• 제목/요약/키워드: virtual fit

검색결과 170건 처리시간 0.027초

A Study of Subjectivity about Virtual Fashion

  • Su-Joung Cha
    • 한국컴퓨터정보학회논문지
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    • 제29권5호
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    • pp.189-202
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    • 2024
  • 본 연구는 Q방법론을 적용하여 가상의류에 대한 주관적인 인식을 유형화하고 유형별 특성을 알아보고자 하였다. 가상의류에 대한 인식은 4개 유형으로 분석되었다. 제1유형은 가상의류 이용을 선호하고 가상의류가 맞음새를 파악하는 데 도움이 된다고 생각하는 가상의류 신뢰 맞음새 파악형이었다. 제2유형은 가상의류가 디자인 파악에 도움이 되고 모든 쇼핑몰에 가상의류 시스템이 도입되어야 한다고 생각하는 쇼핑몰 도입 긍정 디자인 파악형이었다. 제3유형은 가상의류가 환경오염을 줄여주고 실제 입을 수 없는 가상의류를 구매하고 싶어하는 환경오염 감소 가상의류 구매형이었다. 제4유형은 가상의류가 실제의복과 유사하고 가상의류가 쇼핑을 즐겁게 해준다고 생각하는 실제 의복 유사 즐거움 추구형이었다. 유형에 따라 아바타의 치수조절, 의복 디자인 표현 강화, 아바타 꾸미기 아이템 구비, 판매용 가상의류 제작 등이 요구되었다.

클래식 오페라 무대의상의 동작기능성 개선방안 연구 - 19세기 여성 재킷을 중심으로 - (A study of the movement adaptability of classical opera costume - Focusing on 19th century women's jacket -)

  • 권경현;천종숙
    • 복식문화연구
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    • 제25권3호
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    • pp.301-314
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    • 2017
  • This study focused on the movement adaptability of $19^{th}$ century classical opera stage costumes. Researchers focused on a basic $19^{th}$ century women's jacket. The study analyzed movement adaptability using ROM (range-of-motion) tests of the upper limb flexion and abduction postures. It developed two research garments to mimic basic $19^{th}$ century style jackets with or without gussets at the axilla. The ROM experiment identified the gusset size as 11cm in length. Experimental postures included upper limb flexion and abduction. The study measured subjective comfort at 8 postures. These postures included the flexion and abduction of the arms and torso. Subjects also evaluated the subjective comfort of the rotation posture of the torso. Researchers evaluated the similarities between research garments' silhouettes and the $19^{th}$ century women's jacket. The study used a 3D virtual fitting system to evaluate fit, and specialists further analyzed fit with photographs and 3D virtual graphics. The results are as follows. The silhouettes of both research garments were similar to the silhouettes of the $19^{th}$ century western women's jacket. The jacket with axilla gusset had a better fit than the basic style jacket. The basic style jacket without the axilla gusset showed limited movement adaptability at the shoulder joint and it caused discomfort at the axilla and elbow. The 3D virtual fit test was not a suitable method for analyzing silhouette similarity.

맞춤형 머리전달함수 구현을 위한 모델링 기법 (Modeling HRTFs for Customization)

  • 신기훈;박영진;박윤식
    • 한국소음진동공학회:학술대회논문집
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    • 한국소음진동공학회 2005년도 추계학술대회논문집
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    • pp.641-644
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    • 2005
  • This study reveals some recent attempt in modeling empirically obtained B&K HATS (Head and Torso Simulator) HRTFs (Head Related Transfer Functions) to Isolate parameters that stimulate lateral and elevation perception. Localization using non-individual HRTFs often yields poor performance in synthesizing virtual sound sources when applied to a group of individuals due to differences in size and shape of head, pinnae, and torso. For realization of both effective and efficient virtual audio it is necessary to develop a method to tailor a given set of non-individual HRTFs to fit each listener without measuring his/her HRTF set. Pole-zero modeling is applied to fit HRIRs (Head Related Impulse Responses) and modeling criterions for determining suitable number of parameters are suggested for efficient modeling. Horizontal HRTFs are modeled as minimum-phase transfer functions with appropriate ITDs (Interaural Time Delay) obtained from RTF (Ray Tracing Formula) to better fit the size of listener's head for usage in simple virtualizer algorithms without complex regularization processes. Result of modeling HRTFs in the median plane is shown and parameters responsible for elevation perception are isolated which can be referred to in the future study of developing customizable HRTFs.

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클라우드 환경에서의 무중단 수직 확장에 관한 연구 (A study on live vertical scale-up in a cloud environment)

  • 박준석;고대식
    • Journal of Platform Technology
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    • 제10권4호
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    • pp.70-81
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    • 2022
  • 본 논문에서는 클라우드 자원의 무중단 수직 확장 서비스 제공을 위한 VMP(Virtual Machine Placement) 방안을 제시하였다. 수직확장을 위해서는 물리 서버의 여유 공간을 사전에 확보해야 하기 때문에, 이를 위한 FirstFit 배치 전략 기반의 가상 서버 할당율을 가변적으로 조정하는 "일반-혼합-수직의 모드 전환" 알고리즘을 제시하였으며, 수직 확장 비율, 가상화율, 여유자원율 등을 파라미터로 하여 시뮬레이션을 수행하였다. 시뮬레이션 결과, 수직 확장 비율이 50% 일 경우에 여유 공간을 고려하면 전체적으로 150%의 자원의 필요하나, 제안한 알고리즘의 시뮬레이션 결과로는 최대 125%의 여유 공간만을 필요로 하는 것으로 나타났다.

3차원 가상착의와 실제착의를 통한 비만여성의 바지 맞음새 비교 (Comparison on the Pants Fitting for Obese Women between 3D Virtual Garment and Real Garment)

  • 이진숙;이정란
    • 패션비즈니스
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    • 제17권2호
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    • pp.33-45
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    • 2013
  • A study using 3D virtual garment simulation is carried out for the evaluation and application on the pants fit for obese women in their age of 20s and 30s. The results are as follows; 5 obese women in their 20s and 30s were selected for the testing 3D body. They showed no significant differences in all items, comparing with the data of 5th Size Korea body dimensions. The average waist circumstance of the subjects' 3D body dimensions was 87.0cm, hip circumstance was 102.4cm, BMI was $27.1kg/m^2$, and their obese body types had similar mean values. Based on the detailed design of ready made pants and the study results of 20~30s obese women preference for pants design, pants of straight silhouette and semi-tight fit which have waist line lowered, no front dart and one back dart, were manufactured with 100% black cotton and cotton spandex mixed fabrics. When comparing the appearances between real garment and virtual garment, the average of the real garment with 100% cotton was 3.70 and the virtual garment was 4.05. The average of real garment with cotton spandex mixed fabrics was 3.75 and the virtual garment was 4.06. Therefore, the average of virtual garment was highly evaluated. When comparing the results of evaluating the appearance, there was no significant difference caused by materials between real garment and virtual garment. The expression for the ease of virtual garment and real garment was also similar for good evaluation. Thus, 3D virtual garment simulation did positively prove its reliability and effect.

가상착의 시스템을 이용한 여고생의 보디스 원형 개발 (Development of the High School Girls Bodice Pattern Using Virtual Garment Simulation)

  • 전성연
    • 한국의류산업학회지
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    • 제21권2호
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    • pp.189-202
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    • 2019
  • This study develops a bodice pattern for high school girls aged 17 to 19 that use virtual garment simulation. The study developed a bodice pattern based on the fit evaluation result for two selected bodice patterns. The basic formula of the design method based on the result of 3 times of fit evaluation is as follows: waist back $length=stature/8{\times}1.85cm$, waist front length=waist back length+bust/40+0.7cm, front bust girth=bust/2+4cm, back bust girth=Chest/2+3cm, armscye depth=Chest/4+0.5cm, back interscye length=bishoulder length -1.2cm, front interscye length=back interscye length -1.2cm, front neck width=back neck width -0.3cm. The developed bodice pattern used Bishoulder Length as a criteria for the calculation formula of back interscye length, and back interscye length as a criteria for the calculation formula of front interscye length. The fit evaluation showed the relevance of the bishoulder length, front interscye length, and back interscye length based on a comparison of the calculated figure. A bodice pattern with great body suitability and fitness to high school girls was developed through 3D virtual garment simulation that calculated the application of body proportion to width. This study only analyzed the evaluation result of a virtual model only in a representative form; however, a pattern study is also proposed to compare and analyze the design methods of patterns by body type.

가상착의에 의한 환편물 상의의 패턴 설계 방법 연구 (Prototype Torso Pattern for Circular Knit using Virtual Garment Software)

  • 김형진;김여숙
    • 한국지역사회생활과학회지
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    • 제22권1호
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    • pp.53-61
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    • 2011
  • We have made knitwear in a different way from the typical woven pattern; it does not have the dart, even for women's tops. The purpose of this research was to compare the fit and appearance of the torso pattern for circular knitted fabric between virtual try-on garments and real garments. First, a woman in her 20's was scanned by a 3D body scanner, and thus producing a virtual avatar. I prepared knit patterns and created a torso pattern appropriate for circular knitted fabric. Next, I measured the body size of the avatar. The 2D patterns for the torso and sleeves were developed using the Yuka Super ALPHA : Plus. The 3D virtual garments were made from the imported 2D patterns and were then tried on the 3D virtual avatars. Finally, the fit of the real garments and the virtual garments was compared. While the shape of the virtual try-on garments were similar to the real garments, the folding and sagging were different. This study found the length was the same as woven wear. However the actual bust size and the clothing size were the same which is not a typical characteristic of woven wear. In the case of hem measurement, more space was needed than actual body size but less space was needed than in woven patterns.

가상현실 선박 시뮬레이터의 배경 구현 (Implementation of Background Scene in the Virtual Reality Ship Simulator)

  • 임정빈
    • 해양환경안전학회지
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    • 제6권1호
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    • pp.11-22
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    • 2000
  • The paper describes creation methods of background scenes to implement realistic virtual environments in the VRSS (Virtual Reality Ship Simulator). VRSS is next-generation system constructed with virtual tools in a virtual space. Thus, it could have many benefits compared to conventional ship simulators composed with heavy bridge mock-up system and wide visual presentations. In this work, we developed effective 3D object modeling techniques, and constructed virtual harbor scene by using 3D-Webmaster authoring tool. The virtual harbor was built with object-oriented 3D objects modeled to interact with user's action. With the immersion-type VR system, we created virtual harbor environments in a virtual space, and discussed on the naturalness of the scene with test results of SDMPA (Semantic Differential Method for Psychophysical Assessment) by 10 subjects. As the results of subject assessment, all of the participants could felt natural-like harbor. Therefore, we found that the proposed creation methods and procedures of background scene are enabling to fit to the full mission VRSS construction.

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의복관련 맞음새 평가에 관한 연구동향 - 2000~2016년 국내학회지를 중심으로 - (Trend of Studies on the Evaluation of Clothing Fit - Focusing on Domestic Research Journals of 2000~2016year -)

  • 이진희;김윤희
    • 한국의상디자인학회지
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    • 제18권4호
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    • pp.159-170
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    • 2016
  • This study is aimed to research the trend of studies on the evaluation of clothing fit using the domestic research journals. clothing fit has long been regarded as the most important element to customers in clothing appearance. Understanding fit from a consumer's perspective is complex. 85 articles were collected from domestic academic sites (KISS, DBpia, KiSTi). Many clothing fit articles published on the 2011-2016 year. In research target, young women were more than other age groups. On the evaluation of clothing fit, method of clothing fit classified survey using the questionnaire and wearing test. Many articles were used the survey using the questionnaire, 57.7%. The other articles were used wearing test with professional analyst and objective evaluation tool. Objective evaluation was used 3D virtual wearing systems (i-designer, DC suit, CLO et al). In the survey using the questionnaire and wearing test using the objective evaluation, jacket and pants were researched on the clothing items mainly. Many young women put on the jacket and pants to active energetically. In the future, researches related clothing fit need to develop the objective and accuracy evaluation tool of clothing fit.

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3차원 가상착의에 의한 남성 Jean Pants 패턴 비교 분석 (Comparative Analysis of the Patterns for Men's Jean Pants by 3D Virtual Garment Simulation Evaluation)

  • 홍은희;어미경;김경아
    • 한국의상디자인학회지
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    • 제17권2호
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    • pp.223-237
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    • 2015
  • This study is to compare the pattern making methods of men's jeans and to analyze sizes of parts while also evaluating the appearance and fit according to a 3D virtual garment simulation. Five types of patterns are selected for the analysis. For the appearance evaluation, the study conducted a virtual clothing simulation, created a perspective drawing, and applied Clothing pressure to each test outfit. First, according to the pattern comparisons, A and D had the shortest crotch length, while B had the longest; B had the narrowest crotch width, while C had the widest; C had the greatest waist circumference, and B had the smallest; C had the greatest knee and hem circumference, while E had the smallest. Second, according to the appearance evaluation, E pants had the highest rating overall for the waist, crotch, knee, and hem comfort; A pants had the highest rating for the yoke line end and placement; and C pants had the highest rating for the side seam line. According to the correlation analysis, ease of the waist, hips, hem and thighs were important factors (in that order) in determining the overall appearance of the jean pants.

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