• Title/Summary/Keyword: Virtual Digital Color

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A Study on the Application of 3D Digital Technology to Producing Cyber Fashion Gallery (3D 디지털 기술을 활용한 패션 갤러리 제작에 관한 연구)

  • Kim, Ji-Eon
    • The Research Journal of the Costume Culture
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    • v.15 no.3 s.68
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    • pp.446-460
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    • 2007
  • This study shows that digital technology is adapted practical method in fashion design process and virtual simulation and cyber fashion gallery based on virtual reality are researched. This study is proposed the 3D fashion design simulation in the virtual space used on 3D studio max, poser, photoshop program according to fashion design process. The main design concept is "temporary bridge" from rainbow. This study is supposed six fashion design in accordance with three sub-theme under main concept by changing color and texture used on 3D simulation. The results of this study are as follows: 1. This study produced Cyber Fashion Gallery in virtual space to the form of CD Rom title and web title by Macromedia Director 8.5, Macromedia Flash, Sound Forge. And it is enlarged the field of expression in aspect of Fashion Exhibition, beyond restriction of time and space. 2. Clothes modelling tools is able to easily adapt to various textiles and patterns in 3D dynamic virtual mannequin before making clothes. Digital technology is able to express image changed color and texture, especially new material, multi-finishing material and brilliant material and so on. So this study is able to develop tools for study of fashion coordination. 3. Cyber Fashion Gallery consists of gallery, story, painting, symbolism, example, image, quit. This study is enlarged the range of clothing expression by digital technology and open to possibility customized-manufacture.

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A Quantitative and Qualitative Study on Virtual Makeup of Instant Beautifying Application - Focus on Color and Shape (화장품 앱에서 가상 메이크업 템플릿과 메이크업 룩과의 관계에 관한 연구)

  • Oh, Seung Hyun;Jun, Chang Lim
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1653-1662
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    • 2018
  • Inspired by the increasing popularity of cosmetic-related mobile application as a tool for instant beautification, the present study examined colors of virtual makeup templates and makeup looks. A survey study was performed by thirty-six respondents to determine the top three desirable virtual makeup templates among nineteen templates. The templates of 'Bella', 'Hilary' and 'Cara' were then analyzed by makeup specialists and color experts for the evaluation of their makeup design and colors. Each color feature of three makeup templates were also evaluated through statistical analysis of ANOVA on the measure of $L^*a^*b^*$ crossed with five types of face elements on three types of virtual makeup images. Overall results indicate that Korean female users in their 20s and 30s preferred a similar makeup concept appeared in makeup template and key worlds. They also preferred a pale skin tone with higher lightness and a slightly higher saturated lip color as an emphasis than other features.

Immersive Multichannel Display for Virtual Reality (가상현실을 위한 몰입형 멀티채널 디스플레이)

  • Kim, Sang Youn;Im, Sung Min;Kim, Do Yoon;Lee, Jae Hyub
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.131-139
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    • 2010
  • Virtual reality(VR) technology allows users to experience the same sensation as if they look and feel real objects, and furthermore it enables users to experience phenomena in virtual environment which are difficult to illustrate in real world. A multichannel display is one of the virtual reality systems for generating high-quality images and guaranteeing a wide view angle using multiple projectors. In this work, we present the multichannel display system whose resolution is $4096{\times}1536$. We implement an automatic calibration (geometric and color) method for compensating the distorted image and color. The results clearly show the proposed system provides continuous and smooth images.

A Study on Fabric Color Mapping for 2D Virtual Wearing System (2D 가상 착의 시스템의 직물 컬러 매핑에 관한 연구)

  • Kwak, No-Yoon
    • Journal of Digital Contents Society
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    • v.7 no.4
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    • pp.287-294
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    • 2006
  • Mass-customization is fast growing a segment of the apparel market. 2D Virtual wearing system is one of visual support tools that make possible to sell apparel before producing and reduce the time and costs related to product development and manufacturing in the world of apparel mass-customization. This paper is related to fabric color mapping method for 2D image-based virtual wearing system. In proposed method, clothing shape section of interest is segmented from a clothes model image using a region growing method, and then mapping a new fabric color selected by user into it based on its intensity difference map is processed. With the proposed method in 2D virtual wearing system, regardless of color or intensity of model clothes, it is possible to virtually change the fabric color with holding the illumination and shading properties of the selected clothing shape section, and also to quickly and easily simulate, compare, and select multiple fabric color combinations for individual styles or entire outfits.

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Formative Characteristics of Futurism Fashion in Metaverse - Focusing on DRESSX the virtual fashion platform - (메타버스에서의 미래주의 패션 조형성 - DRESSX 가상패션 플랫폼을 중심으로 -)

  • Rui Yang;Sue-Min Son
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.2
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    • pp.135-150
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    • 2023
  • The purpose of this study is to understand the formative characteristics of futuristic virtual fashion revealed in virtual fashion platforms targeting the human body. First, the current status of fashion in the metaverse and futurist fashion were reviewed and summarized by referring to prior research. Next, among the items posted on DRESSX, "futurism" was searched and those resturning a positive result were collected as research subjects. The characteristics were organized into design elements: colors, shapes, materials, and patterns. Futuristic aesthetic characteristics were derived from the characteristics of each design element. As a result, color showed the characteristics of achromatic, vivid and neon colors, multi-color and gradation, multi-color due to reflected light, and color conversion. As for the form, a body-concious look or exaggerated silhouettes, spatial expressions in geometric structures, forms imitating living things, and fluid silhouettes using clouds were prominent. Materials showed the digitization of universal clothing materials, application of industrial materials, use of metal materials, and unrealistic materials. In the patterns, geometric abstract patterns, patterns that reveal the digital world view, and moving fluid patterns appeared. The aesthetic characteristics of futurism in virtual fashion were revealed in four categories: visual dynamics, high-tech sensibility, variability, kineticisim. Visual dynamics were revealed in geometric forms, and intense neon colors. High-tech sensibility was prominent in the use of metal and industrial materials, light emission, and patterns of the digital world view. The expression of multiple colors by reflected light and the change showed the variability of futurism. The use of unrealistic materials, such as clouds and fire and fluid silhouettes expressed kineticisim. The infinite expressiveness of virtual fashion made it possible to actively express the aesthetic characteristics of futurism.

A Study on Material Analysis with Usability for Virtual Costume Hanbok in Digital Fashion Show (디지털 패션쇼를 위한 가상 한복 재질분석 및 사용성 연구)

  • Ahn, Duckki;Chung, JeanHun
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.351-358
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    • 2017
  • This study seeks to propose the virtual costume's pipeline production in digital fashion show which is based on the unique characteristic combining computer graphic technology and traditional fashion design. This study analyzed the fabric materials based on Korean traditional costume to create a virtual Hanbok for the digital fashion show, and conducted the group of professional's satisfaction statistics through the experiment to verify the realistic usability. The contents of primary process of producing virtual Korean costume is analyzed by summarizing the thickness, weight, and color as the three essential fabric properties required for virtual Hanbok. In addition, virtual costumes are compared with real Hanbok based on the usability survey to evaluate the positive research result by forty graphic experts. The purpose of this study is to present the guideline of essential material analysis of the fabrication to digital fashion show in the virtual clothing production.

Construction of Skin Color Map for Resolving Hand Occlusion in AR Environments (증강현실 환경에서 손 가림 해결을 위한 피부 색상 정보 획득)

  • Park, Sang-Jin;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.2
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    • pp.111-118
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    • 2014
  • In tangible augmented reality (AR) environments, the user interacts with virtual objects by manipulating their physical counterparts, but he or she often encounters awkward situations in which his or her hands are occluded by the augmented virtual objects, which causes great difficulty in figuring out hand positions, and reduces both immersion and ease of interaction. To solve the problem of such hand occlusion, skin color information has been usefully exploited. In this paper, we propose an approach to simple and effective construction of a skin color map which is suitable for hand segmentation and tangible AR interaction. The basic idea used herein is to obtain hand images used in a target AR environment by simple image subtraction and to represent their color information by a convex polygonal map in the YCbCr color space. We experimentally found that the convex polygonal map is more accurate in representing skin color than a conventional rectangular map. After implementing a solution for resolving hand occlusion using the proposed skin color map construction, we showed its usefulness by applying it to virtual design evaluation of digital handheld products in a tangible AR environment.

Analysis of Digital Fashion Design Elements Focusing on Overseas Digital Fashion Brands (해외 디지털 패션브랜드에 나타난 패션디자인 요소의 특징에 관한 연구)

  • Yun Jung Hong
    • Journal of Fashion Business
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    • v.27 no.1
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    • pp.77-109
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    • 2023
  • This study attempted to understand current status of overseas virtual fashion brands and analyze attributes of common digital fashion brands. Based on brand analysis criteria of previous studies, digital fashion brands were analyzed for brand concept, price range, characteristic elements, and attributes. Digital fashion design elements of items, colors, materials, patterns, and effects were analyzed by collecting images of brands' digital fashion design products. Digital fashion brands could be divided into experimental and creative digital fashion brands and digital fashion brands aiming for popular brands. This study introduces a creative fashion collection that experiments sustainability and future value. It shares a new way of self-expression and a playful culture centered on the younger generation. In terms of fashion design elements, fashion items were similar to the existing fashion category, but included other accessories that reflected the lifestyle of Generation Z. Silhouette expressed a minimalistic futuristic image centered on straight silhouettes. Color showed a bold and modern color image through black and color contrast. Unique patterns reflecting the concept of the brand appeared, centering on abstract and geometric patterns. Regarding materials and effects, new elements differentiated from existing fashion design area, showing meaningful characteristics. Digital materials are developed and proposed for sustainability. Materials (such as metal, glass, plastic) and effects (such as weightlessness, flames) expand impossible senses in reality and enable new fashion experiences. This is a case study of digital fashion brands. It is meaningful in that it identifies characteristics and discusses their values and meanings.

A Study on Presentation Methods for Formation Ideas of Interior Spaces (실내 공간 형상화를 위한 아이디어 표현 방법에 관한 연구)

  • Lee, Jong-Ran
    • Journal of The Korean Digital Architecture Interior Association
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    • v.6 no.2
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    • pp.17-23
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    • 2006
  • The purpose of this study was to investigate how student felt the strengths and shortness of presentation methods for formation of interior spaces. For this study, the process of the interior architecture design class was divided into three stages: the programming. the design development, and the design completion. In the design development stage, students used presentation methods: hand sketch, scale model, computer modeling, and virtual realty. The strengths of hand sketch was that quick expression. Models provided three-dimensional feelings. Computer modelling provide realistic color and texture. Virtual reality provided three-dimensional immersion and real scale. It is effective that students collect brain storm images using quick hand sketch in the beginning of design development stage. After that, they compose interior spaces in study models with small scale. Watching the models, they design details of spaces by using hand sketch and computer modelling. Using virtual reality, they can check the scale and circulation. Finally, they complete computer modelling by texture mapping and check the final design in virtual reality.

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A Study on the Generation and Application of Photometric Data for Lighting Simulation (조명 시뮬레이션을 위한 측광데이터의 생성과 적용)

  • Hong, Sung-De
    • Journal of The Korean Digital Architecture Interior Association
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    • v.6 no.2
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    • pp.25-30
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    • 2006
  • The purpose of this study was to investigate how student felt the strengths and shortness of presentation methods for formation of interior spaces. For this study, the process of the interior architecture design class was divided into three stages: the programming. the design development, and the design completion. In the design development stage, students used presentation methods: hand sketch, scale model, computer modeling, and virtual realty. The strengths of hand sketch was that quick expression. Models provided three-dimensional feelings. Computer modelling provide realistic color and texture. Virtual reality provided three-dimensional immersion and real scale. It is effective that students collect brain storm images using quick hand sketch in the beginning of design development stage. After that, they compose interior spaces in study models with small scale. Watching the models, they design details of spaces by using hand sketch and computer modelling. Using virtual reality, they can check the scale and circulation. Finally, they complete computer modelling by texture mapping and check the final design in virtual reality.

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