• Title/Summary/Keyword: Virtual Wearing System

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Implementation of a Virtual Wearing System with Android Platform (안드로이드 플랫폼 환경에서의 Virtual Wearing System 구현)

  • Lee, Kang-Min;Yang, Jung-Jin
    • Proceedings of the Korean Information Science Society Conference
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    • 2010.06b
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    • pp.83-87
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    • 2010
  • 스마트폰의 대중화로 사용자들의 상위 욕구를 충족시켜주는 개인화된 서비스의 다양한 어플리케이션들은 사용자에게 편의를 제공하여 생활을 향상시킨다는 점을 하나의 전제로 하고 있으나, 이를 구성하는 주된 역할을 수행할 서비스들의 요구사항을 부합시키는 스마트폰 성능이 현 기술에 적응적으로 대응하기에는 한계가 있다. 기존 3D VWS는 온라인 의류 쇼핑몰을 위한 시스템으로 사용자에게 의류 착용후의 모습을 제공하여 쇼핑몰 업무의 효율성 및 의류반품비용의 절감과 더불어 쇼핑몰 이용자에게 만족을 주어, 전반적인 온라인 쇼핑몰 이익 상승을 기대할 수 있게 한다. 하지만 3D VWS는 초고속 인터넷환경과 고사양 컴퓨터에서 원활한 서비스가 가능하기 때문에 스마트폰 환경에 이를 수용하고 동작시키기 위해서는 극복해야 할 많은 문제점을 가지고 있다. 이러한 문제를 극복하기 위해서 본고에서는 2D 이미지 확대/축소를 통하여 사용자에게 의류 착용후의 모습을 간접적으로 제공하는 2D VWS를 이용하여 스마트폰 기반 VWS 연구의 초석을 다지는데 도움이 되고자 한다.

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The Modified Hanbok Jeogori Pattern Development Using Virtual Dressing System - Based on Female Bodice Pattern -

  • Jeon, Seong Yeon;Wee, Hye Jung
    • Journal of Fashion Business
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    • v.21 no.6
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    • pp.66-76
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    • 2017
  • This study used a virtual wearing system equipped with body shape data with a 3D scanner, based on a female basic bodice, to develop a modified Hanbok Jeogori with high fitness capabilities to provide basic data for the development of the modified Hanbok Jeogori pattern for the academic and industrial fields. In this study, the representative modified Hanbok design which most frequently appeared in broadcasting ads and on line was selected. The wearing test was conducted by six professionals, and three times wearing tests were implemented based on 17 evaluation items. The data for this study was processed statistically using SAS 9.0. We conducted, the F-test for significance verification, the Duncan-test for a post test, and a correlation analysis of Cronbach's alpha coefficient for a reliability test of dressing test results were implemented for each of the three tests. The pattern of the developed modified Hanbok Jeogori overcame the defects of the short length of the conventional modified hanbok, and could fix the length issue. The developed Hanbok pattern solved the overlapping problem of the shoulder, back neck point-sleeve length(Whajang), and armhole, displayed in a straight line from the Godae point of the previous modified Hanbok; it suggested the position of the Seop and neck line in the basic bodice. Based on this, the Seop width, Git form, Goreum and the width, length, and position of the string whose dimensions can differ in accordance with the trend can be applied in various forms.

Keypoints-Based 2D Virtual Try-on Network System

  • Pham, Duy Lai;Ngyuen, Nhat Tan;Chung, Sun-Tae
    • Journal of Korea Multimedia Society
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    • v.23 no.2
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    • pp.186-203
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    • 2020
  • Image-based Virtual Try-On Systems are among the most potential solution for virtual fitting which tries on a target clothes into a model person image and thus have attracted considerable research efforts. In many cases, current solutions for those fails in achieving naturally looking virtual fitted image where a target clothes is transferred into the body area of a model person of any shape and pose while keeping clothes context like texture, text, logo without distortion and artifacts. In this paper, we propose a new improved image-based virtual try-on network system based on keypoints, which we name as KP-VTON. The proposed KP-VTON first detects keypoints in the target clothes and reliably predicts keypoints in the clothes of a model person image by utilizing a dense human pose estimation. Then, through TPS transformation calculated by utilizing the keypoints as control points, the warped target clothes image, which is matched into the body area for wearing the target clothes, is obtained. Finally, a new try-on module adopting Attention U-Net is applied to handle more detailed synthesis of virtual fitted image. Extensive experiments on a well-known dataset show that the proposed KP-VTON performs better the state-of-the-art virtual try-on systems.

Usability verification of virtual clothing system for the production of a 3D avatar reproduced from 3D human body scan shape data - Focusing on the CLO 3D program - (3차원 인체스캔형상을 재현한 3D 아바타 제작을 위한 가상착의 시스템의 활용성 검증 -CLO 3D 프로그램을 중심으로-)

  • Hong, Eun-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.22 no.1
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    • pp.1-13
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    • 2020
  • The purpose of this study is to create a 3D avatar from 3D human body shape data using the CLO 3D virtual clothing program and to verify the feasibility of avatar production using the virtual clothing system for verifying size and shape. The research method was to select one virtual representative model that is the closest to the mean size of each body item for each age group. Using the 3D human body scan shape of a 40-69 years old male was applied to the CLO 3D virtual wearing system. Using the CLO 3D Avatar conversion menu, we verified the feasibility of creating a 3D avatar that reproduces the human body scan shape. In the dimension comparison between the 3D avatar and the fictitious representative model, the dimension difference was noticeable in height, circumference, and length. However, as a result, the converted 3D avatar showed less than a 5% difference in most human dimensions. In addition, since the body shape and posture were reproduced similarly, the utilization of the avatar was verified.

PC based Immersive Virtual Environment(PIVE) System by Recognizing Human Motion (인체 동작 인식을 통한 PC 기반의 몰입 형 가상 환경 시스템)

  • Oh Young-Il;Jo Kyoung-Hwan;Lee Ji-Hong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.4 s.310
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    • pp.103-112
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    • 2006
  • In this paper, we propose a PC based immersive virtual environment system with expandability and compatibility in contrary to existing immersive virtual environment(IVE) systems which have been implemented by supercomputer or special computing system. The application based on commercial personal compute may have two major advantage: one is variety of resources, the other is user-friendly interface. This system intends to offer easy contact to IVE system, realistic images, and convenience. Also, the system can handle various virtual reality at real-time and make it easier to interface existing complicated haptic device. Geometric techniques are adopted to calculate and visualize the physical phenomenon to speed up the computing time. The proposed implementation method of PC based immersive virtual environment system is implemented to the example in which user move around inside of and interact with virtual office environment wearing data glove, behavior recognition devices, and HMD.

An Object Representation System Using Virtual Space Coordinates

  • Ban, Kyeong-Jin;Kim, Jong-Chan;Kim, Eung-Kon
    • Journal of information and communication convergence engineering
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    • v.8 no.4
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    • pp.411-415
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    • 2010
  • Conventional Augmented Reality has used data gloves or markers for smooth interaction between objects and background. This causes inconvenience of use and lower immersion. To build up immersion in Augmented Reality, additional input devices must be removed. For this purpose, accurate recognition of space coordinates is needed even with no attachment of markers. This paper proposes a method to create virtual space coordinates for interaction without wearing additional input devices so as to improve immersion in Augmented Reality. The acquired image was projected to 2D space and vanishing lines were extracted to calculate the virtual space coordinates. Then the sizes of the inserted objects were varied in accordance with the size of the virtual coordinates area based on the image projected onto the 2D coordinates. This resulted in improved immersion. This method can increase the efficiency of object creation by excluding the use of a 3D modeler for creation of 3D objects.

Investigation of the body distribution of load pressure and virtual wear design according to the corset type harness (코르셋 타입 하네스의 신체 하중압력 분포 측정 및 가상착의 적용)

  • Kwon, MiYeon;Choi, Sola;Kim, Juhea
    • Journal of the Korea Fashion and Costume Design Association
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    • v.23 no.3
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    • pp.1-10
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    • 2021
  • Harnesses are used in a variety of industries, such as rescue operations, medicine, and entertainment. However, conventional harnesses have problems as they are uncomfortable to wear and causes continuous pain. Therefore, in this study, the load and pressure applied to the body in the flying state when using a conventional harness were measured in real time and the distribution change was observed. Load and pressure were measured using a modified corset harness, a pressure sensor, and a human mannequin to measure the maximum and average pressure on the waist. As a result, it was confirmed that the load concentrated on the waist in the flying state was 104 N, and the pressure was applied to the left and right sides was 800 kPa or greater. The pressure distribution showed a pressure of 3-45 kPa in 73% in all measurable pressures. The results of the load and pressure distribution are presented as basic data for improving the wearability and reducing the discomfort of harnesses in the future, aid in the development of a harnesses that can minimize discomfort for various activities, and increase the concentration on experiential activities. In addition, using the CLO 3D program, which is a 3D virtual wearing system, a harness was put on a virtual model, and the compression level was checked and compared with the actual pressure distribution. As a result of comparing the measured pressure values in the flying state with the clothing pressure wearing the harness in the CLO 3D program, the total pressure value was found to be about 68% of the actual measured value. This helps develop a harness that can minimize discomfort during activities by predicting the load and pressure on the body by first applying new designs to a virtual wearing system during development. These new harness patterns can solve the problems of conventional harnesses.

Development of an IoT-Based Dizziness Detection System for VR Applications (VR 애플리케이션을 위한 사물인터넷 기반 어지럼증 검출 시스템 개발)

  • Ko, Euni;Kim, Youngcheon;Park, Hyelee;Jung, Wonseok;Seo, Jeongwook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.423-425
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    • 2019
  • Users may experience a sub-type of motion sickness, called cybersickness, when interacting with virtual reality (VR) applications in the state of wearing head mounted display (HMD) devices. Although the root cause of cybersickness is still unclear, it is believed to result from a sensory mismatch between visual and vestibular systems. However, there is a lack of studies developing data collection and analysis systems to measure cybersickness. In this paper, therefore, a system is designed that collects electroencephalography (EEG) and physiological data from a user wearing a VR HMD device through an internet of things (IoT) platform and decides whether a user experiences a symptom of cybersickness, namely dizziness, or not by using a decision threshold. Experimental results showed that the proposed system achieved about 92% accuracy of a dizziness detection when considering 14 participants.

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A Study on the Promotion of Safety Management at Construction Sites Using AIoT and Mobile Technology (AIoT와 Mobile기술을 활용한 건설현장 안전관리 활성화 방안에 관한 연구)

  • Ahn, Hyeongdo
    • Journal of the Society of Disaster Information
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    • v.18 no.1
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    • pp.154-162
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    • 2022
  • Purpose: The government intends to come up with measures to revitalize safety management at construction sites to shift safety management at construction sites from human capabilities to system-oriented management systems using advanced technologies AIoT and Mobile technologies. Method: The construction site safety management monitoring system using AIoT and Mobile technology conducted an experiment on the effectiveness of the construction site by applying three algorithms: virtual fence, fire monitoring, and recognition of not wearing a safety helmet. Result: The number of workers in the experiment was 215 and 7.61 virtual fence intrusion was 3.5% compared to the number of subjects and 0.16 fire detection were 0.07% compared to the subjects, and the average monthly rate of not wearing a safety helmet was 8.79, 4.05% compared to the subjects. Conclusion: It was found that the construction site safety management monitoring system using AIoT and Mobile technology has a valid effect on the construction site.