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      • KCI등재후보

        3D 캐릭터 가상의상 제작을 위한 소프트웨어의 사용성 평가

        양은경(Yang, Eun Kyoung),김숙진(Kim, Sook Jin) 한국디지털디자인협의회 2014 디지털디자인학연구 Vol.14 No.1

        3D 가상의상은 3D 가상착의 시뮬레이션 분야와 3D 캐릭터의 가상의상 분야로 나뉘고 두 분야는 서로 다른 기술을 사용한다. 그러므로 3D 가상착의 시뮬레이션을 이용하는 패션전공자가 3D 그래픽 소프트웨어의 전문지식을 요구하는 3D 캐릭터의 가상의상 분야에 접근하기는 쉽지 않다. 따라서 본 연구는 패션전공자들의 3D캐릭터 가상의상 제작 프로세스에 대한 이해를 증진시키기 위해 3D 캐릭터 가상의상 제작 소프트웨어를 소개하고 그 사용성을 분석하는데 목적을 둔다. 본 연구의 범위는 포저(Poser) 소프트웨어와 포저용 3D 캐릭터의 가상의상 콘텐츠 제작으로 한정한다. 본 연구의 방법과 내용은 1차로 3D 가상의상의 정의와 제작 소프트웨어들의 이론을 고찰하고 포저용 3D 캐릭터 가상의상의 특징과 제작 방법에 대해 정리한다. 2차로 독특한 패턴 디자인의 실제 원피스를 선정하여 디지털 클로딩 소프트웨어를 이용하여 3D 가상의상으로 제작하면서 그 표현 특성을 분석하였다. 3차로 포저를 이용하여 앞서 제작된 3D 가상의상을 포저용 3D 캐릭터의 가상의상으로 변환하는 프로세스를 살펴보았다. 이 과정에서 포저를 사용할 때의 장점과 문제점, 보완점 등을 분석하였다. 그 결과 포저는 인터페이스의 구성과 기능이 단순하고 소프트웨어 내에서 제공되는 제한된 3D 캐릭터 에디팅 툴을 이용하면 쉽게 3D 캐릭터의 가상의상을 제작할 수 있는 소프트웨어임을 확인할 수 있었다. 하지만 직물의 물성표현과 소재의 특성 표현에 있어 아직 미흡한 부분이 많아 후속연구가 기대되었다. 본 연구를 통해 패션업계와 학계에 많은 관심이 확대되길 기대하며, 이를 통해 패션산업의 활동 영역이 새로운 첨단으로 확대되길 바란다. Virtual fashion field is divided into ‘3D virtual cloth-fitting simulation’ and ‘3D character clothing‘. Both parts employ different technologies to make virtual clothes. So approaching to 3D Character clothing which requires specialized knowledge about 3D graphic is not easy for people for who majored in fashion. Therefore, the purpose of this study is to introduce 3D Character virtual costumes creation software and analyze its usability to enhance comprehension of 3d character virtual costumes producing processing to the people who major in the fashion. The scope of this study is limited to Poser software and Poser Virtual costume contents produce of 3D character. As the methods and contents of This study ; Primarily, to define 3D Virtual costume and to examine theories of 3D virtual costume producing software and to summarize 3D character virtual costume’s characteristics and producing methods. Secondly, we selected the actual dress designed by unique Patterns and analyzed characteristics of expressing way of it by producing 3D Virtual costume using Digital clothing software. Thirdly, we observed the process that is converting previously produced 3D virtual costume into Poser 3D character Virtual costume by using Poser. While observing it we analyzed advantages, problems, and the part which needs to be supplemented of Poser. As result of analysis, we confirmed that Poser is easy to use to produce 3D character virtual costume by using Limited editing tools which are provided by the program, due to familiar interface and simple 3D character control functions. But it was still insufficient to represent texture of fabric the physical properties of the materials, so we expected a follow-study. We expect that this study can expand the interests of Fashion industry and academia. And further, fashion industry business area can be expanded to new contents market.

      • KCI등재

        A Study on Representation of 3D Virtual Fabric Simulation with Drape Image Analysis 2 -Focus on the Comparison between Real Clothing and 3D Virtual Clothing-

        ( Min Jeong Lee ),( Hee Soon Sohn ),( Jong Jun Kim ) 한국패션비즈니스학회 2011 패션 비즈니스 Vol.15 No.3

        This study aims to apply 3D virtual fabric parameters - as obtained from previous research experiments - to 3D virtual clothing simulation in comparing its similarity with actual clothing as worn, with a view to verifying the objectivity and validity of the 3D virtual fabric simulation method devised by the drape image analysis method. In addition, the result is intended to be used as the basic data for new 3D virtual clothing simulation methods. As the results, 3D virtual fabric parameters designed to simulate 3D drape to be similar to actual fabrics were found to be Bending Strength, Buckling Point, Density, Particle Distance, and Shear. They were also found to be important measurements when evaluating visual similarity between drape shadow images and number of nodes. 3D virtual fabric simulation method devised by the drape image analysis method was appropriate in extracting 3D fabric parameters with the reflection of actual fabrics` physical and dynamic characteristics, in connection with 3D virtual fabric simulation. 3D virtual fabric parameters with the reflection of actual fabrics` physical and dynamic characteristics using the proposed 3D virtual fabric simulation method are accumulated and provided as a standard, this will facilitate the introduction 3D virtual fabric simulation technology.

      • KCI등재

        3차원 가상착의 시스템의 맞춤복 시장 적용가능성에 관한 연구 -중년여성을 대상으로-

        이수연 ( Su Yeon Lee ),이정순 ( Jung Soon Lee ) 한국패션비즈니스학회 2010 패션 비즈니스 Vol.14 No.4

        This study aims to examine for efficient production methods of custom-tailored clothing and application of 3D virtual clothing system in custom-tailored clothing market, by producing and analyzing both real clothing and 3D virtual clothing. For this study, a middle-aged woman is selected as the subject figure and one-piece is selected as the experimental clothes item. In real clothing, I conducted the wearing evaluation for experts and the subject figure. And In the virtual clothing, I conducted the wearing evaluation with i-Designer using 3D virtual clothing on simulation program. There are some differences between the data from body scanning and the real body size. In the custom-tailored clothing market in which the fitness is important, the research which measures the more exact data is needed. And in the case of complicate design, the functions which measure the activity and the fitness variously and correct the parts of curves are needed. This study experiments the availability of application of 3D Virtual Clothing System in custom-tailored clothing market by selecting one-piece as the experimental clothes item. So the follow-up studies for the other designs and fabrics are needed. Also, if the studies for checking the clothes pressure, the amount of composure, the space between skin and clothing when the virtual model wearing clothes is walking or shaking his arms are proceeding, then 3D virtual clothing System is applicable in custom-tailored clothing market. But there are some restrictions and lack of education in virtual clothing System yet, and it makes hard for workers in clothing market to use it in real production. However, 3D virtual clothing System will be practical in real market if there would be more research on its usability and practicality, and workers in clothing market can be easily educated on techniques of 3D virtual clothing system.

      • KCI등재후보

        3D 가상 시뮬레이션을 활용한 팬츠슈트룩 디자인연구

        신혜경 ( Hae Kyung Shin ) 한국상품문화디자인학회 2014 상품문화디자인학연구 Vol.36 No.-

        여성의 역량이 강조되는 21세기에 팬츠슈트의 다양화를 표현하고 가상착의 디자인 개발을 통해 실제 패션산업의 디자인기획 및 생산과정에 응용하고자 창작의상디자인을 3D 가상착의 시뮬레이션을 이용하여 모던 팬츠슈트룩 디자인을 전개하였다, 이러한 결과, 1. 창작 팬츠슈트디자인을 짧은 시간에 미리 점검할 수 있으므로 상품디자인 및 기획과정 프로세스를 줄일 수 있다. 2. 원단의 드레이프성이나 두께, 밀도 등을 적용하여 원단 가봉과 거의 같은 효과를 거둘 수 있으며 콘셉트에 따른 디자인 및 사이즈 변경등이 용이하며 제작과정에서 가봉 및 피팅에 대한 시간, 비용, 노력을 경감시킬 수 있다. 3. 디자인 데이터베이스 활용을 통해 글로벌 패션산업시스템에서 수출 및 기술교류의 기회를 확대할 수 있다. 3D 가상 의상 시뮬레이션은 패션브랜드의 디자인기획에서 시간, 비용을 혁신적으로 경감시킬 수 있는 미래지향적 프로그램이며 결과물을 원형그대로 무제한적으로 보관할 수 있고, 향후 가상 의상을 디지털 패션쇼로 구현했을 때 디자이너가 의도한 콘셉트와 아이디어를 창의적인 영상 효과로 구체화시킬 수 있다. 글로벌 패션산업의 발전과 함께 SPA브랜드의 발전 및 소비자의 다양한 디자인 욕구등에 부합할 수 있는 창의적이고 빠른 시제품 생산이 요구되는 패션산업 환경을 고려할 때 이러한 가상착의를 활용한 디자인의 효과는 더욱 발전될 것으로 기대된다. 다양한 3D 의상 시뮬레이션을 활용한 실증적 연구를 통해 창의적 의상디자인 개발을 위한 교육 내용의 지침으로서의 의의가 크다고 할 수 있다. To verify an equivalent value of virtual clothing to actual clothing through a development of virtual dressing design, created clothing design applying a trendy power suit was displayed, using 3D virtual dressing simulation. The results of this study are as follows. 1. Time and efforts consumed in design and planning process can be reduced as created clothing design can be previewed in three dimensions in a short time. 2. Almost same effects as fabric basting can be achieved by applying drape quality, thickness and density of fabrics. The time, cost and efforts consumed in basting and dressing can be reduced during producing process. 3. Opportunity to export and exchange technique will increase in a global fashion industry system by design database. 3D virtual clothing simulation is a futuristic and innovative program that can reduce time and cost in a clothing production system. Although initial cost for program and system operation and time to be skilled are required, virtual dressing design effect is expected to develop more, considering fashion industry environment that requires production of creative and fast prototype that can meet customers` design desires and SPA brand development with global fashion industry development. By an empirical study with various 3D clothing simulations, this study has an implication as guidelines of educational contents for creative clothing design development.

      • KCI등재

        A Comparative Analysis between Real and Virtual Stretchable Tight-Fitting Clothing

        Hyeonah Kim,임호선 한국복식학회 2022 International journal of costume and fashion Vol.22 No.2

        In order to expand the utilization range of 3D virtual clothing systems in the field of tight clothing, this study attempted to provide more in-depth research data to confirm the utility of CLO software in the field of tight-fitting clothing by comparing and evaluating the appearance similarity of 3D virtual clothing. In this study, the target outfit is selected as a basic short-sleeved top (Garment 1 without lining and subsidiary material), basic short-sleeved top with lining (Garment 2), chest cap (Garment 3), and chest cap (Garment 3-1) to determine the similarity among factors that may affect the appearance similarity of 3D virtual clothing. The costume pattern was digitized into YUKA CAD, the real fitting body was implemented in CLO through the 3D scan, and a 3D virtual image was produced. Then, Garments 1 to 3 were photographed and analyzed by evaluating the similarity between real and 3D virtual images on a 5-point scale to 10 experts. The results of this study are as follows. First, on evaluating the similarity between the real and 3D virtual images of Garments 1, 2, 3, and 3-1, the garments were seen that the implementation of lining insertion was similar and well-executed. There was no significant difference in the evaluation score of all garments to affect the usefulness of the CLO, although the difference between the evaluation scores of all garments was not significant, it was noted that the score of Garment 3 was the lowest, followed by Garment 3-1.

      • KCI등재

        3차원 인체스캔형상을 재현한 3D 아바타 제작을 위한 가상착의 시스템의 활용성 검증 - CLO 3D 프로그램을 중심으로 -

        홍은희 한국의상디자인학회 2020 한국의상디자인학회지 Vol.22 No.1

        The purpose of this study is to create a 3D avatar from 3D human body shape data using the CLO 3D virtual clothing program and to verify the feasibility of avatar production using the virtual clothing system for verifying size and shape. The research method was to select one virtual representative model that is the closest to the mean size of each body item for each age group. Using the 3D human body scan shape of a 40-69 years old male was applied to the CLO 3D virtual wearing system. Using the CLO 3D Avatar conversion menu, we verified the feasibility of creating a 3D avatar that reproduces the human body scan shape. In the dimension comparison between the 3D avatar and the fictitious representative model, the dimension difference was noticeable in height, circumference, and length. However, as a result, the converted 3D avatar showed less than a 5% difference in most human dimensions. In addition, since the body shape and posture were reproduced similarly, the utilization of the avatar was verified.

      • KCI등재

        3D 의상CAD를 이용한 가상의복과 실물 의복의 형상 비교

        이선경 ( Lee Sun-kyoung ),이소영 ( Lee So-young ),김효숙 ( Kim Hyo-sook ),강인애 ( Kang In-ae ) 한국디자인트렌드학회 2011 한국디자인포럼 Vol.30 No.-

        본 연구의 목적은 3D 의상 CAD로 시뮬레이션 된 의복과 실물 제작된 의복과의 차이점을 비교 분석함으로써 현재 사용되고 있는 3D 의상 CAD 프로그램의 개선점 및 보완점을 밝히고자 하는데 있다. 사용된 소재는 신축성이 적은 면직물, 부드러우며 신축성 적고 광택이 있는 폴리에스테르 새틴 직물과 두껍고 거친 느낌이 나는 모직물이었으며, 이 세 가지 소재를 이용하여 3D 의상 CAD 프로그램(i-Designer)을 이용한 가상원피스와 실물원피스를 제작, 비교하였다. 본 연구의 결과는 다음과 같다. 1. 전체적인 실루엣 표현에서 3D 의상CAD로 제작된 의복과 실물 제작된 의복의 차이가 평균 4.00점 이상으로, 3D 의상CAD가 실물 제작 의복의 전체적인 실루엣을 표현하는 데는 무리가 없는 것으로 나타났다. 2. 가상의복을 실물의복과 비교한 결과 가장 실물과 유사하게 나타난 소재는 `모직물`소재로 나타났다. 3D 의상CAD로 제작된 의복과 실물 제작 의복의 차이가 앞면에서의 평균 3.86점, 뒤면 에서의 평균 3.75점에 비해 봉제선이 보이는 옆면의 평균은 3.53점으로 낮게 나와, 봉제선 부분의 표현력이 약간 부족하였다. 3. 3D 의상CAD 프로그램을 이용한 가상의복에서 원단의 물성은 제대로 표현되지 못하였다. The purpose of this study is to perform comparative analysis of differences between clothes simulated by 3D apparel CAD and actually-manufactured clothes to find out things to improve and complement in the 3D apparel CAD program. Cotton, polyester, wool were selected as comparative fabrics of the virtual one-piece dresses and actually-manufactured one-piece dresses. The results were as follows: 1. In expression of the general silhouette, the difference between clothes manufactured by 3D apparel CAD and actually-manufactured clothes was more than 4.00 on the average, 3D apparel CAD was found to have no difficulty in expressing the general silhouette of actually-manufactured clothes. 2. Among those three virtual clothes, woolen clothes was most similarly expressed to actually-manufactured clothes. Since the difference between clothes manufactured by 3D apparel CAD and actually-manufactured clothes was on the average 3.86 for the front part and 3.75 for the back part, as compared with 3.53 for the side part with needlework seen, it is necessary to improve expression at parts of needlework. 3. It was found that the virtual clothes using the 3D program could not express the physical properties of fabric.

      • KCI등재

        의복의 2D 도식화, 3D 가상착의, 실제착의 외관 평가 비교 -20~30대 중국인 평가를 중심으로-

        왕설영 ( Xueying Wang ),권채령 ( Chae-ryung Kwon ),김동은 ( Dong-eun Kim ) 한국의류학회 2020 한국의류학회지 Vol.44 No.2

        This study investigated similarities and differences between 2D flat sketch, 3D virtual clothing and real clothing images. Flat sketch, 3D virtual clothing, and real clothing images of T-shirts and dresses were made. Questionnaires were prepared for fit evaluation, sensory evaluation, and location evaluation. A survey of 440 questionnaires was collected from Chinese women in their 20s and 30s. As results of the sensibility evaluation, 3D virtual clothing expressed real clothing images slightly more similar than a 2D flat sketch. As results of the fit evaluation of the dresses, 2D flat sketch and 3D virtual clothing were rated as slightly longer/wider, and real clothing images were rated as slightly shorter/narrower. The results suggested that presenting 3D images with avatars as 3D virtual clothing images will provide more accurate fit evaluation results. This study presented possibilities and methods for apparel companies to utilize 3D system as an effective apparel production tool.

      • KCI등재

        의복의 2D 도식화, 3D 가상착의, 실제착의 외관 평가 비교 -20~30대 중국인 평가를 중심으로-

        왕설영,권채령,김동은 한국의류학회 2020 한국의류학회지 Vol.28 No.3,4

        This study investigated similarities and differences between 2D flat sketch, 3D virtual clothing and real clothing images. Flat sketch, 3D virtual clothing, and real clothing images of T-shirts and dresses were made. Questionnaires were prepared for fit evaluation, sensory evaluation, and location evaluation. A survey of 440 questionnaires was collected from Chinese women in their 20s and 30s. As results of the sensibility evaluation, 3D virtual clothing expressed real clothing images slightly more similar than a 2D flat sketch. As results of the fit evaluation of the dresses, 2D flat sketch and 3D virtual clothing were rated as slightly longer/wider, and real clothing images were rated as slightly shorter/narrower. The results suggested that presenting 3D images with avatars as 3D virtual clothing images will provide more accurate fit evaluation results. This study presented possibilities and methods for apparel companies to utilize 3D system as an effective apparel production tool.

      • KCI등재

        Computerized Human Body Modeling and Work Motion-capturing in a 3-D Virtual Clothing Simulation System for Painting Work Clothes Development

        ( Gin Ah Park ) 한국패션비즈니스학회 2015 패션 비즈니스 Vol.19 No.3

        By studying 3-D virtual human modeling, motion-capturing and clothing simulation for easier and safer work clothes development, this research aimed (1) to categorize heavy manufacturing work motions; (2) to generate a 3-D virtual male model and establish painting work motions within a 3-D virtual clothing simulation system through computerized body scanning and motion-capturing; and finally (3) to suggest simulated clothing images of painting work clothes developed based on virtual male avatar body measurements by implementing the work motions defined in the 3-D virtual clothing simulation system. For this, a male subject``s body was 3-D scanned and also directly measured. The procedures to edit a 3-D virtual model required the total body shape to be 3-D scanned into a digital format, which was revised using 3-D Studio MAX and Maya rendering tools. In addition, heavy industry workers`` work motions were observed and recorded by video camera at manufacturing sites and analyzed to categorize the painting work motions. This analysis resulted in 4 categories of motions: standing, bending, kneeling and walking. Besides, each work motion category was divided into more detailed motions according to sub-work posture factors: arm angle, arm direction, elbow bending angle, waist bending angle, waist bending direction and knee bending angle. Finally, the implementation of the painting work motions within the 3-D clothing simulation system presented the virtual painting work clothes images simulated in a dynamic mode.

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