• Title/Summary/Keyword: Virtual back

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Slacks pattern development for the female adolescents with lower-body obesity using virtual simulation system (가상착의 시스템을 활용한 하체 비만 여자 청소년의 슬랙스원형 설계)

  • Jiyoung Lim
    • The Research Journal of the Costume Culture
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    • v.31 no.6
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    • pp.793-805
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    • 2023
  • This study analyzes the body shapes of lower-body obese female adolescents and proposes a slacks pattern suitable for their body type. Lower-body obesity is a prevalent type of teenage obesity, and our proposals aim to improve consumer satisfaction in ready-to-wear clothes across this demographic. We first observe characteristics of obese lower bodies, noting significantly above-average thigh and hip circumference. These figures indicate a high degree of curvature in obese lower bodies, along with a large drop value. Leveraging this data, we develop a novel slacks pattern using 3D avatars in a virtual simulation system. The formulas for the main areas of the pattern are as follows: front waist girth W/4+0.75cm+0.5cm, back waist girth W/4+0.5cm-0.5cm, front hip girth H/4+1.25cm-0.5cm, back hip girth H/4+2cm+0.5cm, front crotch extension H/16+0.5cm, back crotch extension H/8+1cm. Results from appearance evaluations show that this pattern minimizes strain rate on the waist and hips, and its average score is significantly higher than that of an alternative pattern that was also evaluated. The minimized strain rate and high average score indicate that our pattern assigns a sufficient amount of space to the appropriate areas. Based on these results, we expect our research to inform slacks pattern development and production for obese consumers of all types.

Design and fabrication of a 2D haptic interface apparatus and the realization of a virtual air-hockey system using the device (2D 햅틱 인터페이스 장치 설계 및 이를 이용한 가상 에어하키 시스템 구현)

  • Back, Jong-Won;Kang, Ji-Min;Yong, Ho-Joong;Choi, Dae-Sung;Jang, Tae-Jeong
    • Proceedings of the KIEE Conference
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    • 2005.10b
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    • pp.78-80
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    • 2005
  • Haptic interface apparatus is the device which can offer users virtual reality not only by visualization of virtual space but also by force or tactile feedback. In this paper, we designed and fabricated a 2D haptic interface device that can be used for various purposes, and implemented a virtual air-hockey system that users can easily find in game rooms. By suitable modeling and haptic rendering, users can feel the impact and the reaction force with his/her hand holding the handle through 2D haptic interface device when he/she hit an air-hockey puck with the handle. Through the trial demonstration. we observed the reasonable effect of direction and speed of a ball like doing in reality.

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Relationship between Self-discrepancy and Subjective Well-being

  • Seo, DongBack;Sijtsema, Andre
    • Journal of Information Technology Applications and Management
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    • v.21 no.3
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    • pp.97-117
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    • 2014
  • People can differently act online than in real-life. Their virtual identities may allow them to express themselves more freely. In this perspective, there is a self-discrepancy between virtual- and real-life. Due to the anonymity, people can feel free to express who actually they are online without considering social pressure. Especially, for those people who live in a repressed society, virtual-selves can play a significant role to achieve their well-being. For this reason, a self-discrepancy between actual- and virtual-self related to well-being was studied. With 183 survey responses, political freedom, extraversion and neuroticism are identified as significant influencers of subjective well-being (SWB). In addition, an increase in self-discrepancy between virtual- and real-life for 'unhappy' people leads to an increased online well-being, which is contradictory to Higgins' self-discrepancy theory.

A Study on Developing Korean Virtual Model for Internet Apparel Shopping -Men and Women's Body Proportion of 20's- (인터넷 의류 판매원 한국인 가상모델 개발을 위한 연구 -20대 남녀 인체 프로모션을 중심으로-)

  • Cheon, Jong-Suk;Choe, Hyeon-Yeong
    • Journal of the Ergonomics Society of Korea
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    • v.22 no.1
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    • pp.17-29
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    • 2003
  • This study was initiated to develop a methodology for devising Korean virtual models for apparel shopping at internet shopping site. The data base for this study was the Korean National Anthropometric Survey in 1997. The subjects were 493 women and 626 men in 20's. The researchers also measured 88 males and females in age 20's to suggest back and front depth proportions which are not available from the survey. The virtual models' figure types were classified by the heights, drop value and bust(chest) girth. It was evaluated whether it is needed to separate figure type with bust(chest) girth. The body sizes of virtual models were suggested for side view model and front view model in 13cm height. Four female virtual models were suggested for front view and side view. Eight male virtual models were suggested for front view and side view. Each virtual model's height, breadth and depth proportions were calculated. Shoulder breadth. Bust(chest) breadth, waist breadth, hip breadth and proportions were calculated for front view model. The bust(chest) depth, waist depth, abdomen depth, hip depth and proportions were calculated for side view model. Height proportions were suggested for female and male virtual models.

A Study on the Control of Spring Back for the Precision Forming of the Steam Generator Helical Tube (나선형 증기 발생기 튜브의 정밀성형을 위한 스프링백 제어 연구)

  • 서영성;김용완;김종인
    • Transactions of Materials Processing
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    • v.11 no.3
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    • pp.238-245
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    • 2002
  • The spring back taking place after the coiling process of steam generator tube leads to the dimensional inaccuracy. In order to reduce the spring back, tension force was applied to the one end of the tube during forming. In this work, parametric study using FEM was performed to find the appropriate magnitude of tension force. The force that induces minimum spring back was found by simultaneously taking account if spring back amount, cross-sectional ovality, and thickness of the tube wall after deformation. In addition, stress relieving by heat treatment was also simulated as an alternative to the former method. The latter was found to be more effective under the given constraints.

Fit and Pressure Analysis of Cycling Short Sleeve Tops Using a 3D Virtual Garment System

  • Park, Hyunjeong;Do, Wolhee
    • Fashion & Textile Research Journal
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    • v.23 no.2
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    • pp.237-246
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    • 2021
  • This study aims to analyze short sleeve cycling tops from three brands for a change in garment fit and pressure depending on the static and cycling postures. To this end, it used a 3D virtual garment system to virtualize the garments. Further, a cross-section of the 3D virtual garment data was obtained, and the space length was measured in the design-X program to prove the objectivity of the 3D virtual garment. The results indicated that three brands had a large space length at the front than the back because of the bent posture in cycling. Therefore, appropriate ease was required for the waist and abdomen. Although there were various cutting lines of the bodice panel by brand, the design of the cutting lines should consider the changes in the surface to reflect the bent posture in cycling. The results of this experiment confirmed that the wrinkles present in the 3D virtual garment were reflected in the cross-section and that the space length was small in the high-stress area, as shown in red. Therefore, it was proven the stress of the 3D virtual garment could be used for 3D virtual garment evaluation.

Internet-based Teleoperation of a Mobile Robot with Force-reflection

  • Lim, Jae-Nam;Moon, Hae-Gon;Ko, Jae-Pyung;Lee, Jang-Myung
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.50.6-50
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    • 2002
  • In this paper, the relationship between a slave robot and the uncertain remote environment is modeled as the impedance to generate the virtual force to feed back to the operator. For the control of a teleoperated mobile robot equipped with camera, the teleoperated mobile robot take pictures of remote environment and sends the visual information back to the operator over the Internet. Because of the limitation of communication bandwidth and narrow view-angles of camera, it is not possible to watch the environment clearly, especially shadow and curved areas. To overcome this problem, the virtual force is generated according to both the distance between the obstacle and robot and the approachin...

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Optimal Blank Design using Virtual Try-Out Method (가상 트라이 아웃 방법을 이용한 최적 블랭크 설계)

  • Ko, Dae-Lim;Jung, Dong-Won
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.7 no.4
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    • pp.31-36
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    • 2008
  • Sheet metal forming has some merits that are less loss of materials in process, less time-consuming and it makes mass product possible. The product produced by sheet metal forming process has high strength compared to the weight and better surface characteristics. Therefore, sheet metal forming process is a lot used in automobiles, aircrafts, electronics and appliances. This paper made the process design for forming Bracket Front Back Frame Lower, determined the blank shape and size using PAM-STAMP, commercial software and evaluated formability. It has been proved that the optimal blank through the result forming analysis has advantage in terms of formability and spring back compared to the rectangular blank.

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Investigation of the body distribution of load pressure and virtual wear design of short pants harnesses in flying condition (플라잉 상태에서 바지형태의 하네스에 대한 하중압력 분포 측정 및 가상착의 적용)

  • Kwon, MiYeon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.23 no.3
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    • pp.11-21
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    • 2021
  • Virtual reality is currently mainly used in games, but is starting to be applied as a variety of media fields, such as broadcasting and film. Virtual reality provides more fun than reality, and can provide new experiences in areas that cannot be experienced in reality due to the constraints of time, space, and environment. In particular, as the social non-contact arena has increased due to COVID-19, it is being applied to education, health, and medical industries. The contents are further expanding into design and military fields. Therefore, the purpose of this study was to observe the change in distribution of load and pressure felt by the body in the flying state while wearing a short pants harness, which are mainly used in the game and entertainment industry. In the experiment, the average pressure in the flying state was measured by attaching a pressure sensor to the back and front of a human mannequin. As a result, it was confirmed that the load concentrated on the waist in the flying state was 44 N, with a pressure of 1353 kPa. The pressure distribution was concentrated in front of the center of gravity, and was measured was at 98% by the pressure sensors, with an average pressure value of approximately 15 kPa, and a pressure value of approximately 12 kPa at the back, which was measured at 67% by the pressure sensor. The results of the load and pressure distribution measurement are presented as fundamental data to improve the wearability and comfort of harnesses in the future, and are compared to actual measured pressure values by analyzing the clothing pressure in flight through virtual wear of harnesses through the CLO 3D program.