.161-173
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    • 2010
  • This study aims to examine for efficient production methods of custom-tailored clothing and application of 3D virtual clothing system in custom-tailored clothing market, by producing and analyzing both real clothing and 3D virtual clothing. For this study, a middle-aged woman is selected as the subject figure and one-piece is selected as the experimental clothes item. In real clothing, I conducted the wearing evaluation for experts and the subject figure. And In the virtual clothing, I conducted the wearing evaluation with i-Designer using 3D virtual clothing on simulation program. There are some differences between the data from body scanning and the real body size. In the custom-tailored clothing market in which the fitness is important, the research which measures the more exact data is needed. And in the case of complicate design, the functions which measure the activity and the fitness variously and correct the parts of curves are needed. This study experiments the availability of application of 3D Virtual Clothing System in custom-tailored clothing market by selecting one-piece as the experimental clothes item. So the follow-up studies for the other designs and fabrics are needed. Also, if the studies for checking the clothes pressure, the amount of composure, the space between skin and clothing when the virtual model wearing clothes is walking or shaking his arms are proceeding, then 3D virtual clothing System is applicable in custom-tailored clothing market. But there are some restrictions and lack of education in virtual clothing System yet, and it makes hard for workers in clothing market to use it in real production. However, 3D virtual clothing System will be practical in real market if there would be more research on its usability and practicality, and workers in clothing market can be easily educated on techniques of 3D virtual clothing system.

A Study on the Dynamic Expression of Fabrics based on RGB-D Sensor and 3D Virtual Clothing CAD System (RGB-D 센서 및 3D Virtual Clothing CAD활용에 의한 패션소재의 동적표현 시스템에 대한 연구)

  • Lee, Jieun;Kim, Soulkey;Kim, Jongjun
    • Journal of Fashion Business
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    • v.17 no.1
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    • pp.30-41
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    • 2013
  • Augmented reality techniques have been increasingly employed in the textile and fashion industry as well as computer graphics sectors. Three-dimensional virtual clothing CAD systems have also been widely used in the textile industries and academic institutes. Motion tracking techniques are grafted together in the 3D and augmented reality techniques in order to develop the virtual three-dimensional clothing and fitting systems in the fashion and textile industry sectors. In this study, three-dimensional virtual clothing sample has been prepared using a 3D virtual clothing CAD along with a 3D scanning and reconstruction system. Motion of the user has been captured through an RGB-D sensor system, and the virtual clothing fitted on the user's body is allowed to move along with the captured motion flow of the user. Acutal fabric specimens are selected for the material characterization. This study is a primary step toward building a comprehensive system for the user to experience interactively virtual clothing under real environment.

Knit Design Using 3D Virtual Clothing Simulation Program of Knit CAD System (니트 CAD시스템의 3D 가상착의 프로그램을 활용한 니트디자인)

  • Lee, Seul-A;Lee, Yoon Mee;Lee, Younhee
    • Journal of the Korean Society of Costume
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    • v.65 no.1
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    • pp.104-117
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    • 2015
  • Recently, the fashion industry has been integrating with The IT industry in order to develop in various ways. This study looks into ways to utilize the 3D CAD system, which would reduce time and cost while producing samples, and strengthen the communication between the brand and its cooperators by deploying knit designs using Knit CAD system's 3D virtual clothing program. The research method was reference, Internet resources 3D fashion CAD system and 3D Knit CAD system. Based on the data, simulation of the complete design of 4 deployed knit designs was done by using 3D virtual clothing program of the Knit CAD system utilizing knit design elements. One of each design element among the virtual clothing designs was chosen to produce real clothing, and the experts did verification on the appearance assessment of 3D virtual clothing knit designs of the Knit CAD system. As a result, 3D virtual clothing knit design of the Knit CAD system proved itself as an efficient system in terms of time and cost.

Computerized Human Body Modeling and Work Motion-capturing in a 3-D Virtual Clothing Simulation System for Painting Work Clothes Development

  • Park, Gin Ah
    • Journal of Fashion Business
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    • v.19 no.3
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    • pp.130-143
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    • 2015
  • By studying 3-D virtual human modeling, motion-capturing and clothing simulation for easier and safer work clothes development, this research aimed (1) to categorize heavy manufacturing work motions; (2) to generate a 3-D virtual male model and establish painting work motions within a 3-D virtual clothing simulation system through computerized body scanning and motion-capturing; and finally (3) to suggest simulated clothing images of painting work clothes developed based on virtual male avatar body measurements by implementing the work motions defined in the 3-D virtual clothing simulation system. For this, a male subject's body was 3-D scanned and also directly measured. The procedures to edit a 3-D virtual model required the total body shape to be 3-D scanned into a digital format, which was revised using 3-D Studio MAX and Maya rendering tools. In addition, heavy industry workers' work motions were observed and recorded by video camera at manufacturing sites and analyzed to categorize the painting work motions. This analysis resulted in 4 categories of motions: standing, bending, kneeling and walking. Besides, each work motion category was divided into more detailed motions according to sub-work posture factors: arm angle, arm direction, elbow bending angle, waist bending angle, waist bending direction and knee bending angle. Finally, the implementation of the painting work motions within the 3-D clothing simulation system presented the virtual painting work clothes images simulated in a dynamic mode.

A Study of Subjectivity about Virtual Fashion

  • Su-Joung Cha
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.189-202
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    • 2024
  • The purpose of this study was to apply the Q methodology to type subjective perceptions of virtual clothing and to examine the characteristics of each type. Perceptions of virtual clothing were analyzed into four types. The first type was the "virtual clothing trusting fit grasping type," who preferred to use virtual clothing and believed that virtual clothing would help them grasp the fit. The second type was the shopping mall adoption-positive design understanding type, which believes that virtual clothing is useful for design understanding and that all shopping malls should have a virtual clothing system. The third type was the environmental pollution reduction virtual clothing purchase type, where the virtual clothing reduces environmental pollution and the user wants to purchase virtual clothing that cannot actually be worn. The fourth type was the actual clothing-like fun-seeking type, in which the virtual clothing resembles actual clothing and the shopper believes that the virtual clothing will make shopping more enjoyable. Depending on the type, the avatar was required to adjust the dimensions of the avatar, enhance the design expression of the garment, equip the avatar with decorative items, and produce virtual clothing for sale.

A Comparison on Clothing Appearance of 2D Flat Sketch, 3D Virtual Clothing and Real Clothing -Based on the Evaluation of Chinese in Their 20s and 30s- (의복의 2D 도식화, 3D 가상착의, 실제착의 외관 평가 비교 -20~30대 중국인 평가를 중심으로-)

  • Wang, Xueying;Kwon, Chae-Ryung;Kim, Dong-Eun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.2
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    • pp.193-208
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    • 2020
  • This study investigated similarities and differences between 2D flat sketch, 3D virtual clothing and real clothing images. Flat sketch, 3D virtual clothing, and real clothing images of T-shirts and dresses were made. Questionnaires were prepared for fit evaluation, sensory evaluation, and location evaluation. A survey of 440 questionnaires was collected from Chinese women in their 20s and 30s. As results of the sensibility evaluation, 3D virtual clothing expressed real clothing images slightly more similar than a 2D flat sketch. As results of the fit evaluation of the dresses, 2D flat sketch and 3D virtual clothing were rated as slightly longer/wider, and real clothing images were rated as slightly shorter/narrower. The results suggested that presenting 3D images with avatars as 3D virtual clothing images will provide more accurate fit evaluation results. This study presented possibilities and methods for apparel companies to utilize 3D system as an effective apparel production tool.

A Study on the Development of Basic Bodice Block Pattern by Women's Body Type from 3D Virtual Clothing System - Focusing on Early 20's Women - (체형별 신체밀착형 Basic Bodice Block 설계 및 3차원 가상착의평가 - 20대 전반 여성을 중심으로 -)

  • Shin, Jang-Hee;Sohn, Hee-Soon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.15 no.2
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    • pp.1-13
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    • 2013
  • The study is to provide basic data on improving costume's fitting by developing physical integrated Basic Bodice Block's development for body types of adult women, which is based on setting up body-type information per truncus as fundamental of adult women's top product manufacture in being ready for Mass Customization era. Also, after review on the objectivity and accuracy of fitting information by real wear and virtual wear experiment on body types, not only 3D virtual clothing system was used as way of information provider of Clothing product, but also provided as basic data in order to use effectively on portion of clothing passion in responding to trend of Mass customization in advance. The consequence of the study is as followings. After analyzing significance differences per items on real and virtual wear evaluation, bowed type of type 1 had significance differences on waist measurement and hip circumference in back and side, which would be knowing as not integrated with costume, affecting form of human body according to virtual wear system bended on back region. Also, in side evaluation, every types except straight body type of type 3 appeared significant differences. In virtual wear evaluation, costume's expression with side body types were not similar to real wear until now except straight body types. It would be improvement things from 3D virtual wear system in advance.

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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.

A Comparative Analysis of Virtual Clothing Materials Using a Digital Clothing (디지털 클로딩을 활용한 가상의복의 소재별 비교분석)

  • Chang, Heekyung;Lee, Jungmin
    • Journal of Fashion Business
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    • v.21 no.5
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    • pp.30-42
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    • 2017
  • A comprehensive research must be conducted on manufacturing techniques such as patterns and sewing, with the understanding of material properties to satisfy consumers' emotions with a strong fashion trend orientation. Physical and emotional characteristics may change depending on the characteristics of the material, and the overall silhouette and feeling of the garment can change depending on how sewing is conducted.To examine the completeness of a finished garment depending on different kinds of clothing material, this study fabricated an actual garment and a 3D virtual garment as well using 3D CAD IMAGE SYSTEM (CLO 3D, DC Suite, etc.) for a comparative analysis. These two methods have their own advantages and disadvantages. This study selected five of the most representative clothing materials and conducted a comparative analysis on appearance differences between actual clothing and virtual clothing by material. Additionally, the study verified the similarity between actual clothing and virtual clothing by comparing their physical properties by material, and evaluated the objectivity and accuracy of the reproducibility of material properties of virtual clothing.

Multidisciplinary Research Analysis on Virtual Wear -Focusing on Domestic Research-

  • Su-Joung Cha
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.6
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    • pp.183-192
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    • 2024
  • The purpose of this study was to collect research related to virtual clothing conducted in Japan with virtual clothing as the keyword, and to understand research trends in the field of virtual clothing, including research timing, content, and methods. By doing so, I attempted to present a direction of travel for future research related to virtual clothing. An analysis of the academic fields of virtual clothing-related journals and dissertations revealed that the fashion field was the most common, followed by the natural sciences and the arts. The distribution of virtual clothing-related studies by year showed a gradual increase after 2000, a decrease between 2016 and 2020, and an increasing trend after the corona pandemic. Marketing was the most common research topic for virtual clothing, followed by virtual fitting, design, materials, and systems. Experimental research was the most common research method related to virtual clothing, followed by survey research and development research. n the future, research on fashion-related system development and verification of the effectiveness of virtual garments is expected to advance. In addition, it would be necessary to analyze trends in virtual clothing research outside of Korea.