• 제목/요약/키워드: virtual fit

검색결과 170건 처리시간 0.027초

가상아바타에 따른 가상의복의 비교평가 (Comparative Assessment of Virtual Garments using Direct and Manual Avatars)

  • 임호선
    • 복식문화연구
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    • 제19권6호
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    • pp.1359-1371
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    • 2011
  • The purpose of this paper is to compare two avatars made using direct and manual methods and to evaluate the fit and appearance of two virtual garments on the direct and manual avatars. In this study, two subjects were measured by $[TC]^2$ body scanner and the avatars and virtual garments were created by OptiTex software. The direct avatar was made by the direct importation of 3D body scan data and the manual avatar was made by manual input from extracted body measurement. Two virtual garments in a tank-top were evaluated by distance, transparency, and stretch maps. In the results of comparing difference of the direct and manual avatars, the bust and back of the manual avatar are protruded slightly more than that of the direct avatar and the manual avatar is slightly larger dimensions at the bust, waist, abdomen, and hip area in the side view in case of subject 1 and 2. In the results of comparing difference of the fit and appearance of two virtual garments on the direct and manual avatars, in case of subject 1 and 2, the back of the virtual garment on the manual avatar are protruded more than that of the direct avatar. Also, the ease in the bust area of the virtual garment on the manual avatar with a projected bust area was smaller than that of the virtual garment on the direct avatar and the stretch of that of the manual avatar was also high in the bust area. The results of this study are expected to be used as basic information in the apparel industry using virtual try-on technology.

3차원 가상 착의 시스템을 이용한 여자 청소년용 길 원형 맞음새 연구 (Adolescent Girls' Bodice Pattern Fit Using the 3-Dimensional Virtual Clothing System)

  • 김도경;천종숙
    • Human Ecology Research
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    • 제54권3호
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    • pp.279-292
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    • 2016
  • This research predicted the fit of the basic bodice patterns worn on adolescent girls' 3-dimensional scanned bodies. Six 3-dimensional scanned bodies were selected from the sixth Size Korea data. Each of them had good body posture and represented one of the three garment sizes: 79-160, 82-160, and 85-160. Experimental basic bodice patterns were drafted by three basic bodice pattern making methods. The fit of the basic bodice pattern was analyzed by the CLO 3D virtual clothing system. The results showed that the experimental basic bodice patterns did not fit well at the neck, shoulder, and back for adolescent girls. The fit of the basic bodice patterns varied by pattern making method or size. The basic bodice pattern A with the waist darts ending above the breast line showed the best fit among the three different types of experimental pattern. Among the three sizes 79-160, 82-160, and 85-120, size 79-160 basic bodice pattern showed the worst fit for adolescent girls. The results show that the placement and size of the bodice darts affect the basic bodice pattern fit. The basic bodice pattern making method of size 79-160 for adolescent girls should be studied in a future study.

디지털 매체 기술과 제품 구매 태스크의 적합성 탐색 (Exploring the Technology Fit of Digital Media on Product Shopping Task)

  • 한현수;정석인
    • 한국전자거래학회지
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    • 제16권4호
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    • pp.283-299
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    • 2011
  • 본 연구에서는 태스크-기술 적합 이론에 기반하여 TV홈쇼핑, 인터넷 쇼핑, 브로드밴드 응용(IPTV) 등 3개의 가상 쇼핑 채널에 대한 소비자 선호에 영향을 주는 적합요인을 탐색하였다. 적합 요인 탐색은 오프라인 대비 웹에서 제품 구매 시 불확실성에 가장 큰 영향을 주는 품질 파악 관점에서의 제품 분류 유형인 quasi-commodity, look and feel 제품, 그리고 look and feel with variable quality 제품 등 3개의 제품군 별로 차별화하였다. 이론적으로 도출한, 3개의 가상 쇼핑 환경에서 3개의 유형별 제품을 구매할 때 소비자의 채널 선호에 영향을 주는 적합 속성에 대한 검증은 서베이 데이터를 이용해 단계별 회귀분석 기법을 적용하여 실증적으로 분석하였다. 또한 ANOVA와 Duncan 사후 분석을 통하여 3개의 가상 채널과 제품 유형 별로 적합 속성의 상대적 중요성을 비교 분석하여 시사점을 제시하였다. 본 연구를 통하여 3개의 가상 쇼핑 채널이 기반하고 있는 미디어 기술과 다양한 제품 구매 태스크의 적절한 매칭을 위한 4가지 주요 적합 속성과 상대적 차별성이 파악되었으며, 본 연구결과는 디지털 융합 기반 쇼핑 채널 설계에 유용한 시사점을 제공할 수 있다.

기성복 셔츠의 부위별 선호 핏에 영향을 미치는 신체 특성 분석 -20대 여성을 중심으로- (Study of Body Sizes Affecting to Shirt Fit Preference -Focusing on Women in their Twenties-)

  • 강여선
    • 한국의류학회지
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    • 제43권1호
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    • pp.51-64
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    • 2019
  • This study provides basic information for the convenient size selection of shirts in the online purchasing environment. The preferred shirt fit was compared according to body size group. The subjects were 111 students majoring in clothing. After setting a virtual model with her own body sizes, subjects chose the best preferred fit among four sizes shirts which included the shirt suitable to her bust circumference, one size smaller shirt, one size larger shirt, and a two size larger shirt. They generally preferred the original size, but the preferred shirt fit was different by the body characteristics such as stature, waist height, or the ratio of Biacromion and drop. Shirt length was affected by stature and sleeve length was affected by waist height. The shoulder ease was mostly affected by the ratio of the shoulder length. Waist fit and hip fit were influenced by waist and hip. Therefore, the body parts affecting the preferred fit of each shirt part were different and the effect of body shape was stronger than body size.

가상 운동 훈련 프로그램(Wii fit)이 여성노인들의 균형증진에 미치는 영향 (The effect of virtual exercise training program on the balance increase of women elderly)

  • 최재원;정현애;김은비;류애리;박소영;조경미;오미희
    • PNF and Movement
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    • 제8권3호
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    • pp.1-8
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    • 2010
  • Purpose : The purpose of this study was to investigate the effects of virtual exercise training programs on the improvement of balance in the elderly women. Methods: The subjects were fifteen female citizens, 67 years of age or older living in G city, the subjects were randomly divided into groups; Virtual exercise training group(n=9), control group (n=6). After treatment measured balance by Berg Balance scale test and One-leg stand test during virtual exercise training program at pre-intervention and post-intervention. Results : The results of this study were as follows : Virtual Exercise Training Program (Wii fit) after applying the Berg balance test scores and One-Legged Stance Test, the evaluation results showed significant results(p<05). Conclusion : Virtual exercise training programs can be used to improve the balance of the elderly, as it has been shown to increase Berg balance test and one-leg stand results conducted after virtual training programs. Virtual Exercise Programs(Wii fit) were applied to demonstrate the effecting the balance of the elderly to promote more research on the impact of the ADL survey.

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가상현실 기반의 링 피트 어드벤처 코어 운동이 배가로근, 배속빗근, 배바깥빗근의 두께에 미치는 영향 (Effect of Virtual Reality Based Ring Fit Adventure Core Exercise on the Thickness of the Transverse Abdominis, Internal Oblique and External Oblique Muscle)

  • 윤삼원;윤성영;박한규
    • 대한통합의학회지
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    • 제10권4호
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    • pp.93-102
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    • 2022
  • Purpose : The purpose of this study was to analyze the change in thickness of transvers abdominis, internal oblique, and external oblique when virtual reality based ring fit adventure is applied to young adults in order to investigate the effect of ring fit adventure on core stabilization. Methods : 30 subjects participated in the experiment. Subjects were randomly assigned to two groups. 15 subjects performed ring fit adventure core exercise (experimental group) and 15 subjects bridge and dead bug exercise (control group). The ring fit adventure core exercise program consists of 6 types, 1) bow pull, 2) overhead lunge twist, 3) pendulum bend, 4) seated ring raise, 5) plank, 6) warrior III pose. Each exercise was performed for 5 minutes, for a total of 30 minutes. The bridege and dead bug exercise were performed for 15 minutes each for a total of 30 minutes. All interventions were performed 3 times a week for 4 weeks. Thickness of the abdominal muscles was measured with a ultrasound. The paired t-test was used to compare the thickness of the transverse abdominis, internal oblique, and external oblique before and after intervention, and the comparison between groups was analyzed using the independent t-test. Results : As a result, in the experimental group, thickness of transverse abdominis and internal oblique increased significantly (p<.05), but external oblique decreased significantly (p<.05), and in the control group, thickness of transverse abdominis, internal oblique, and external oblique increased significantly (p<.05). There was a significant difference in external oblique in the difference between groups (p<.05). Conclusion : These study results showed that core exercise using ring fit adventure can reduce external oblique and increased selective muscle activity of transverse abdominis and internal oblique of the deep abdominal muscles, so it is meaningful as an effective intervention for core stabilization.

가상착의를 활용한 거북목 증후군 체형의 여성을 위한 재킷패턴 제도법 개발 (Development of Jacket Pattern Drafting Methods for Women with Turtle Neck Syndrome Body Shapes through Virtual Fit Assessment)

  • 서유라;김효숙
    • 패션비즈니스
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    • 제26권3호
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    • pp.116-137
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    • 2022
  • The purpose of this study was to develop jacket patterns that could fit well for women in their 20s with turtle neck syndrome body shape and to present a pattern drafting method. As a research method, an educational pattern was chosen through a preliminary experiment. Fit problems of the educational pattern were derived by wearing it on a virtual model with a turtle neck syndrome body type for each neck angle. Based on the three types of experimental patterns developed by supplementing these problems, a development pattern drafting method was developed for each neck angle. Three development patterns were compared and evaluated with the educational pattern using 3D virtual fitting. Fit problems of the educational pattern included: 1) insufficient ease amounts for hip, hem, bicep, elbow, and sleeve hem circumference; 2) horizontal items could not be leveled due to insufficient back length; 3) the shoulder line went backwards; and 4) the front center line did not form a vertical line. To solve these problems, an experimental pattern was developed by increasing the insufficient ease amount, increasing the insufficient back length, and correcting the position of the shoulder line. Measurements that differed in the pattern drafting method of the three types of development patterns by neck angle were positions of back center line and back neck point, front length, and front neck width. Through appearance evaluation of the development pattern and educational pattern by neck angle, the development pattern was highly evaluated, indicating that problems of the educational pattern were improved.

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

  • Park, Hyunjeong;Do, Wolhee
    • 한국의류산업학회지
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    • 제23권2호
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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.

남성 싱글플리티드 팬츠 패턴비교분석 및 가상착의평가 (Comparative Analysis of Pants Pattern and Virtual Appearance Evaluation for Men's Single-pleated Pants)

  • 홍은희;김경아;어미경
    • 한국의상디자인학회지
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    • 제17권1호
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    • pp.105-115
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    • 2015
  • This study aims to compare the ease of men's single-pleated pants patterns, and to analyze the fit and appearance through the 3D virtual garment system. The researchers selected five(four educational materials and one industrial pattern) slim-fit single-pleated pants which is the current fashion trend in menswear. The CLO 3D Modelist program was utilized to carry out the appearance evaluation through virtual wearing, opacity, and clothing pressure. The results showed that D pants had the greatest ease on the waist circumference, while C pants had the least ease. The E pants had the greatest ease on the hip circumference, then B pants and C pants showed less ease. Also, the E pants had the longest on the pants length, then D pants showed the shortest. In the appearance evaluation, A pants received the most favorable results, followed by D, B, E, and C pants, in descending order. The clothing pressure appeared to be mainly red on the waist, crotch, and hem in all pants, so the clothing pressure was high. From the results, we can understand that each of the 5 single-pleated pants patterns has different ease amount and silhouette.

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가상착의를 활용한 20대 남성 피티드 토르소 패턴 개발 -역삼각 체형을 중심으로- (Developing fitted Torso Patterns for Men in Their 20s Utilizing Virtual Fitting -Focused on the Inverted Triangle Body Type-)

  • 권의정;장정아
    • 한국의류학회지
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    • 제47권1호
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    • pp.17-34
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    • 2023
  • This study aimed to develop a fitted torso pattern with an improved fit for inverted-triangular males in their twenties. For this study, six torso patterns were collected, compared and evaluated, and a fitted torso pattern was developed using virtual fittings. The research results are as follows. First, the fitted torso pattern received a good rating as a result of the virtual fitting evaluation: waist dart set 2 of the front; the amount of comfort is set at 5 cm around the chest, 4 cm around the waist and 10 cm around the hips. Second, the evaluation of virtual fitting of the development pattern showed that fit evaluation was 4.11/5 points, ease evaluation was 6.53/7 points, and that the stress map and airgap were suitable for the human body. Third, the actual fit evaluation of the development pattern was 4.25/5 points, 6.35/7 points for ease evaluation, and 4.81/5 points for motion evaluation. Fourth, there was no significant difference between the results of the virtual and actual fitting evaluation with the objectivity test. It is therefore possible to apply a pattern developed through a virtual fitting to an actual human body and to confirm the objectivity of the pattern.