• Title/Summary/Keyword: virtual try-on

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A Comparative Analysis of the Design Efficiency of Transformable Wedding Dresses Using 3D Programs -Focusing on Dress Design for Small Weddings- (3D 프로그램을 활용한 트랜스포머블 웨딩드레스 디자인 개발 및 효율성 비교연구 -스몰웨딩용 웨딩드레스 디자인을 중심으로-)

  • Bae, Soojeong;Yuan, Xinyi
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.3
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    • pp.439-452
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    • 2021
  • The purpose of this thesis is to compare the efficiency of 3D digital design technology with traditional hand-drawn designs of a transformable dress for a small wedding. After reviewing the literature, this empirical study analyzed the tendencies of small wedding dress design, concluding that a transformable dress for a small wedding consists of a bodice, skirt, and outer skirt or gown with train, each of which has five possible designs, resulting in 15 virtual items within the 3D program. The 3D program provides the benefit of easy design development as well as reduced costs and design time. Specifically, the random combination of 15 items with layers in the 3D program produced 150 different styles in 5 hours, while hand-drawing 150 dresses took 50 hours. Moreover, the 3D program does not need any material, but 150 physical drawings required a sketchbook, pencil, eraser, and marker, total cost 31,100 won. Additionally, the 3D whole-body scan helps the bride decide which design she prefers through virtual try-ons. Eventually, the 3D program could help a bride decide what she prefers and produce it with virtual simulation, resulting in reduced time and costs.

A Study on the Development of Computer Aided Design Software for Interior Architectural Design-From CAD(Computer Aided Design) to Virtual Reality of Transforting (실내 건축 설계를 위한 CAD 소프트웨어 개발에 관한 연구-CAD로부터 가상현실 GRAPHIC PROGRAM으로의 전환을 통하여-)

  • 이남수
    • Korean Institute of Interior Design Journal
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    • no.12
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    • pp.40-49
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    • 1997
  • What's the direction of INTERIOR ARCHITECTURAL DESIGN in 21 Century High Tech\ulcorner The purpose of this research is to show not only practical use of Computer Graphic(CG) as simple tool function, but offering conversation with computer and other ways of method. When we consider poor CG market, investment on the research of VR(Virtual Reality) is the most urgent. The investment on VR will solve various problems. Firstly. It will solve the problems drived from Interior design process by making spatial images like reality. Secondly, It will solve high wages and financial difficulties caused by raise cost funds. Thirdly, It prevents in a road from foreign company that will bring enormous program, caused by opening the domestic market. Also, It help interior designer check in advance the problems in constructure through showing him a supposed imagination including the system and location of equipments. But it is reality that even ordinary American can't offer VR(Virtual Reality) System. We should have noted that it is normal to spend 10 billion won for such presentation as Model House in the large corporation. We must acknowledge that it is such a waist of money nationally. Therefore, investment on CG & VR System is essential in order to save cost more effective presentation & interior design. We will see great result within a year. As we can see, there is huge area we have make develop. One of them is specific technical plan on VR System and study of flow chart. We close with simple methodological way to use VR System and will study Computer System. Which is fitting to CG that we have to solve the link of hardware and software on VR System\ulcorner We know from the cases in other countries that continuous research on this subject has great value for Interior Architectural Design and its effective use. When we try hard not only for methodological use but practical use, the purpose of CG and VR System will be a factor to contribute on this subject for better Interior design & presentation.

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The Analysis of the Characteristic Types of Fashion Brand Application - Concentrating on Korean Application cases - (패션 브랜드 어플리케이션의 특징적 유형 분석 - 한국 계정 어플리케이션 사례를 중심으로 -)

  • Park, Min-A;Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.64 no.1
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    • pp.136-151
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    • 2014
  • This study systematically analyzed types of fashion brand application focusing on accounts created in Korea. While referring to 'Chanel' which has developed a fashion brand app for the first time in August of 2008, not only for App store by Apple Inc. of the greatest market share but also for Android market, the one and only competitor of App store, the study examined cases of fashion brand app in Korea and foreign countries which have been in service till August of 2013 since the year of 2008. To achieve the research goal, the study conducted a literature research and a case review, categorizing the app by their distinctive functions which were Basic Information, SNS, AR, LBS, Entertainment, Mobile Shopping and Live Streaming. As for the first function, Basic Information, it was considered to provide information on a brand such as prices, sizes and colors of products which should be the most fundamental function of a fashion brand. The function would include look book, catalogues, photographs and others of products, helping users of the app with their understanding on images and concepts of the brand. Second, SNS function was considered useful for its mobility and communication and with the help of theirs, the users share fashion information with each other. Third, AR function as in a filed of virtual reality would edit virtual objects to look real in an actual environment. This would eventually offer the users a chance to try for clothes virtually. The fourth function, LBS, would work with GPS to find a store closest from a present location. This would be a help when the users try to find stores holding promotion events or trails while hiking in mountains. The fifth Entertainment function would include all sorts of games and chances for the users to listen to music and keep fashion diaries. The sixth function, Mobile Shopping, would help the users purchase items online via the app as they would not visit a store in person. The seventh function, Live Streaming, would give the users chances to actually see fashion collections in real time, held all over the world in every season. Because of this function, not only fashion experts but also regular people have become able to enjoy the fashion shows. The distinctive characteristics of the fashion brand application discussed in the study will be a useful reference when any relevant fields try to design other new fashion brand application.

Implementation of Secondhand Clothing Trading System with Deep Learning-Based Virtual Fitting Functionality (딥러닝 기반 가상 피팅 기능을 갖는 중고 의류 거래 시스템 구현)

  • Inhwan Jung;Kitae Hwang;Jae-Moon Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.17-22
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    • 2024
  • This paper introduces the implementation of a secondhand clothing trading system equipped with virtual fitting functionality based on deep learning. The proposed system provides users with the ability to visually try on secondhand clothing items online and assess their fit. To achieve this, it utilizes the Convolutional Neural Network (CNN) algorithm to create virtual representations of users considering their body shape and the design of the clothing. This enables buyers to pre-assess the fit of clothing items online before actually wearing them, thereby aiding in their purchase decisions. Additionally, sellers can present accurate clothing sizes and fits through the system, enhancing customer satisfaction. This paper delves into the CNN model's training process, system implementation, user feedback, and validates the effectiveness of the proposed system through experimental results.

Suggestion for the development model of next generation e-learning contents drawn from the principle of web progress (웹의 진화 원칙에서 도출해 낸 차세대 e-Learning 콘텐츠의 발전 모델 제안)

  • Bang, mihyang
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.719-723
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    • 2007
  • It is very active that existing companies of providing e-Learning contents try to differentiate themselves through a business model based on Web 2.0. For instance, Etoos, online education website (www.etoos.com) run by SK Communications has made more space where students can participate in the Web 2.0 era and overhauled its website completely, turning into an open-ended one, which strengthens learning and fun in 2007. This study is to analyze the present state of e-Learning contents with representative e-learning sites for middle and high school students, to find that the development direction for next generation e-Learning lies in developing contents focusing on learners that can get effective feedback and drawing collective intelligence grounded on the essence of Web 2.0, and to suggest 'the project to form virtual private tutor community in e-Learning contents.'

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A Study on the Evaluating Model to Analyze the Type of Digital Storytelling in Web Museums (웹 뮤지엄에서 디지털 스토리텔링 유형분석을 위한 평가모형 개발 및 적용 연구)

  • Kim, Mi-Re;Park, Soo-Jin
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.301-312
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    • 2006
  • The advancement of IT technology and the distribution of PC makes a change on the web contents expressions and user's experiments. The advanced web environment makes virtual web museum. We anticipate that demand of virtual web museum is likely to increase. However, most of studies on web museum are case studies about visual expression or graphic interface of virtual space. This paper will be considered about the functions of digital storytelling on web museum and try to develop an self-evaluation model which can evaluate the value of digital storytelling on web museum. The ultimate goal of this study is to verify the validity of the model to evaluate new storytelling of web museum and to classify the digital storytelling based on the evaluated results, with a view to presenting the direction of development by type. The results of this study may provide a reference of applying digital storytelling into web museum and also it can be a checklist for developing the user experience for navigating a web museum.

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A Study on the Blockchain as the Core Technology of Bitcoin (가상화폐 비트코인의 핵심기술인 블록체인에 관한 연구)

  • Nam, Soo-tai;Kim, Do-goan;Jin, Chan-yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.114-115
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    • 2018
  • Recently in Bitcoin raising a social issue is sometimes called a horizontal and decentralized digital virtual currency utilizing the Blockchain technology such as a type of password currency. On the other hand, the Blockchain, which is a distributed ledger shared on P2P networks and it was first used in Bitcoin. These technologies are regarded as technologies that can be applied diversely in other fields, and are attracting high social interest. Looking at recent trends in the virtual currency market such as Bitcoin, price movements have increased since the Japanese government approved the virtual currency as a means of settlement last year. Therefore, we try to present theoretical practical suggestion through the viewpoint of the Blockchain technology which is core technology of Bitcoin based on innovative technology.

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Kinematic Access For Generation of Realistic Behavior of Artificial Fish in Virtual Merine World (가상해저공간에서 Artificial Fish의 사실적인 행동 생성을 위한 운동학적 접근)

  • Kim, Chong-Han;Jung, Seung-Moon;Shin, Min-Woo;Kang, Im-Chul
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.308-317
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    • 2008
  • The objects real time rendered in the 3D cyber space can interact with each others according to the events which are happened when satisfying some conditions. But to representing the behaviors with these interactions, too many event conditions are considered because each behavior pattern and event must be corresponded in a one-to-one ratio. It leads to problems which increase the system complexity. So, in this paper, we try to physical method based on elasticity force for representing more realistic behaviors of AI fish and apply to the deformable multi-detection sensor, so we suggest the new method which can create the various behavior patterns responding to one evasion event.

Possibility for Gamification based on Alternate Reality Game : Toward Pro-baseball Manager Game (대체현실게임기반의 게임화 가능성 : 프로야구매니저게임을 중심으로)

  • Han, Sang Geun;Song, Seung Keun
    • Smart Media Journal
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    • v.4 no.1
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    • pp.52-57
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    • 2015
  • Currently the gamification as marketing technique has appeared in the field non-related with game, applied to game elements. The alternate reality game pulled down the boundary between the real and the virtual has come out. New trend game has shown beyond the range of the existing game. The possibility has import into online baseball simulation game. The objective of this research is the exploratory approach to build GOMS model through three subjects to the famous pro-baseball manager game. After game playing session, three subjects' utterance with game experience was recorded. We built the goal hierarchy of goal in GOMS to pro-baseball manager game to analyze the vocabulary in three subjects' utterance. We try to find the possibility of gamification in alternate reality game interacting between the real and the virtual, and demolishing them.

Cinema around "Virtual Reality" techniques (영화와 가상현실 기술에 대한 소론)

  • Coppola, Antoine
    • Trans-
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    • v.10
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    • pp.1-13
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    • 2021
  • If virtual reality is well known through the medias, it seems that a few visual concepts are clearly related to VR. We try to think about it and introduce to a philosophy of VR techniques. So, from techniques and media techno-powers promotional campaigns, we aim to areal technology, it means an objective reflection on the VR techniques. To do so, we study the representations of VR in films. And we conclude that a negative image is the most common representation, related, often, to an Orwellian vision of the future world. In the second part, we study some VR films, and especially some made by famous film directors (Iñárritu, Bigelow). 'Head-turn' and 'Walk-around' films are commented to check their limits. Finally, we consider that for the moment, VR remains only a new space to screen films (into VR platforms connected to the Internet).