• 제목/요약/키워드: Virtual Wearing System

검색결과 62건 처리시간 0.029초

3D 어패럴 캐드 시스템으로 제작된 가상의복의 소재물성별 실물 재현도에 관한 연구 (A Study on Expressivity of Virtual Clothing made of 3D Apparel CAD System according to the Physical Properties of Fabric)

  • 오송윤;유은주
    • 한국의류산업학회지
    • /
    • 제17권4호
    • /
    • pp.613-625
    • /
    • 2015
  • This research was conducted to provide basic data to improve expressivity required for virtual clothing to replace actual clothing. For the experiment, 6 materials were selected and 12(2 kinds of length) actual flared skirts were made. At the same time, simulations were carried out on OptiTex Runway 12.0 for 36(12 kinds of skirts $\times$ KES, FTU, KES weight/10) kinds of virtual flared skirts, which were applied with the measured property values (thickness, weight, bending, shear, friction, and stretch). Also, the study compared and analyzed the wearing images, silhouette overlapping images, and skirt length measurements of the actual and virtual skirts put on a dummy. As a result, the actual skirts showed clear distinction for each material. In contrast, virtual 1 and 2 expressed fabric 3 in the most similar way, but could not recreate the uniform, soft, and natural flare shape of the actual skirts in general. Virtual 3 formed natural flares as those of the actual skirts, and expressed fabric 1, 5, and 6 in a similar way. However, virtual 3 had too much volume and barely showed any distinction for each material. All of virtual 1, 2, and 3 expressed different flare shapes on the front and back sides of the skirt similarly to the actual skirts, and had a good visual expression for the color and texture of the materials. However, they could not effectively express the elasticity and fabric sagging in the bias direction.

A VR-based pseudo weight algorithm using machine learning

  • Park, Sung-Jun
    • 한국컴퓨터정보학회논문지
    • /
    • 제26권10호
    • /
    • pp.53-59
    • /
    • 2021
  • 본 논문에서는 어떠한 장치를 착용하지 않고 덤벨의 무게감을 인지하여 덤벨 운동을 할 수 있는 시스템을 제안한다. 가상현실 기술이 발전하면서 가상세계에서 현실 세계의 물리적 피드백을 시뮬레이션 하는 연구가 많이 진행하고 있다. 노인들에게 있어 재활 운동은 정확한 모션 인식이 중요하다. 또한, 노인들은 무거운 덤벨을 들 수가 없다. 본 논문에서는 재활 운동을 위해 실시간으로 입력되는 동작 데이터를 머신러닝을 활용하여 정확성을 판별하였다. 실험으로서 한손 덤벨 운동, 양손 덤벨 운동, 어깨 덤벨 운동 3가지를 실험하였으며, 재활 운동이 정확히 이루어지는가에 대해 실험하였다. 가장 안정적인 운동은 양손을 활용한 덤벨 운동이었으며 가장 적은 오차율을 나타내었다. 마지막으로, 가상에서 실제 적용하기 위해 가상 체육관 콘텐츠를 개발하였다.

3D 가상착의에 의한 노년 여성의 슬랙스 패턴 설계 (Development of the Slacks Pattern for the Elderly Women from 3D Virtual Garment Simulation)

  • 임지영
    • 한국의류산업학회지
    • /
    • 제21권1호
    • /
    • pp.59-66
    • /
    • 2019
  • The purpose of this study was to develop slacks pattern of elderly women aged over 60s by using the virtual twin and 3D virtual garment simulation system. The results were as follows; first, By using 3D Virtual Garment Simulation, new slacks pattern considered elderly women was development. The basic numerical formula were as follows, front waist girth W/4+2+1.5, back waist girth W/4+1.5+0.5, front hip girth H/4+0.75, back hip girth H/4+1.5, front crotch extension H/16-0.5, back crotch extension H/8-1.3, front dart amount 2 and back dart amount 1.5. Second, according to the results of the new slacks pattern's appearance evaluation, it estimated more highly than existing pattern in silhouette and ease amount, confirming that new slacks pattern is appropriate for the elderly women. Also, new slacks pattern was evaluated to allow proper space length of waist, abdomen and hip. Virtual models production through 3D body scan data, pattern draft and virtual garment digital program were applied to prototypic design method so as to enhance the fitness of ready-made garments. The use of the virtual twin made it impossible to comprehend the appearances and ease correspondent to motions. In order to evaluate wearing fitness, therefore, the system should be improved so as to change arm positions and perform various motions.

가상 착의 시스템에 의한 복부 비만 중년 남성의 슬랙스 원형 개발 (A Development of Slacks Patterns for the Abdomen-obese Middle-aged Males from a Virtual Garment Simulation)

  • 임지영
    • 복식문화연구
    • /
    • 제19권5호
    • /
    • pp.1009-1018
    • /
    • 2011
  • The purpose of this study was to develop slacks patterns for middle-aged abdomen-obese adult males by using the 3D virtual-twin and virtual-garment simulation system. The criteria for subjects in this study were males who had over $25kg/m^2$ of BMI, over 90cm of waist, and over 0.90 of WHR. A total of 211 adult males who met these criteria were enrolled. The results were as follows: first, a new slacks pattern considerate of abdomen-obese men was development. The basic numerical formula were as follows: front and back hip girth H/4+3.5, front waist girth W/4+1+0.5, back waist girth W/4+1-0.5, front crotch extension H/16, back crotch extension H/8-0.5, front pleats amount 2.7, and back dart amount 1.5. Second, according to the results of the new slacks patterns appearance evaluation, the new slacks pattern scored more highly than the existing pattern in silhouette and ease amount, confirming that the new slacks pattern is appropriate for the abdomen-obese men. Also, the new slacks pattern was evaluated allowing proper space length of waist, abdomen and hip. Virtual models of production through data from a 3D body scan, pattern draft and virtual garment digital program were applied to a prototypic design method in order to enhance the fitness of ready-made garments. The use of the virtual twin made it impossible to comprehend the appearances and ease correspondent to motions. In order to evaluate wearing fitness, therefore, the system should be improved so as to change arm positions and perform various motions.

A Study on i-Fashion 3D Avatar's Consumer satisfaction & Comparison of 3D and Direct Masurement - Based of Domestic University Students

  • Choi, Eunhee;Do, Wolhee
    • 한국의류산업학회지
    • /
    • 제17권3호
    • /
    • pp.421-428
    • /
    • 2015
  • This research is to understand customer satisfaction with virtual fitting based on a 3D body scanner and avatars as well as differences between avatars and the 'real me'. To this end, this research examined Korean college students to facilitate 3D body scanning, avatar generation and surveys. The author used 3D body scan data with direct measurements to identify differences between the 3D body scan data-based 'my avatar' and 'real me' in the virtual dress fitting system. The survey results on 'the level of customer awareness on 3D body scanner' found that the majority of both genders did not know about it and indicated a lower usability to incorporate IT technology into the fashion industry. The question in the 3D body scanning and avatar found an affirmative attitude. Satisfaction levels on the 3D avatars' similarity with 'own body' and garment fitting were positive and indicated a need for further technological improvements to express the avatars identical to customers' own body. More research is necessary for the accuracy of sizes for 3D body scanning that measure body sizes while wearing clothes. Avatars based on such datamay be less similar to 'own body' and cause customer dissatisfaction. Thus, further technology development is required to narrow gaps using data to make avatars that provide more accurate virtual fitting simulation services to customers.

Hip Protector Design Process for the Korean Elderly

  • Jeon, Eun-Jin;Kim, Hee-Eun
    • 한국의류산업학회지
    • /
    • 제18권4호
    • /
    • pp.520-530
    • /
    • 2016
  • This research aims to propose an ergonomic design process for hip protector based on previous studies, existing products, multidisciplinary experts opinion, and wearing test. The elderly are more likely to suffer a hip fracture when they fall due to their physical changes in skeletal form, muscle quantity, bone density, and joint movement. A hip protector is an effective product to prevent hip fractures in the elderly but it also has a problem in that it is uncomfortable. Therefore there is a high chance that it won't be able to prevent hip fractures properly. Since the comfort of a hip protector is one of the most critical elements in preventing a hip fracture, we need to keep improving the hip protector for mobility and usability. Based on the previous studies and limitations of current hip protector products, we need to come up with an optimal design for the Korean elderly. First, knowledge has to be built relating to the ergonomic design of the hip protector considering body shape and size analysis using 3D-scan data, and biomechanical analysis on hip fracture. Second, we need to develop a design process including hip protector pattern design, and wearing evaluation with virtual system. Third, we suggest to reevaluate and verify the design procedure from impact evaluation using testing simulator, virtual evaluation of impact, to wearing comfort and usability evaluation. This design process presented in this study would be expected to contribute to the development of ergonomic hip protector which is suitable for the Korean elderly.

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

  • 한현정;전은경
    • 한국의상디자인학회지
    • /
    • 제18권1호
    • /
    • pp.191-203
    • /
    • 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.

  • PDF

가상착의 평가에 따른 복부비만 중년남성의 재킷 길 원형 여유량 설정 (A Study on the Ease in Jacket Bodice Pattern for Abdomen-obese Middle-aged Men from Virtual Appearance Evaluation)

  • 임지영
    • 한국의류산업학회지
    • /
    • 제12권6호
    • /
    • pp.789-795
    • /
    • 2010
  • The purpose of this study was to examine the appropriate surplus of clothing for a jacket bodice pattern of middle-aged obese men by using the 3D virtual twin and virtual garment simulation system. The results were as follows ; 1. BMI rate of middle-aged males was 28.13 which was equivalent to mild obesity, whereas WHR(W/H ratio from waist to hips) rate was near 1.00 which was highly dangerous against their obesity. In case of middle-aged obese men, the WHR was significantly higher than the entire middle-aged men's average and the section shape in which their thickness was relatively more than width. 2. As a result of appearances evaluation through virtual garment simulation, the cut-off amount of the side seam and the center back was regulated accordingly. Hereby, the final tolerance range was set up at 21.15 cm at the hips, so that the appearances became better and the bilateral distribution of the cross section and space length was formed symmetrically. Especially in case of increasing the cross amount of hems to produce a natural silhouette of the waist-to-hips parts, the ease of buttocks was judged to be moderate, but it turned out that a wavy cross section was made and the silhouette was not good. Thus it was found to be not good that the ease of the hips became excessively increased in proportion as circumference of waist and belly were increased in obesity. The use of the virtual twin made it impossible to comprehend the appearances and ease correspondent to motions. In order to evaluate wearing fitness, therefore, the system should be improved so as to change arm positions and perform various motions.

몰입형과 시뮬레이터형 가상현실 훈련체계 비용 대 교육효과 분석 -육군 가상현실 훈련체계를 중심으로- (Cost Education Effectiveness Analysis of Immersion-type and Simulator-type Virtual Reality Training Systems -Focusing on The ROK Army Virtual Reality Training System-)

  • 김도헌;민승희;김익현
    • 한국산학기술학회논문지
    • /
    • 제22권4호
    • /
    • pp.345-352
    • /
    • 2021
  • 육군은 교육훈련 효과를 향상시키기 위해 노력을 경주하고 있다. 그러나 실제 훈련 시 많은 제한사항으로 인해 실전적인 교육훈련이 제한된다. 이러한 제한사항을 극복하기 위해 가상현실 기술을 활용하고 있다. 가상현실 기술은 다양한 유형으로 발전하고 있으며, 육군은 비용 대 교육효과를 고려하여 가상현실 훈련체계를 도입할 필요가 있다. 육군은 실제 장비와 유사하게 제작된 고비용의 시뮬레이터형을 주로 사용하고 있다. 최근에는 HMD(Head Mounted Display, 이하 HMD)를 착용한 저비용의 몰입형 가상현실 훈련체계도 사용 중이다. 본 연구는 육군 방공학교에서 운영중인 시뮬레이터형과 몰입형 가상현실 훈련체계에 대한 비용 대 교육효과를 분석한다. 연구 방법은 첫 번째, 계층적 분석기법(AHP : Analytic Hierarchy Process, 이하 AHP)으로 교육효과를 분석한다. 두 번째, 비용은 가상현실 훈련체계의 제작 비용을 적용하여 비용 대 교육효과를 분석한다. 분석결과, 비용 대 교육효과는 몰입형이 시뮬레이터형보다 3.4배 높은 것으로 확인되었다. 이번 연구결과를 통해 가상현실 훈련체계의 비용 대 교육효과 분석을 위한 기초자료로 활용이 가능 할 것이다.

딥러닝 기반 가상 피팅 기능을 갖는 중고 의류 거래 시스템 구현 (Implementation of Secondhand Clothing Trading System with Deep Learning-Based Virtual Fitting Functionality)

  • 정인환;황기태;이재문
    • 한국인터넷방송통신학회논문지
    • /
    • 제24권1호
    • /
    • pp.17-22
    • /
    • 2024
  • 본 논문은 딥러닝을 기반으로 한 가상 피팅 기능을 갖춘 중고 의류 거래 시스템의 구현을 소개한다. 제안된 시스템은 사용자가 중고 의류를 온라인으로 시각적으로 착용하고 핏을 확인할 수 있는 기능을 제공한다. 이를 위해, 합성곱(CNN) 알고리즘을 사용하여 사용자의 신체 형상과 의류의 디자인을 고려한 가상 착용 모습을 생성한다. 이를 통해 구매자는 온라인에서 실제로 의류를 입기 전에 핏을 미리 확인할 수 있으며, 이는 구매 결정에 도움을 준다. 또한, 판매자는 시스템을 통해 정확한 의류 사이즈와 핏을 제시할 수 있어 구매자의 만족도를 높일 수 있다. 본 논문은 CNN 모델의 학습 절차, 시스템의 구현 방법, 사용자 피드백 등을 자세히 다루고, 실험 결과를 통해 제안된 시스템의 유효성을 입증한다.