• Title/Summary/Keyword: Virtual Body

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Comparison of Virtual Avatars by Using Automatic and Manual Method

  • Lim, Ho-Sun;Istook, Cynthia L.
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.12
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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.

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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    • v.13 no.2
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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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A Comparison on the Reproducibility of Parametric Bodies Used in the Virtual Garment System

  • Choi, Hee Eun;Nam, Yun Ja;Kim, Hye Suk
    • Fashion & Textile Research Journal
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    • v.16 no.2
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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.

Medical Digital Twin-Based Dynamic Virtual Body Capture System (메디컬 디지털 트윈 기반 동적 가상 인체 획득 시스템)

  • Kim, Daehwan;Kim, Yongwan;Lee, Kisuk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.10
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    • pp.1398-1401
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    • 2020
  • We present the concept of a Medical Digital Twin (MDT) that can predict and analyze medical diseases using computer simulations and introduce a dynamic virtual body capture system to create it. The MDT is a technology that creates a 3D digital virtual human body by reflecting individual medical and biometric information. The virtual human body is composed of a static virtual human body that reflects an individual's internal and external information and a dynamic virtual human body that reflects his motion. Especially we describe an early version of the dynamic virtual body capture system that enables continuous simulation of musculoskeletal diseases.

A Study on Body Shape for 3D Virtual Body Shape Transformation - Focusing on the Women with age of forties - (3차원 가상바디 변형을 위한 체형연구 - 40대 여성을 대상으로 -)

  • Shin, Ju-Young Annie;Nam, Yun-Ja
    • Fashion & Textile Research Journal
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    • v.17 no.2
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    • pp.265-277
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    • 2015
  • The aim of this study was to successfully reflect human body changes on the transformation of the virtual body within 3D virtual fitting spaces. For this purpose, existing problems of shape transformation of the virtual body were analyzed and regression equations which provides useful basic data for transformation of the virtual body that can be applied usefully to the 3D virtual fitting system was developed. Necessary data for the analyses were body measurement and 3D scan data of women with average physical form between the ages of 40 through 49. The reason that we used human body changes of the female subjects in their forties was based on the recognition that fundamental female body changes start to occur from age of forty. Body shapes were largely divided into 3 groups according to obesity which was found to be the biggest factor of shape change. Seven factors were extracted based on factor analysis of 47 body measurement categories and regression equations were created to extract specific measurements for each BMI group based on these seven factors. The major contribution of this paper can be summarized as follows. First, the regression equations to extract specific measurements based on the 7 representative variables remediated existing problem of virtual bodies as it increased the number of body shape transformation areas. Second, the regression equations helped to overcome the problem of current failing to reflecting changes in body cross-section shape based on simple girth measurements based on analysis of cross-section distances.

Study on input data for developing virtual fitting model at internet apparel shopping sites and comparison of the results (인터넷 의류 판매 사이트의 가상피팅모델 구축을 위한 입력정보 종류와 결과 비교)

  • 천종숙;최현영
    • Science of Emotion and Sensibility
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    • v.5 no.4
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    • pp.1-10
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    • 2002
  • A web based virtual try-on provides customers a more enjoyable shopping experience that visualize clothes on personal mannequin. The researchers compared virtual fitting models which were developed in 2000 at Korea and in 2000 and 2002 at U.S. The results of this study as follows: The information about user's body size was required to input for selection of a virtual fitting model. 7 to 19 different body size, shape, and face features including weight and height were needed for visualizing virtual fitting model. The body type of the U.S virtual fitting model(My virtual model) was selected by front view silhouette for women, and by shoulder width and midriff silhouette for men. The more detailed information was required for developing Korean virtual fitting model. The additional body size information required in the site were leg and arm lengths, waist length, and thigh and ankle circumferences. The body proportion of Korean cyber personal mannequin was longer and narrower than the U.S cyber personal mannequin. It was recommended that standardized body length, width, and depth proportions calculated from national anthropometric data must be applied for developing Korean virtual fitting model. With application of more detailed information on face feature and advanced graphic image technology the 'My virtual model in 2002 resembled the human body shape of various race.

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Near-body Interaction Enhancement with Distance Perception Matching in Immersive Virtual Environment

  • Yang, Ungyeon;Kim, Nam-Gyu
    • Journal of Multimedia Information System
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    • v.8 no.2
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    • pp.111-120
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    • 2021
  • As recent virtual reality technologies provide a more natural three-dimensional interactive environment, users naturally learn to explore space and interact with synthetic objects. The virtual reality researcher develops a technique that realizes realistic sensory feedback to get appropriate feedback to sense input behavior. Although much recent virtual reality research works extensively consider the human factor, it is not easy to adapt to all new virtual environment contents. Among many human factors, distance perception has been treated as very important in virtual environment interaction accuracy. We study the experiential virtual environment with the feature of the virtual object connected with the real object. We divide the three-dimensional interaction, in which distance perception and behavior have a significant influence, into two types (whole-body movement and direct manipulation) and analyze the real and virtual visual distance perception heterogeneity phenomenon. Also, we propose a statistical correction method that can reduce a near-body movement and manipulation error when changing the interaction location and report the experiment results proving its effectiveness.

A study on the stability boundary of a virtual spring model with a virtual mass (가상스프링 모델의 안정성 영역에 대한 가상질량의 영향에 대한 연구)

  • Lee, Kyungno
    • Journal of Institute of Convergence Technology
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    • v.6 no.2
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    • pp.15-20
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    • 2016
  • This paper presents the effects of a virtual mass on the stability boundary of a virtual spring in the haptic system. A haptic system consists of a haptic device, a sampler, a virtual rigid body and zero-order-hold. The virtual rigid body is modeled as a virtual spring and a virtual mass. According to the virtual mass and the sampling time, the stability boundary of the virtual spring is analyzed through the simulation. As the virtual mass increases, the value of the virtual spring to guarantee the stability gradually increases and then decreases after reaching the maximum value. These simulation results show that the addition of the virtual mass enables to expand the stability boundary of the virtual spring.

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

  • Park, Gin Ah
    • Journal of Fashion Business
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    • v.19 no.3
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    • pp.130-143
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    • 2015
  • 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.

A Study of Applications of 3D Body Scanning Technology - Focused on Apparel Industry - (3차원 바디 스캐너를 활용한 가상착의에 관한 인식 조사 - 업체 실무자 및 소비자를 대상으로 -)

  • Paek, Kyung-Ja;Lee, Jeong-Ran;Kim, Mi-Sung
    • Korean Journal of Human Ecology
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    • v.18 no.3
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    • pp.719-727
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    • 2009
  • The ultimate success of commercial applications of body scan data in the apparel industry will be consumers' substantial applications such as automated custom fit, size prediction, virtual try-on, personal shopper services (Loker, S. et al., 2004). In this study, we surveyed fifty consumers and forty-seven apparel industry workers about their recognition and interest in 3D body scanning and virtual try-on. The results are as follows: 55% of the apparel industry workers has recognized 3D body scanning as a convenient technology, but do not know how to use it. To the questions regarding virtual try-on, 53% of the workers give positive answers. The consumers have a more positive view on virtual try-on than the workers do. The workers predict that the application of 3D body scan technology to the apparel industry could offer customers helpful information in their clothing selection by using virtual images of various size and style, and increase mass production of MTM(Made-To-Measure). The answers from the male consumers in their twenties indicate that virtual try-on is useful by 88% on offline shopping and by 100% on online shopping. 53% of the workers and 68% of the consumers gave answers that just by virtual try-on they could judge the quality of the apparel products and purchase them. Absolutely 3D virtual try-on is an effective tool for online shoppers. 85% of the workers anticipate applications of the 3D body scanning also in 'body measurement', 'custom pattern development' as well as 'virtual try-on' in the near future. With the positive reactions and the stimulating interests in virtual try-on, the conditions of contemporary world encourage more active researches and wide usages of the technology in apparel industry.