• Title/Summary/Keyword: virtual clothing

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Exploring Variables Affecting the Clothing Pressure of Compression Garment -A Comparison of Actual Garments and Virtual Garments- (밀착의복 의복압에 영향을 미치는 변인 탐색 -실제착의와 가상착의 비교-)

  • Nam Yim Kim;Hyojeong Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.6
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    • pp.1080-1095
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    • 2023
  • Three-dimensional virtual fitting has become a trending practice in the fashion industry because of its productivity benefits, allowing garments to be virtually worn by avatar models without physical production. This study analyzed the variables influencing clothing pressure in both real and virtual fittings to expand the potential utility of pressure data derived from the latter. For this purpose, six sets of compression garments were created by combining two types of tricot fabrics and three types of reduced-pattern tops, with the clothing for real and virtual fittings having identical dimensions. Focus was directed to analyzing the correlation among clothing pressure, surface area deformation, and the mechanical properties of the fabrics. In real fittings, clothing pressure was influenced by multiple factors, including garment design, pattern reduction ratio, body shape, and fabric properties, consistent with existing knowledge. In virtual fittings, however, only the digital mechanical characteristics of the fabrics significantly influenced clothing pressure. The findings suggest that a more reliable implementation of clothing pressure in virtual fitting programs necessitates an approach that considers the complex structural information of garments.

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.

Comparison of Slim Appearance for 2D Image and 3D Virtual Clothing Images Based on Stripe Arrangement (스트라이프 조건에 따른 2차원 이미지와 3차원 가상착의 이미지의 착용효과 비교)

  • Park, Soyoung;Lee, Yejin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.2
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    • pp.321-330
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    • 2022
  • This study analyzed the difference between 2D image and 3D virtual clothing images based on stripe arrangement to obtain fundamental data for slim appearance. First, the slimming effect according to the three types of stripe ratio was examined. Subsequently, the slimming effects of seven types of one-piece dress designs according to the stripe location were analyzed. Subjective ranking was evaluated. The width items and radius of curvature were measured for the image's respective parts. Consequently, in 2D image and 3D virtual clothing images, the one with the narrowest stripe ratio was evaluated as the slimmest; however, the conditions for the slimming effect were different. In the seven one-piece dress designs, a difference was apparent in the ranking of the 2D image and 3D virtual clothing images. In the 3D virtual clothing image, arranging the stripes on the entire garment proved inefficient. The stripes were curved according to the curvature of the human body, creating an optical illusion that differed from that of the 2D image.

Comparison Between Actual and 3D Virtual Skirts of Different Front and Back Silhouette with Regard to the Evaluation of Subjective Appearance and Shape Characteristics (앞과 뒤 실루엣이 다른 스커트의 가상착의와 실제 착의에 대한 주관적 외관평가와 형태특성 비교)

  • Lee, Heeran;Hong, Kyunghi
    • Journal of Fashion Business
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    • v.21 no.5
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    • pp.91-108
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    • 2017
  • Interests in 3D virtual clothing technology and its application in online shopping malls are increasing with the advent of the Fourth Industrial Revolution. Most studies on 3D virtual clothing, however, are focused on observing drapes or ease of virtual clothing depending on fabric properties of representative clothing items. Therefore, the purpose of this study is: first, to determine if current input of typical material characteristics in 3D CLO are sufficient to formulate virtual skirts with different front and back silhouettes; second, to determine if subjective appearance evaluation matched physical shape characteristics of those skirts. In this study, appearances of typical cotton, wool, silk, rayon, and polyester skirts with different front and back pattern were compared between actual and virtual clothing depending on fabric materials. Subjective appearance evaluation was conducted by 7 experts regarding similarity between actual and virtual clothing with a 5-point scale. For objective evaluation of the both types of skirt shape, degree of roundness at the cross section, displacement of side seam, position of back waistline, and the number of folds at the skirt back were observed. In the case of cotton and wool, not the subjective appearance evaluation as well as shape characteristics of virtual skirts were well matched to the actual shape of skirts with a few material inputs. However, current material inputs for silk, rayon and polyester were insufficient to cover material differences in formation of virtual skirts with different front and back silhouettes.

Analysis of Fashion Brand Cases Using 3D Virtual Clothing Technology - Focusing on Green Design Perspective - (3D 가상의상 기술을 활용한 패션 브랜드 사례 분석 - 그린디자인 관점을 중심으로 -)

  • Si Eun Kim;Min Ji Kim
    • Journal of the Korea Fashion and Costume Design Association
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    • v.26 no.2
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    • pp.115-127
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    • 2024
  • This study was initiated by focusing on the characteristics of 3D virtual clothing utilized by fashion brands aiming for sustainability. The purpose of this study is to analyze the characteristics of fashion brands that utilize 3D virtual imagery to mitigate environmental pollution caused by the fashion industry from the perspective of green design. The research methodology draws on green design literature and analyzes three hypothetical cases. These include experiential immersive design, design that rewards engagement, and design that delivers economic benefits that were utilized by fashion brands from 2019 to 2023. The findings and conclusions are as follow. First, the for the commercialization of virtual clothing, offline stores are reproduced in the digital world to provide an immersive shopping experience, similar to reality. These promote fashion products in a virtual space without the constraints of space and time, and creates profits and sustainable value. Second, virtual clothing promotes playfulness. Games and events utilize branded virtual worlds and characters to attract users. Rewards are given for achieving goals, and it is a practice of green marketing that uses virtual items to express products and minimize resource waste. Third, virtual clothing is affordable and can reduce the financial burden on consumers by digitally reproducing expensive products as physical brand collections at an acceptable price point. This reduces environmental pollution, saves physical resources, and increases the utilization of virtual clothing by providing a convenient way to purchase. This study is a basic study that examines the current status and characteristics of fashion brands' use of 3D virtual imagery from the perspective of green design based on literature and case analysis, and follow-up studies are expected on empirical virtual imagery activation measures through interviews or surveys with users for each case.

A Study on the Comparison of 3D Virtual Clothing and Real Clothing by Neckline Type (네크라인 종류에 따른 3D 가상착의와 실제착의 비교 연구)

  • Nam, Young-Ran;Kim, Dong-Eun
    • Fashion & Textile Research Journal
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    • v.23 no.2
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    • pp.247-260
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    • 2021
  • While it is an important element of clothing construction, research has so far been very limited on the similarities between virtual and real clothing in terms of the type of neckline. The purpose of this study is to verify the similarity, accuracy of virtualization, and actuality of neckline, which all play an important role in individual impressions and image formation, and require considerable modification when fitting real samples. A total of 5 neckline models were selected through the analysis of dress composition textbooks. The selected designs were then planned and manufactured in muslin. The specimen clothes were then tested on a female model in her 20s. 2 kinds of virtual bodies were created in order to compare the real and the virtual dressing. The first virtual body was made through an Artec 3D Eva scan of the model, and the other was made by entering the model's measurements in a CLO 3D program. A visual image of the front, side, and back image of both the real and virtual dressing were subsequently collected. The collected images were then evaluated by 20 professional fashion workers who checked the similarity between the real and the virtual versions. The current study found that the similarity between the actual and virtual wearing of the five neckline designs with reality appeared higher with the virtual wearing image using the 3D-scanned body. The results of this study could provide further information on the selection of appropriate avatars to clothing companies that check the fit of clothing by utilizing 3D virtualized programs.

A Study on Based on the Possibility of Quantitative Analysis using Virtual Clothing Simulation according to Raglan Sleeve Pattern Types (가상 착의 시뮬레이션을 이용한 래글런 소매 패턴 변화에 따른 착의 시 정량적 분석 가능성 모색)

  • Lee, Ye-Jin;Lee, Byung-Cheol
    • Korean Journal of Human Ecology
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    • v.21 no.2
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    • pp.299-314
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    • 2012
  • The purpose of this study was to explore effects of pattern alteration using a virtual clothing simulation approach in combination with 3D analysis software. Three raglan sleeves of different patterns were worn by an avatar using virtual clothing simulation with silk and cotton as the test fabrics. It was observed that the silhouette and hemline shape were affected differently based on raglan sleeve pattern and fabric type. By examining clothing pressure distribution, the cotton fabric designs and pattern shapes provided for a variety of influences on armhole and bust regions as well as the back sleeve area. For representative locations, cross section circumstance, cross section area, and volume were measured by using 3D analysis and the resulting correlation between the 2D and 3D data were investigated. Among different fabrics, there was little difference between the 2D and 3D clothing surface area. However, when using 3D analysis, clothing volume was significantly affected by different fabrics and pattern types. By simultaneously adopting the virtual simulator and 3D analysis, quantitative assessment of virtual clothing simulation was successfully conducted. In light of the results of this study, the resulting methodology is expected to be used as a comprehensive evaluation tool for virtual clothing simulation wear testing.

A Study on the Fit Preferences of Knitted Jackets According to Body types Using a 3D Virtual Try-On System -Focus on Adult Women in Their 30's and 40's- (3차원 가상 착장 시스템을 이용한 체형별 니트 재킷의 맞음새 연구 -30~40대 성인 여성을 중심으로-)

  • Do, Wol-Hee;Park, Hyun-Jeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.10
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    • pp.1632-1646
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    • 2010
  • This article is an analysis of the fit preference of the knitted jacket according to body types for 30's and 40's adult women through a comparison of real and virtual fit. A five point likert scale was used to evaluate the degree of the preference of real and virtual fit. The data were analyzed with t-test and ANOVA using statistical program SPSS 17.0. The results are as follow. 1. The real and virtual fit preference of the knitted jacket according to body types indicates that respondents preferred pattern 2 for body type N than the rest of the patterns; however, respondents preferred pattern 3 for body type A and H. 2. There were no significant differences between real and virtual fit preference. 3. It is necessary that the knitted jacket follow a similar size tolerance like a woven jacket. The results show that the next generation of virtual try-on systems need the development of a minus clothing ease scale.

Comparison of Avatar Posture Formation According to 3D Virtual Garment Modeling Programs -Focusing on Cycling Movements of High-School Male Cyclist-

  • Park, Hyunjeong;Do, Wolhee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.6
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    • pp.965-977
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    • 2021
  • The study aimed to analyze the functional differences in 3D virtual garment programs and compare body scan data with the corresponding 3D virtual models. We selected 3D virtual garment programs, formed virtual models in a representative size for high-school male cyclists, and analyzed them using the Design-X program. The results were as follows. In the 3D virtual garment programs, the anthropometric items for virtual model forming differed significantly from the standard anthropometric items suggested by Size Korea. Comparing the lower body scan data and virtual models formed by the 3D virtual garment programs, the biggest difference was in the shapes of the waist and hips, i.e., the flatness values of the waist and hips were different for each program in the cross-section view. In the lower body, a data-input-based program was needed for changing the exact measurement position of the waist circumference and hips' shape in detail. If a 3D virtual garment program provides functions for the virtual model's joint angle input and free motion transformation, it is expected to be widely used in the sportswear industry.

Evaluation of Protective Clothing Using 3D Virtual Fitting (3차원 가상착의를 활용한 방호복 평가)

  • Okkyung Lee;Heeran Lee
    • Textile Coloration and Finishing
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    • v.35 no.2
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    • pp.107-120
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    • 2023
  • The purpose of this study was to analyze the patterns of D level protective clothing, improve their ease of movement by modifying the patterns, and validate the effectiveness of the improvements through 3D virtual fitting and subjective wearing evaluations. Based on previous studies that identified numerous complaints, the patterns of the neck, armpit, and waist areas were modified, resulting in the development of new patterns. To compare and analyze the improved protective clothing with the basic protective clothing, stress and strain were examined after 3D virtual fitting. Additionally, to assess the clothing's allowance, the overall distance between the avatar and the protective clothing, as well as the sectional circumference length and distance of each avatar body part, were measured. Furthermore, the improved protective clothing was manufactured, and a subjective wearing evaluation was conducted with ten males in their twenties as participants. The results showed that the improved protective clothing had evenly distributed stress, larger sectional circumference, and lower average cavity distance. The subjective wearing evaluation also revealed that the suit with improved patterns exhibited superior size suitability, reduced pulling sensation in different body parts, and increased ease of movement. In conclusion, this study confirmed that even minimal pattern modifications can enhance the functionality of protective clothing, alleviating discomfort for wearers.