본 연구는, 기존의 전통적인 패션쇼를 근간으로 빠르게 발전하는 컴퓨터 그래픽 기술을 접목, 새로운 형식의 패션쇼로 최근 연구되는 디지털 패션쇼를 위한 가상 한복 제작과 관련된 연구이다. 한국의 대표적인 전통의상을 소재로, 디지털 패션쇼를 진행하기 위한 가상의 한복의 제작을 위하여 필수적으로 적용되어야 하는 재질들을 분석하고, 사실성 검증을 위하여 전문집단 그룹을 통한 사용성 통계를 진행하였다. 이를 위해 선행연구로 가상 한복 제작에 요구되는 세 가지 필수 재질인 두께, 무게 그리고 색상을 정리한 후, 3D 한복의상을 제작하여 실재 복원된 한복 의상들과 비교, 40명의 피실험자들의 평가를 기준으로 만족도를 조사하여 사용성 통계수치를 통한 분석연구를 진행하였다. 최종적으로 사용성 통계의 분석을 통한 매우 긍정적인 만족도 결과는, 향후 디지털 패션쇼 가상의복의 제작에 필요한 구체적인 재질분석 가이드라인을 제시함에 본 연구의 목적과 의의를 두었다.
본 연구는, 기존의 전통적인 패션쇼를 근간으로 빠르게 발전하는 컴퓨터 그래픽 기술을 접목, 새로운 형식의 패션쇼로 최근 연구되는 디지털 패션쇼를 위한 가상 한복 제작과 관련된 연구이다. 한국의 대표적인 전통의상을 소재로, 디지털 패션쇼를 진행하기 위한 가상의 한복의 제작을 위하여 필수적으로 적용되어야 하는 재질들을 분석하고, 사실성 검증을 위하여 전문집단 그룹을 통한 사용성 통계를 진행하였다. 이를 위해 선행연구로 가상 한복 제작에 요구되는 세 가지 필수 재질인 두께, 무게 그리고 색상을 정리한 후, 3D 한복의상을 제작하여 실재 복원된 한복 의상들과 비교, 40명의 피실험자들의 평가를 기준으로 만족도를 조사하여 사용성 통계수치를 통한 분석연구를 진행하였다. 최종적으로 사용성 통계의 분석을 통한 매우 긍정적인 만족도 결과는, 향후 디지털 패션쇼 가상의복의 제작에 필요한 구체적인 재질분석 가이드라인을 제시함에 본 연구의 목적과 의의를 두었다.
This study seeks to propose the virtual costume's pipeline production in digital fashion show which is based on the unique characteristic combining computer graphic technology and traditional fashion design. This study analyzed the fabric materials based on Korean traditional costume to create a vir...
This study seeks to propose the virtual costume's pipeline production in digital fashion show which is based on the unique characteristic combining computer graphic technology and traditional fashion design. This study analyzed the fabric materials based on Korean traditional costume to create a virtual Hanbok for the digital fashion show, and conducted the group of professional's satisfaction statistics through the experiment to verify the realistic usability. The contents of primary process of producing virtual Korean costume is analyzed by summarizing the thickness, weight, and color as the three essential fabric properties required for virtual Hanbok. In addition, virtual costumes are compared with real Hanbok based on the usability survey to evaluate the positive research result by forty graphic experts. The purpose of this study is to present the guideline of essential material analysis of the fabrication to digital fashion show in the virtual clothing production.
This study seeks to propose the virtual costume's pipeline production in digital fashion show which is based on the unique characteristic combining computer graphic technology and traditional fashion design. This study analyzed the fabric materials based on Korean traditional costume to create a virtual Hanbok for the digital fashion show, and conducted the group of professional's satisfaction statistics through the experiment to verify the realistic usability. The contents of primary process of producing virtual Korean costume is analyzed by summarizing the thickness, weight, and color as the three essential fabric properties required for virtual Hanbok. In addition, virtual costumes are compared with real Hanbok based on the usability survey to evaluate the positive research result by forty graphic experts. The purpose of this study is to present the guideline of essential material analysis of the fabrication to digital fashion show in the virtual clothing production.
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문제 정의
In order to present design guidelines for efficient production methods during digital fashion show's costume usability, this study researched on the related studies of digital fashion show and the material analysis in virtual costume creation process as the conduction of precedent research[6].
This study focuses on the manufacturing steps of virtual Hanbok where the thickness, weight, and color are adjusted in the materials through the experimental procedure development in order to extract the sources for the usability survey research based on graphical comparison result between the four different virtual costume of Hanbok. This study also provides the satisfaction result of virtual fabric material attributes through the range of selected group of forty fashion and graphic experts.
This study has its purpose to extend the knowledge of essential forms of digital fashion costume's usability by enhancing the virtual fabric materials in order to provide the most efficient production methods for both fashion and graphic designers who are planning to produce the virtual Hanbok in 3D fashion show.
제안 방법
Based on the analysis of the material production described from the previous study 3.1, this study selects positively restored Josen dynasty female Hanbok to compare the visual likeness by simulating the four sets of virtual Hanboks. This study processes a statistic survey involving forty fashion and graphic design specialists to verify the visual likeness since usability of Hanbok's silk fabric can be evaluated by audience for its realism through the similar pose of natural wearing style.
Classifying the fabric property of the garment by compositing elements is necessary to verify the preset of virtual costume, so the study used the properties into the three components such as Thickness(T), Weight(W), and Color(C). The following [Table 1] is a brief summary analysis of three main components of the fabric properties required for the implementation of virtual costume for this study[11].
In addition, this study selected silk fabric property as the main material of costume Hanbok to emphasize the realistic garment expression of high color density and reflection of colorful glossy effects[12]. Therefore, the study mainly represented virtual fabric of silk which has a characteristic from dense wrinkles with bending and stretching on wrinkle impression to the material flows naturally downward by enhancing the density.
Hanbok (B) was received high satisfaction score on shoulder areas of Jegori since the thicker silk material was expressed by less number of wrinkle bending with low saturated opaque green color. In both side and back view, Hanbok (B) was interpreted smoother fabric property to express the thicker silk material by expressing heavier and rounder shape of wrinkles, therefore the study analyzed the high average satisfaction score was established on side view.
In order to embody the productional method, this study classified the productional process of virtual Hanbok into the five procedures in the development process. The criterion of the five sections during the development is oriented to the core procedure where the fabric material can be implemented along with differentiation of application in the material properties such as thickness(T), weight(W), and color(C).
This usability evaluation study has importance of the research not only on the possibility of virtual reproduction in positively restored of Hanbok, but also analysing the fabric material property to reproduce the virtual costume reality in the fashion and marketing industry. Meanwhile, the result of the analysis are limited to the four specific restored Hanbok designs, which can be extended to consecutive analysis of different costume styles in the future researches.
Next, the study proceeded visual processing experiment of the virtual costume Hanbok's development by coordinating three components in thickness, weight, and color through the material analysis in relation to the digital fashion show.
Next, usability evaluation survey was processed to compare with the existing Hanbok to the results from the four types of virtual Hanbok costumes. The usability evaluation was based on the survey analysis of visual satisfaction range of zero to ten scale as shown in the following [Table 4].
Next, usability evaluation survey was processed to compare with the existing Hanbok to the results from the four types of virtual Hanbok costumes. The usability evaluation was based on the survey analysis of visual satisfaction range of zero to ten scale as shown in the following [Table 4].
Next, the study proceeded visual processing experiment of the virtual costume Hanbok's development by coordinating three components in thickness, weight, and color through the material analysis in relation to the digital fashion show. Then the study evaluated the validation of the usability research by conducting the survey from the participants of fashion and design industry.
This study analyzed core graphical materials of Korean traditional costume Hanbok by examining the three fabric components between the thickness, weight, and color to provide practical guidelines in the production of 3D digital fashion show. This study has its purpose to extend the knowledge of essential forms of digital fashion costume's usability by enhancing the virtual fabric materials in order to provide the most efficient production methods for both fashion and graphic designers who are planning to produce the virtual Hanbok in 3D fashion show.
This study focused on restored Korean traditional costume Hanbok in virtual 3D format, and initiated on the usability evaluation through the virtual production process using specific material property from the highly restored real Hanbok, and the result clarified from the virtual fashion show designer's viewpoint.
This study processes a statistic survey involving forty fashion and graphic design specialists to verify the visual likeness since usability of Hanbok's silk fabric can be evaluated by audience for its realism through the similar pose of natural wearing style.
Finally, in the case of posing process, it processes final polishing the overall look of virtual costume by simulating the character model with virtual Hanbok. This study used all the property elements from thickness adjustment in 20 percentage, weight adjustment in 50 percentage, and color control in 30 percentage to coordinate the final look of Hanbok with runway animation.
Fourth, in the case of texture process, it processes of applying the graphic textures into the shaded costume which was created in the previous stages. This study used color adjustment in 70 percentage while applying the multiple textures to implement the relationship between multiple textures and lighting refraction, and weight adjustment in 30% to strain the physical control of gravity and air in order to express the initial look of virtual Hanbok with texture.
Third, in the case of shading process, it processes of assigning the proper shape and color to the basic fabric costume of Hanbok by shader property. This study used the thickness adjustment in 50 percentage to sort out the number of inner layers from the top Jegori, and color adjustment in 50 percentage to control the transparency by polishing the multiple layers in the bottom dress of Hanbok.
Second, in the case of modeling process, it processes of placing the virtual fabric patterns in the one piece costume of Hanbok by applying the patterns into the virtual character model. This study used the thickness adjustment in 70 percentage to control on the basic length of top Jegori and bottom dress for Hanbok and weight adjustment in 30 percentage to limit the number of wrinkles.
대상 데이터
This study focuses on the manufacturing steps of virtual Hanbok where the thickness, weight, and color are adjusted in the materials through the experimental procedure development in order to extract the sources for the usability survey research based on graphical comparison result between the four different virtual costume of Hanbok. This study also provides the satisfaction result of virtual fabric material attributes through the range of selected group of forty fashion and graphic experts.
This study produced the four types of virtual Hanbok costumes of Queen's White Hanbok, Court Lady's Hanbok, Princess's Green Hanbok, and Queen's Red Hanbok as shown in the following [Table 3].
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