• 제목/요약/키워드: virtual fit

검색결과 171건 처리시간 0.026초

착용감 구현을 위한 증강현실용 햅틱 상의(上衣) (Augmented Reality Haptic Upper Garment for Wear Sensation)

  • 임은혁;권지안;이수용
    • 로봇학회논문지
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    • 제14권2호
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    • pp.150-156
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    • 2019
  • Haptic systems have been widely used for both virtual reality and augmented reality application including game, entertainment, education and medical sectors. Clothing designers and retailers initiated using AR and VR technologies to help the consumers find style with the perfect fit. Most of the developed augmented reality shopping is implemented by overlapping the image of the clothes on the customer so that he/she can find the fit. However, those are only visual information and the customer cannot experience the real size and the stiffness of the clothes. In this paper, we present the haptic upper garment which provides the haptic feedback to the user using cables. By controlling the length of the cable, the size of the clothes is set and by stiffness control, the compliance of the fabric is implemented. The haptic garment is modeled for precise control and the distributed controller architecture is described. With the haptic upper garment, the user's experience of the virtual clothes is greatly enhanced.

A Comparison on the Reproducibility of Parametric Bodies Used in the Virtual Garment System

  • Choi, Hee Eun;Nam, Yun Ja;Kim, Hye Suk
    • 한국의류산업학회지
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    • 제16권2호
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    • pp.266-274
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    • 2014
  • Parametric bodies reproduce the actual shape of human body parts and should be convenient for general users to change size to judge the visual fit of clothes on-line. In this study, three parametric bodies(i.e. I, C, D ) were compared to verify the accuracy of the provided body dimensions and reproducibility to a target model. To compare reproducibility, the 20s female standard virtual model developed for an apparel industry by Korean agency for technology and standards is used. The investigation of existing parameters showed that the numbers and kinds of parameters provided by each program were different with some errors in notation; in addition, some of virtual body dimensions went beyond the maximum allowable error. The result of changing each parametric body to the 20s female standard body showed that D, C, I in order produced better reproducibility for body dimensions. There were different levels of protrusion and concavity in the virtual cross sections and virtual longitudinal sections despite the small differences in body dimensions and cross sectional areas; in addition, some parametric body was not bilateral symmetry. The results of this study can be used as basic information in the standardization of a virtual model used in a virtual garment program.

Effects of Virtual Reality Programs on Proprioception and Instability of Functional Ankle Instability

  • Kim, Ki Jong;Jun, Hyun ju
    • 국제물리치료학회지
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    • 제6권2호
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    • pp.891-895
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    • 2015
  • We investigated the effects of a Virtual reality(VR) program on the proprioception and instability of functional ankle instability(FAI) patients. Among the 20s old individuals who lived in Republic of Korea; 20 people were selected through a public participation process. The 20 participants were then randomly divided into two groups, one of strength exercise(n=10) and one of balance exercise(n=10). Of the patients who had experienced an ankle sprain in the past and currently felt ankle instability, those who recorded 24 points or less on the Cumberland ankle instability tool(CAIT) were determined to have FAI. We selected the strength exercise and balance exercise in the Nintendo Wii Fit Plus as a VR program. The subjects used the program on the Wii Balance Board three times per week for 20 minutes and total 10-minute warm-up and down for four weeks. Proprioception and CAIT of the balance exercise group were improved significantly after the exercise compared to before the exercise(p<.05). Authors recommend that the balance exercise in the VR program be used as an aid for physical therapeutic intervention.

가상현실 훈련이 노인의 하지 근활성도에 미치는 영향 (The Effect of Virtual Reality Training on Lower Extremity Muscle Activation in Elderly)

  • 조경희;신형수
    • 대한물리의학회지
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    • 제9권1호
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    • pp.55-62
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    • 2014
  • PURPOSE: The objective of this study was to determine the effects of virtual reality training on muscle activation in the elderly. METHODS: The subjects were 32 healthy elderly people aged between 65 and 80, who were divided into the VR(virtual reality) training group(n=17) and the control group(n=15). The Virtual reality training group engaged in a 30-minute exercise session using Wii Fit three times a week for eight weeks. Virtual reality training group used the Ski Slalom, Table tile, Balance bubble programs. low-extremity muscle activation of the two groups were measured before and after the intervention. RESULTS: To investigate the effects of the training on lower-extremity muscle activation, biceps femoris, gastrocnemius, tibialis anterior, vastus lateralis were measured. The results revealed that the activation of gastrocnemius and tibialis anterior significantly increased(p<.05), which indicates virtual reality training is effective in improving the activation of the muscles involved in the movement of the ankle joint. CONCLUSION: Virtual reality training is effective in improving the healthy elderly's activation of the muscles involved in the movement of the ankle joint. Thus, virtual reality training can be proposed as a form of fall prevention exercise for the elderly.

A Comparative Study on Virtual Try-on Systems using Body Measurement Input

  • Lim, Ho-Sun;Istook, Cynthia
    • The International Journal of Costume Culture
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    • 제13권2호
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    • pp.118-129
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    • 2010
  • Digital technology introduced into the clothing and fashion industry is evolving to digital virtual fashions and consumer-centered mass-customized production systems. Today the application of such 3D virtual try-on systems is being expanded gradually in the clothing industry. This study purposed to make virtual avatars and virtual garments using OptiTex and V-stitcher virtual software and compared the appearance of the virtual garments put on the virtual avatars. For this, we created virtual avatars and virtual garments using body measurements obtained from jive subjects of top jive body shapes, respectively, using $[TC]^2$ body scanner. According to the results of comparing the outcomes of the two different virtual software systems, virtual avatar II of V-Stitcher tended to have a more round and lifted hip and the waist line at a higher position. In addition, the body curves and shapes of a virtual avatar affect the appearance of virtual garments. This study applied the same body measurements to virtual avatars and the same pattern to virtual garments, but when different kinds of virtual software were used, the virtual avatars and virtual garments showed different appearance and fit. This result may mean that when customers buy apparel products using different kinds of virtual try-on systems, their evaluation of appearance can vary depending on the virtual try-on system. Therefore, research needs to be made actively for the development and use of linkage programs that can reflect actual body measurements between virtual software systems and 3D body scanning systems.

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온라인 구매환경에서 티셔츠 호칭 선택에 영향을 미치는 신체특성 분석 -20대 여성을 중심으로- (An Analysis on Body Sizes Affecting the Choice of T-shirts Size in On-line Shopping Environments -Focusing on Women in Their Twenties-)

  • 강여선
    • 한국의류학회지
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    • 제45권1호
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    • pp.123-135
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    • 2021
  • This study provides basic information for the convenient size selection of T-shirts in an online purchasing environment. The best preferred T-shirts fit was selected among five sizes of T-shirts according to body size group. The subjects were 103 students majoring in clothing. After setting a virtual model with her own body sizes, the subjects chose the best preferred fit among five sizes of T-shirts that included the one suitable to their bust circumference, two smaller T-shirts and two larger T-shirts. As a result, they preferred the fit of larger size T-shirts than body size, but they preferred a different fit by the body characteristic group such as waist height group and hip circumference group. T-shirt length was affected by waist height; in addition, shoulder ease was affected by hip circumference and bust circumference. Therefore waist height and hip circumference should be considerable sizes when consumers choose T-shirts sizes with a preferred fit.

테이핑과 극초단파를 적용 후 가상현실 운동 프로그램이 기능적 발목 불안정성 균형에 미치는 효과 (Effects of Virtual Reality Exercise Program after Applying Taping and Microwave on Balance with Functional Ankle Instability)

  • 정찬주;김기종;양회송;유영대
    • 대한통합의학회지
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    • 제5권3호
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    • pp.63-70
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    • 2017
  • Purpose : The purpose of this study was to investigate the effects of the virtual reality exercise program on ankle balance with ankle taping or microwave. Methods : This study was performed on 18 subjects. Eighteen subjects were divided into two groups; conducted virtual reality exercises with taping (n=9), and performed virtual reality exercises after microwave application (n=9). Both groups performed the exercise three times a week for four weeks. The data was analyzed by the Wilcoxon signed-rank test for comparing before and after changes of factors in each group and performed the Mann-Whitney test for comparing groups. Result : Taping and microwave groups were increased dynamic balance after virtual reality exercises (p<.05). There was no significant difference in balance after applying taping and microwave for virtual reality exercises (p<.05). Conclusion : Reducing the frequency of recurrent ankle sprain in functional ankle subjects, it is recommended to perform virtual reality exercise after applying taping and microwave.

Comparison of Virtual Avatars by Using Automatic and Manual Method

  • Lim, Ho-Sun;Istook, Cynthia L.
    • 한국의류학회지
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    • 제34권12호
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    • pp.1968-1979
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    • 2010
  • New technology that includes 3D body scanning, digital virtual human, and digital virtual garments has had a significant impact on the current apparel industry. Virtual simulation technology enables the visualization of a 3D virtual garment on a virtual avatar so that consumers can try on garments with their virtual avatars before purchasing. However, the manual virtual avatar provided for online apparel shopping currently has revealed limitations on the different body sizes and shapes of customers. This study analyzes the process of designing the automatic virtual avatar and the manual virtual avatar using OptiTex software; in addition, the study compares the practicality of the automatic virtual avatar with that of the manual virtual avatar. Data was examined by evaluating how much each virtual avatar is similar to the real body and how well it matched the needs of the current apparel industry. In the study, Avatar 1 was automatically created from three-dimensional body scan data and Avatar 2 was manually created from body measurements. The virtual avatar images laid over a real body image and the results were evaluated by comparing the simulated sizes of virtual avatars with those of a real body. Consequently, Avatar 1 was evaluated as more similar to the real body than Avatar 2 in all five body shapes. This study illustrates that an automatic virtual avatar might solve the fit problem that is the most common reason for a high return rate for online shopping. The results show that future virtual simulation technology needs to be improved for the practicality of the virtual avatars.

Design of Novel Ras Farnesyltransferase Inhibitors Based on Virtual Screening and Docking Studies

  • Jung, Kang-Rae;Park, Hyung-Yeon;Kim, Chan-Kyung;Lee, Bon-Su
    • 대한약학회:학술대회논문집
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    • 대한약학회 2003년도 Proceedings of the Convention of the Pharmaceutical Society of Korea Vol.2-2
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    • pp.175.2-175.2
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    • 2003
  • Inhibition of the protein-modifying enzyme farnesyltransferase is considered as a major emerging strategy in cancer therapy because of the involvement of farnesylated proteins in oncogensis. We studied the structure-activity relationship of a novel class of CAAX-peptidomimetic farnesyltransferase inhibitors based on the benzophenone scaffold. FlexX docking of inhibitors confirmed reasonable fit of the molecule into the peptide binding site of farnesyltransferase. We also performed a virtual screening with LeadQuest chemical library databases to idenfity novel inhibitors of farnesyltransferase. (omitted)

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A Segmentation Guided Coarse to Fine Virtual Try-on Network for a new Clothing and Pose

  • Sandagdorj, Dashdorj;Tuan, Thai Thanh;Ahn, Heejune
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송∙미디어공학회 2020년도 추계학술대회
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    • pp.33-36
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    • 2020
  • Virtual try on is getting interested from researchers these days because its application in online shopping. But single pose virtual try on is not enough, customer may want to see themselves in different pose. Multiple pose virtual try on is getting input as customer image, an in-shop cloth and a target pose, it will try to generate realistic customer wearing the in-shop cloth with the target pose. We first generate the target segmentation layout using conditional generative network (cGAN), and then the in-shop cloth are warped to fit the customer body in target pose. Finally, all the result will be combine using a Resnet-like network. We experiment and show that our method outperforms stage of the art.

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