This study analyzes the body shapes of lower-body obese female adolescents and proposes a slacks pattern suitable for their body type. Lower-body obesity is a prevalent type of teenage obesity, and our proposals aim to improve consumer satisfaction in ready-to-wear clothes across this demographic. We first observe characteristics of obese lower bodies, noting significantly above-average thigh and hip circumference. These figures indicate a high degree of curvature in obese lower bodies, along with a large drop value. Leveraging this data, we develop a novel slacks pattern using 3D avatars in a virtual simulation system. The formulas for the main areas of the pattern are as follows: front waist girth W/4+0.75cm+0.5cm, back waist girth W/4+0.5cm– 0.5cm, front hip girth H/4+1.25cm–0.5cm, back hip girth H/4+2cm+0.5cm, front crotch extension H/16+0.5cm, back crotch extension H/8+1cm. Results from appearance evaluations show that this pattern minimizes strain rate on the waist and hips, and its average score is significantly higher than that of an alternative pattern that was also evaluated. The minimized strain rate and high average score indicate that our pattern assigns a sufficient amount of space to the appropriate areas. Based on these results, we expect our research to inform slacks pattern development and production for obese consumers of all types.
This study aimed to suggest a suitable collar pattern by visually evaluating the appearance of the amount of collar drape by the starting position of the lapel line of a double-breasted tailored jacket using a 3d virtual fitting program. It created an avatar based on the mean size of women in their 20s (the 8th Size Korea) using clo network (double fastening: 10cm, collar width: 4.5cm, collar stand: 3cm, and lapel width: 8.5cm). The starting of the lapel twist line was waistline level, the 1/2 level of bustline and waistline, or bustline level, and collar laying amount was 4.5, 5.5, 6.5, or 7.5cm. It was evaluated by garment construction experts using 5, 6, and 4 items on the front, sides, and back, respectively. Descriptive statistics, F-test, Duncantest, and reliability analysis were conducted using SPSS 22. When collar laying amount was 6.5cm, it was best rated regardless of the starting point. Under waist line, when collar laying amount was 6.5cm, it was best rated regardless of the starting point. When collar laying amount was large, the collar’s outline length increased, resulting in unnecessary wrinkles from the neckline to the lapel, affecting the overall collar appearance. When collar laying amount was the smallest, the collar was lifted and the width was narrowed, exposing the seam connecting the collar and neckline. The length of the collar’s outline varied depending on collar laying amount, which was important to make the outline sit comfortably on the body.
This study seeks to increase the satisfaction of elderly men when purchasing and wearing ready-to-wear clothes by designing a slacks pattern suitable for their body type, which is determined by analyzing their lower bodies using virtual avatars and 3D virtual simulation system. The study found the following. First, based on virtual visualization of the comparison slacks pattern, the waistline position was consistently the lowest scored question among the evaluation survey items. Interpretation of this dissatisfaction suggests that, because the front waistline falls below the abdomen, the lower body, and especially the abdominal shape, is unpleasantly emphasized. Second, by using a virtual simulation system, the study developed a new slacks pattern that considered the concerns of elderly men. The primary measurement changes were as follows: front waist girth W/4+1.5cm+0.5cm, back waist girth W/4+1.5cm–0.5cm, front hip girth H/4+2.5cm–0.5cm, back hip girth H/4+2.5cm+0.5cm. Third, the new slacks pattern’s appearance was evaluated more highly than the comparison pattern, confirming the new pattern’s appropriateness for elderly men. This study demonstrates how slacks and other clothing patterns designed in a 3D virtual garment simulator can be used to design more appealing clothing for elderly men, increasing the satisfaction of wearing ready-made clothes at older ages.
This study analyzes traditional women’s Hu costumes of the Tang dynasty, and deploys a creative fashion design to converge contemporary and traditional styles. In this costume, women wear a robe with striped or plain patterns in the lower part of the pants, and it appears frequently in red and yellow colors. Depending on the sleeve, it is either a round collar or a turn down collar robe. In the Hu hat, the huntuomao and juanyanxumao were leather and mili and weimao were used to prevent the sand from flowing. This study uses the CLO 3D program with the “moment” theme based on the Hu costume for women to deploy 4 pairs of fashion design and to produce works for 2 pairs. The 3D virtual clothing program demonstrates important effects in design deployment and pattern arrangement through its efficiency and convenience of clothing production. The CLO 3D program was closely combined with the 2D design and the 3D affect, and it heightened the efficiency in saving the processing time and energy of the sample clothes. Through facilitating the 3D digital fashion design, the production may reduce time needed and contribute to an effective economy, and it may compare digital fashion design to actual products as well as illustrate the potential of digital fashion design.
This study aims to develop a fitted torso pattern suitable for males in their forties and fifties who are obese—a group that accounts for more than fifty percent of men in this age group—using a 3D virtual fitting program. Size Korea’s 2022 data for obese males in their forties and fifties is utilized for this study. In terms of the research method, a 3D program (CLO 3D) is used to implement the target group’s various body types and to apply fitted torsos that enable verification and evaluation of the pattern’s fit and ease. The characteristics of fitted torso patterns for obese bodies are as follows: the front centerline is a profile line; shoulder darts are added by reflecting waist-abdominal protrusion in the front panel; and shoulder, arm, waist, and center-back darts are constructed for the back panel. For obese bodies, the minimum circumference ease amounts should be approximately 6–7cm for the chest, 6cm for the waist, and 6–7cm for the hips. Based on an evaluation of the virtual fit of the developed fitted torso pattern, the data shows that a pattern (foundation) such as this is well suited for obese body types with an average of 4.67/5 points for reverse triangular obesity, an average of 6.67/7 points for log obesity, and an average of 6.69 points for the ease amount.
In this study, we aimed to apply 3D digital printing to basic clothing production and to propose futuristic fashion design and production methods that correspond to contemporary trends. Literature on future trends, dynamism, mechanical aesthetics, and experimentalism were used to define the characteristics of “futurism.” Based on theoretical considerations about futurism, we created fashion designs using 3D digital printing methods. These designs were produced using the aesthetic characteristics of futurism; the 3D digital clothing program; and application of digital printing technologies to futuristic silhouettes, colors, and materials. The results were as follows: First, with the application of futurism as a fashion motif, we pursued collaboration between artistic work and fashion, and we then explored the possibility of creative expression. Second, harmony between achromatic and chromatic colors revealed even better dynamism and activeness, and the potential to express dynamism was observed. Third, with the development of fashion design processes based on 3D digital printing methodologies, it was found to be possible to eliminate the limitations of time and space, solve problems related to limited budget or communication, and positively influence the fashion industry by enhancing convenience and diversity. Fourth, with the development of fashion design that utilizes digital printing, it was found that problems related to time, space, or limited budget were able to be solved, as compared to the use of traditional printing and image reproduction.
The purpose of this study is to verify how similar the virtual fit pants are to the actual fit of stretchable pants. Data is produced using a virtual model to apply movements. The results show that in the upright position, the similarity between the appearance of the actual fit and the virtual fit is high. Results are 4.47, 4.13 and 4.33 out of 5 on the front, side, and back, respectively. The base line of the front and back, and the amount of allowance in each part were well reproduced by the model. The texture of the virtual fit was evaluated and found to be similar to the actual fabric. In terms of shape and number of wrinkles with the virtual fit pants, large wrinkles were better expressed than fine wrinkles. After applying movements to the virtual model, the front and side results were similar to the actual fit, but the back results were different. As a result of multiple comparisons, the greatest difference in similarity by movements is found in the center front line. The similarity difference was lower on the side than on the front. The only significant difference after applying movements is in the hip circumference margin. According to movements, the similarity of virtual fit is lower on the back than on the front and side, and the back also has the largest similarity differences to the movements type.
This study explores the possibility of creating new experimental hanbok designs by accommodating the latest world fashion trends and the changing needs of consumers, in order to attempt to overcome the limitations of traditional Korean fashion design. To do so, We analyze works by contemporary Korean fashion designers to investigate current developments in Korean fashion design and to identify areas of improvement within hanbok design. The results show that most contemporary hanbok designs repeat stereotypes of traditional hanbok with minor modifications. So there arises a need to create new hanbok designs that are clearly distinct from traditional hanbok but also maintain its core features. To develop such designs, I apply the techniques of deconstruction fashion, which allow making experiments with form, composition, and materials use to realize new aesthetics. The use of CLO 3D fashion design software also proves to be very efficient for developing experimental designs. The study results make meaningful contributions to the development of virtual clothing and 3D fashion for hanbok, particularly as metaBUS, a cloud-based research synthesis platform, is rapidly gaining ground, and reality and virtual reality are increasingly mixed in everyday life. This attempt at 3D design of hanbok is expected to trigger more creative experimentation in hanbok design.
The purpose of this study is to develop up-cycling fashion design methods centered on discarded denim material for the study of original up-cycling design methods. Up-cycling fashion design work was developed using digital clothing technology. This is a recent hot topic among sustainable fashion design methods. Up-cycling fashion design expression methods (categorized as dismantlement, collages, dépaysement, grafting, weaving, and tearing) were centered on design methods. These methods create various three-dimensional modeling effects in planar forms, whereby five pieces can be applied to the fabric and digitally produced. The results are as follows: First, the use of discarded denim fabric for the development of up-cycling fashion design pieces enabled the recycling of existing resources, provided solutions to environmental pollution problems, and provided expansion opportunities for design processes for sustainable fashion products that expand the design value of denim products and their utility. Second, new eco-friendly fashion designs that attempt to achieve diversity in modern fashion trends could be presented through formative contemporary fashion produced by up-cycling work products. Third, up-cycling fashion design work is expected to provide opportunities for eco-friendly fashion design methods. This will expand the value of sustainable fashion design by recycling simple waste materials through the use of three-dimensional digital clothing technology and further through the presentation of expanded life cycles that extend product planning, production, and life cycles.
The purpose of this study is to create a shirt sloper suitable for an elderly male body shape by producing virtual models using a 3D-virtualization program, making a torso prototype using the Yuka CAD system, and employing 3D simulation to virtualize and calibrate the model. First, the following three types of obese dummies are implemented through the CLO 3D program: Type 1 exhibits body fat in the lower body; Type 2 exhibits an obese abdomen; and Type 3 displays a balanced form of obesity. Second, for the design of the shirt pattern, the waist back length (measured value+1), back armhole depth (C/10+12+3+0.5~1.5), front armhole depth (back armhole depth 0~1), front interscye (2C/10‒1+0.5‒0.5), armscye depth (C/10+2+3.5+ 0.5), back interscye (2C/10‒1+1), front chest C (C/4+2.5+1), back chest C (C/4+2.5‒1), front hem C (C/4+2.5+1(+2)), back hem C (C/4+2.5‒1(+2)), cap height (AH/3‒5), and biceps width (Front AH‒1, Back AH‒1) are calculated. Third, the virtual attachment of the shirt pattern is resolved by increasing the front and back armhole depths, and the front and rear wrinkles are improved by adding a back armhole dart. The front hem lift and lateral pull caused by the protrusion of the abdomen are amended by increasing the margin of the chest, waist C, and hip C, with the appearance improved by balanced margin distribution in the front, back, and side panels. The improved retail pattern with an increase in the front armholes C was balanced on the torso plate.
In this study, we used the 3D simulation program to create bodice patterns for adolescents boy students and analyze the fitting and air gap through 3D simulation. The purpose of this study was to select the bodice pattern method that best suited the body shapes of the adolescents male students. The subjects of this study were the French E pattern, Japanese N pattern, and Korean industrial L and J patterns. The applied size was the sixth Korean human body size survey data of 2010 Korea. The age range of the subjects was 13-18 years. DC Suite Program Ver. 5.1 was used, and SPSS 23.0 program was used for data analysis. As a result of comparing the shapes of the bodice patterns in the 3D simulation program, the E pattern had two waist darts on the front and one shoulder dart and one waist dart on the back, and the J and L patterns only had one dart on the back. The N pattern had no darts on either the front or back. As a result of examining the appearance evaluation of the pattern, air gap, color distribution, and clothing cross-section, the E pattern was evaluated as the closest to the body, and the N pattern was evaluated as the pattern with the largest allowance. The J pattern was evaluated as the best fit for body shape of the male adolescents. However, it is necessary to develop a pattern system by adding extra ease in setting the center front length.
The purpose of this study was to develop slacks patterns for obese-schoolgirls aged 10~12 by using a 3D virtual garment simulation system. The criteria for subjects in this study were girls who had a BMI of over 25kg/m2. A total of 155 schoolgirls who met these criteria were enrolled. The results were as follows: First, by using 3D virtual garment simulation, a new slacks pattern considerate of obese-schoolgirls was developed. The basic numerical formulae were as follows: Front and back hip girth of H/4-0.5+1 and H/4+0.5+1.5, front waist girth of W/4+1+0.5, back waist girth of W/4+2+0.5, front crotch extension of H/16-0.5, back crotch extension of H/8-0.5, front dart amount of 1, and back dart amount of 2. Second, according to the new slacks pattern appearance evaluation, the new slacks pattern scored more highly than the existing pattern for silhouette and ease amount, confirming that the new slacks pattern is appropriate for obese-schoolgirls. Additionally, the new slacks pattern was evaluated allowing for the proper space length of the waist, abdomen and hips. This study is expected to serve as important basic data for ensuing studies that may utilize a 3D virtual garment simulation system with 2D patterns and for future 3D pattern production program development.
This study is designed to analyze the similarity of fit and appearance between 3D virtual torso length sloper with real torso length sloper according to three 3D virtual clothing simulation programs (Optitex, CLO 3D, i-Designer), three body types (A, N, H) and fit status. We selected three representative body type models of females aged 20~30 and got their direct body measurements. Using these body measurements, we developed three 3D avatar body models and made three torso length fitted sloper with long sleeves. Thirty expert fit judges consisting of technical designers and graduate students assessed the similarity of fit and appearance between 3D virtual clothing and real clothing by observing images classified into front, back and side scene. We conducted ANOVA and post-hoc analyses to compare fit and appearance between real clothing and virtual clothing depending on three program. The results showed that CLO 3D represented fit and silhouette most similarly among the programs, especially girths, width and length. i-Designer tended to be relatively good to represent stress fold amount and silhouette. Optitex was assessed relatively better in expressing ease amounts in torso girths and armscye girths, but relatively worse for width, length, stress fold amount and silhouette.
This study aims to compare the ease of men's slim pants patterns, and to analyze the fit and appearance through the 3D virtual garment system. The study selected four educational materials and one industrial pattern of slim pants for a total of five items. The CLO 3D Modelist program was utilized to carry out the appearance evaluation through virtual wearing and opacity, and a comparison was performed regarding the clothing pressure when the virtual model was standing and walking. The results of our comparison of the patternmaking for slim pants showed that pattern C pants had the greatest ease on the waist circumference, while B pants showed no ease. The C and E pants also had the most ease on the hip measurement. In the appearance evaluation, A pants received the most favorable results, followed by D, E, B, and C, in descending order. The clothing pressure appeared to be mainly red on the waist, crotch, and hem when standing in all pants, so the clothing pressure was high. While walking, the stress appeared to be different for the left and right parts of the body, and the most significant difference was observed on the thigh area.
This study aims to compare the ease of shirt patterns in the men's wear market that have been constantly developing, and to analyze the fitness and appearance through the 3D virtual try-on system. The study selected three industrial patterns and two educational materials of classic-fit and slim-fit shirts for a total of ten items. The experiments involved virtual wearing, a stress contact point perspective map, and appearance evaluations. First, the ease differed significantly in the chest, waist, and sleeve cap height according to the patterns. Second, based on the stress, contact point, and transparency, there was ease in the order of Nam, D-brand, J-brand, Park, and S-brand in the classic-fit shirts while the order of D-brand, Nam, J-brand, Park, and S-brand resulted in the slim-fit shirts. Third, in the appearance evaluation, higher points resulted in the order of J-brand, Park, S-brand, D-brand, and Nam in both classic-fit and slim-fit. The results showed that proper ease differs greatly by shirt-fit and target age. Also, the shirts with more ease tended to be evaluated less favorably in the appearance evaluation. Based on the results, the study suggests that the proper ease in chest circumference is 18cm for the classic-fit shirts and 6 cm for the slim-fit shirts.
The purpose of this study was to develop slacks patterns for middle-aged abdomen-obese adult males by using the 3D virtual-twin and virtual-garment simulation system. The criteria for subjects in this study were males who had over 25kg/m2 of BMI, over 90cm of waist, and over 0.90 of WHR. A total of 211 adult males who met these criteria were enrolled. The results were as follows: first, a new slacks pattern considerate of abdomen-obese men was development. The basic numerical formula were as follows: front and back hip girth H/4+3.5, front waist girth W/4+1+0.5, back waist girth W/4+1-0.5, front crotch extension H/16, back crotch extension H/8-0.5, front pleats amount 2.7, and back dart amount 1.5. Second, according to the results of the new slacks patterns appearance evaluation, the new slacks pattern scored more highly than the existing pattern in silhouette and ease amount, confirming that the new slacks pattern is appropriate for the abdomen-obese men. Also, the new slacks pattern was evaluated allowing proper space length of waist, abdomen and hip. Virtual models of production through data from a 3D body scan, pattern draft and virtual garment digital program were applied to a prototypic design method in order to enhance the fitness of ready-made garments. The use of the virtual twin made it impossible to comprehend the appearances and ease correspondent to motions. In order to evaluate wearing fitness, therefore, the system should be improved so as to change arm positions and perform various motions.
본 연구의 목적은 20대 표준체형 여성을 대상으로 하여, 소재에 따른 플레어 스커트의 실제착의와 가상착의에 따른 시각적 이미지를 비교 분석하고, 시각적 이미지와 역학적 특성간의 상관관계를 분석하는 데에 있다. 본 연구는 드레이프 특성이 확연히 다른 5종류의 소재를 사용하였다. 실험에 사용되어진 플레어 스커트의 실제착의와 가상착의의 이미지는 사진으로 제공되었으며, 피설문자는 20대의 의류학 전공의 여성이었다. 자료의 분석은 SPSS Ver.12.0 프로그램을 사용하여 통계 처리하였으며, 연구 문제별로 요인분석, 일원변량분석(One way ANOVA), T 검정(t-test), 던컨테스트(Duncan test)를 실시하였다. 시각적 이미지에 대한 요인분석 결과 '드레이프성', '매력성', '신체 보정성', '부피감', '활동성' 의 총 5 가지 요인이 분석되었다. 시각적 이미지중 '부피감'의 경우 G, 무게, 두께와 같은 역학적 특성들과 밀접한 상관관계를 나타냈으며, 3차원 의복 시뮬레이션과 실제착의간의 시각적 이미지는 소재에 따라 유의한 차이점을 나타냈는데, 실크나 폴리에스터 소재와 면, 린넨, 양모소재간 이미지 차이는 소재의 무게와 두께에 따라 영향을 많이 받는 것으로 나타났다.