The purpose of this study is to find out the possibility of reproducing traditional costumes using the digital technology. For this, we selected a women's robe and a men's suit in the rococo era of the 18 th century. For the reconstruction, we analyzed the costume focusing on the figurative features of the silhouette, and then applied the 3D technology to reconstruct them.
A Study using compare and analyze about differences among three patterns(shape and size of pattern, fitting and amount of air gap and so on) through 3D simulation. This study use 3D simulation program, DC Suite version 3.0. The results are as a follows:
A Study on the case analysis and the production A Study on the case analysis and the production A Study on the case analysis and the production A Study on the case analysis and the production of 3D digital Abstract Abstract Abstract AbstractA new technology of fashion show is opening the digital era and an imaginary fashion show is now arising as a new form of fashion show which allows one to enjoy a collection through the monitor without holding a real fashion show. Digital fashion show allows designer to create infinite ideas by articulating the designer's concept through not only garments but also other factors. In this research, We will analyze cases which are mixtures of digital technology and fashion show and will suggest a new paradigm of fashion show by producing an imaginary fashion show which cannot be easily articulated in an ordinary real fashion show, articulated by garments created by digital technology and graphic effects. The program used for this study is 'DC Suite 2.0' developed by Physan and Digital Clothing Center of Seoul National University, available for 2D pattern production and 3D simulation. In addition, in order to enhance representation of the visual effects, Maya's Qualoth and V-ray program which could be compatible with 'DC Suite' were used to make 3D digital fashion show.
ABSTRACT*IT technology has been rapidly introduced to the clothing and fashion industry, and especially fashion shows have been changed very fast to keep up with the current digital era. In this research, the author designed virtual clothes, and investigated whether it is possible to make them similar to actual clothes and then performed a digital fashion show with these virtual clothes. This research discussed, based on case development and studies, whether a digital fashion show can express the designer's idea more creatively than the existing fashion shows and what needs to be improved for the effectiveness of digital fashion shows. As a result, the virtual clothes have been recognized to be very similar to actual clothes and facilitate creative expressions that are hard to be presented in actual fashion shows. The adaptation of 3D virtual clothes to real fashion industry in the future can make new contents through the innovation of distribution and industry.
A study using compare and analyze about differences among three basic pants patterns(shape and size of pattern, fitting and amount of air gap and so on) through 3D simulation. This study use 3D simulation program, DC Suite version 3.0. The results are as a follows:The results of comparison about total pants pattern shape, the ESMOD have two tucks of front and one dart of back and the Secoli and On&on have each dart of front and back. The results of estimation about total appearance, the On&on is the best of all pattern about total silhouette of front and back side and the ESMOD is the worst of all. In a case of the ESMOD, the thigh part has so many spaces between body and pants so it is rated low. When we examine about space between body and pants, amount of air gap of ESMOD is 0.6 at waist circumference and next is On&on(0.07). In case of hip circumference, the Secoli is 0.08 and the ESMOD is 0.14. The ESMOD's amount of air gap is 0.32 at thigh circumference and 0.62 at knee circumference. The Secoli's amount air gap is 0.26 at thigh circumference and 0.59 at knee circumference. Key words : 바지 차원 가상착의 맞음새 pants( ), 3D(3 ), simulation( ), fitting( ), amount of air 공극량 gap( ) 2 서 론 . Ⅰ 컴퓨터 기술의 발달은 여러 산업분야에 큰 영향을 미치고 있으며 의류패션분야에서도 획기적인 변화 , 를 일으키고 새로운 환경을 제공하고 있다 기술 . IT 의 발달과 함께 차원 인체계측 가상현실 3 , , 등의 접목과 차원 그래픽 기술의 도입 CAD/CAM 3 을 통해 차원 가상착의 시스템의 개발이 이루어지 3 고 있다 차원 가상착의 시뮬레이션을 통해 차원 . 3 2 에서는 표현할 수 없었던 다양한 시각적 이미지를 제공함으로써 패턴 및 의복제작의 시행착오를 줄일 수 있고 많은 시간과 비용이 절감되어 경제적인 효 과를 얻을 수 있어 최근 패션분야에서는 디지털 기 술을 이용하여 소비자 중심의 고부가가치 패션제품 을 개발하기 위한 연구가 활발히 진행되고 있다. 차원 가상착의 시뮬레이션은 개인의 체형과 유사 3 한 차원 캐릭터를 만들어 이 캐릭터에 개인이 선택 3 한 의복을 가상으로 제작해 입혀봄으로써 마치 자신 이 직접 입어보는 것과 같은 간접 경험을 제공하는 것으로 가상 착의를 통해서 소비자들은 자신이 선택 한 의복이 자신의 체형에 잘 맞는지 디자인과 색상 , 이 자신과 어울리는지를 미리 확인할 수 있다 또한 . 이러한 시스템은 의류상품 생산단계에서의 활용을 통해 의류 샘플을 직접 제작하지 않고 제품의 최종 형태 및 디자인을 예측하게 함으로써 점차 노동력이 부족해지는 의류산업의 구조에 효과적으로 대응할 수 있게 한다 향후 의류패션분야의 차원 디지털 . , 3 기술은 정보기술과 인터넷을 기반으로 하는 통신기 술이 더해지면서 소비자에게까지 직접 그 영향력을 크게 미치게 될 것이다. 디지털 시대의 새로운 공간인 사이버 공간의 출현 은 가상의복환경 을 만들었으며 차원 스캐너와 ' ' , 3 3 차원 가상착의 시뮬레이션 등이 개발되고 이러한 , 자료분석 6. 본 연구의 자료분석은 형태비교를 위해 패턴의 부 위별 치수 및 형태를 비교하였으며 가상착의를 한 ,
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