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1 – 10 of 21Youngsook Kim and Fatma Baytar
The research evaluated the feasibility of 3D dynamic fit utilizing female compression tops by comparatively analyzing the virtual and actual dynamic fit.
Abstract
Purpose
The research evaluated the feasibility of 3D dynamic fit utilizing female compression tops by comparatively analyzing the virtual and actual dynamic fit.
Design/methodology/approach
Six female participants were 3D body-scanned and photographed in compression tops in four types of athletic movements (pull-up, kettlebell swing, circle-crunch and sit-up). Fit measurements, waist cross-sectional areas, waist width, waist depth, numerical simulation of clothing pressure (kPa) and objective pressure measurements (kPa) were collected from 3D virtual animation, 3D fit scan data and actual photos with the four types of athletic motions. The data were comparatively investigated between virtual and actual dynamic fit.
Findings
The 3D-animated body was not reflected with human body deformation because only bone structure was changed while maintaining the constant forms of muscle and body surface in athletic movements. Due to this consistency of virtual dynamic fit, there were significant differences with the actual dynamic fit at the top length, shoulder width and waist cross-sectional areas. Also, the virtual dynamic pressure indicated significantly higher levels than the objective dynamic pressure while presenting no significant correlations at the front neckline, breast, lateral waist, upper back, back armhole and back waist.
Originality/value
This study is the first to verify multiple aspects of virtual dynamic fit using 3D digital technology. This study provided useful information about which aspects of the current virtual animation need to be improved to apply in the dynamic fit evaluation.
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Boxiang Xiao, Zhengdong Liu, Jia Shi and Yuanxia Wang
Accurate and automatic clothing pattern making is very important in personalized clothing customization and virtual fitting room applications. Clothing pattern generating as well…
Abstract
Purpose
Accurate and automatic clothing pattern making is very important in personalized clothing customization and virtual fitting room applications. Clothing pattern generating as well as virtual clothing simulation is an attractive research issue both in clothing industry and computer graphics.
Design/methodology/approach
Physics-based method is an effective way to model dynamic process and generate realistic clothing animation. Due to conceptual simplicity and computational speed, mass-spring model is frequently used to simulate deformable and soft objects follow the natural physical rules. We present a physics-based clothing pattern generating framework by using scanned human body model. After giving a scanned human body model, first, we extract feature points, planes and curves on the 3D model by geometric analysis, and then, we construct a remeshed surface which has been formatted to connected quad meshes. Second, for each clothing piece in 3D, we construct a mass-spring model with same topological structures, and conduct a typical time integration algorithm to the mass-spring model. Finally, we get the convergent clothing pieces in 2D of all clothing parts, and we reconnected parts which are adjacent on 3D model to generate the basic clothing pattern.
Findings
The results show that the presented method is a feasible way for clothing pattern generating by use of scanned human body model.
Originality/value
The main contribution of this work is twofold: one is the geometric algorithm to scanned human body model, which is specially conducted for clothing pattern design to extract feature points, planes and curves. This is the crucial base for suit clothing pattern generating. Another is the physics-based pattern generating algorithm which flattens the 3D shape to 2D shape of cloth pattern pieces.
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Liping Liu, Mingchao Li and Shanshan Ji
This research explores the appropriateness of using a digital learning system based on a multiplayer online animated game in firefighting education and training. Use of the game…
Abstract
Purpose
This research explores the appropriateness of using a digital learning system based on a multiplayer online animated game in firefighting education and training. Use of the game improved learning was effective. It can increase learners' understanding of the taught content and their willingness to learn.
Design/methodology/approach
The research applies digital learning based on a multiplayer online animated game coupled with 3D and virtual reality (VR) technology. To verify the effectiveness of this approach, participants were divided into two groups, an experimental group (using the game) and a control group (not using the game). T-tests were used to compare the learning of the two groups.
Findings
Firefighting knowledge was significantly better among the experimental group than the control group. Learning was explored in three different domains: basic firefighting knowledge, fire extinguisher operation and fire source identification; the latter two showed statistically significant differences. After learners acquired knowledge from multimedia, the addition of a VR exercise effectively helped them to remember what they learned and increased their understanding of the taught content.
Originality/value
The approach proposed in this study applies digital learning via a multiplayer online animated game to explore the appropriateness of such games in firefighting education and training. Use of the game improved learning and was effective. It can not only increase learners' understanding of the taught content, but also their willingness to learn.
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Kenneth Lawani, Farhad Sadeghineko, Michael Tong and Mehmethan Bayraktar
The purpose of this study is to explore the suggestions that construction processes could be considerably improved by integrating building information modelling (BIM) with 3D…
Abstract
Purpose
The purpose of this study is to explore the suggestions that construction processes could be considerably improved by integrating building information modelling (BIM) with 3D laser scanning technologies. This case study integrated 3D laser point cloud scans with BIM to explore the effects of BIM adoption on ongoing construction project, whilst evaluating the utility of 3D laser scanning technology for producing structural 3D models by converting point cloud data (PCD) into BIM.
Design/methodology/approach
The primary data acquisition adopted the use of Trimble X7 laser scanning process, which is a set of data points in the scanned space that represent the scanned structure. The implementation of BIM with the 3D PCD to explore the precision and effectiveness of the construction processes as well as the as-built condition of a structure was precisely captured using the 3D laser scanning technology to recreate accurate and exact 3D models capable of being used to find and fix problems during construction.
Findings
The findings indicate that the integration of BIM and 3D laser scanning technology has the tendency to mitigate issues such as building rework, improved project completion times, reduced project cost, enhanced interdisciplinary communication, cooperation and collaboration amongst the project duty holders, which ultimately enhances the overall efficiency of the construction project.
Research limitations/implications
The acquisition of data using 3D laser scanner is usually conducted from the ground. Therefore, certain aspects of the building could potentially disturb data acquisition; for example, the gable and sections of eaves (fascia and soffit) could be left in a blind spot. Data acquisition using 3D laser scanner technology takes time, and the processing of the vast amount of data acquired is laborious, and if not carefully analysed, could result in errors in generated models. Furthermore, because this was an ongoing construction project, material stockpiling and planned construction works obstructed and delayed the seamless capture of scanned data points.
Originality/value
These findings highlight the significance of integrating BIM and 3D laser scanning technology in the construction process and emphasise the value of advanced data collection methods for effectively managing construction projects and streamlined workflows.
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Mohamed Marzouk and Mohamed Zaher
Facility management gained profound importance due to the increasing complexity of different systems and the cost of operation and maintenance. However, due to the increasing…
Abstract
Purpose
Facility management gained profound importance due to the increasing complexity of different systems and the cost of operation and maintenance. However, due to the increasing complexity of different systems, facility managers may suffer from a lack of information. The purpose of this paper is to propose a new facility management approach that links segmented assets to the vital data required for managing facilities.
Design/methodology/approach
Automatic point cloud segmentation is one of the most crucial processes required for modelling building facilities. In this research, laser scanning is used for point cloud acquisition. The research utilises region growing algorithm, colour-based region-growing algorithm and Euclidean cluster algorithm.
Findings
A case study is worked out to test the accuracy of the considered point cloud segmentation algorithms utilising metrics precision, recall and F-score. The results indicate that Euclidean cluster extraction and region growing algorithm revealed high accuracy for segmentation.
Originality/value
The research presents a comparative approach for selecting the most appropriate segmentation approach required for accurate modelling. As such, the segmented assets can be linked easily with the data required for facility management.
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The main issue in the mass customization of apparel products is how to efficiently produce products of various sizes. A parametric pattern-making system is one of the notable ways…
Abstract
Purpose
The main issue in the mass customization of apparel products is how to efficiently produce products of various sizes. A parametric pattern-making system is one of the notable ways to rectify this issue, but there is a lack of information on the parametric design itself and its application to the apparel industry. This study compares and analyzes three types of parametric clothing pattern CAD (P-CAD) software currently in use to identify the characteristics of each, and suggest a basic guideline for efficient and adaptable P-CAD software in the apparel industry.
Design/methodology/approach
This study compared three different types of P-CAD software with different characteristics: SuperALPHA: PLUS(as known as YUKA), GRAFIS and Seamly2D. The authors analyzed the types and management methodologies of each software, according to the three essential components that refer to previous studies about parametric design systems: entities, constraints and parameters.
Findings
The results demonstrated the advantages and disadvantages of methodology in terms of three essential components of each software. Based on the results, the authors proposed five strategies for P-CAD development that can be applied to the mass customization of clothing.
Originality/value
This study is meaningful in that it consolidates and organizes information about P-CAD software that has previously been scattered. The framework used in this study has an academic value suggesting guidelines to analyze P-CAD systems.
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Ali Rashidi, Wei Yin Yong, Duncan Maxwell and Yihai Fang
The construction industry has actively attempted to tackle the low-productivity issues arising from inefficient construction planning. It is imperative to understand how…
Abstract
Purpose
The construction industry has actively attempted to tackle the low-productivity issues arising from inefficient construction planning. It is imperative to understand how construction practitioners perceive technology integration in construction planning in light of emerging technologies. This study intended to uncover unique experimental findings by integrating 4D-building information modelling (BIM) to virtual reality (VR) technology during construction planning among construction professionals at light steel framing (LSF) projects.
Design/methodology/approach
The building industry participants were invited to provide inputs on two different construction planning methods: conventional and innovative methods. The conventional method involved the participants using traditional platforms such as 2D computer-aided design (CAD) and physical visualisation of paper-based construction drawings for the LSF assembly process with a Gantt Chart tool to complete construction planning-related tasks for the targeted project. Comparatively, participants are required to perform the same tasks using more innovative platforms like 4D-BIM in a VR environment.
Findings
A Charrette Test Method was used to validate the findings, highlighting an improvement in usability (+10.3%), accuracy (+89.1%) and speed (+30%) using 4D BIM with VR compared to the conventional paper-based method. The findings are also validated by a paired t-test, which is supported by the rationality of the same findings. This study posits positive results for construction planning through the utilisation of modern practices and technologies. These findings are significant for the global construction industry facing low productivity issues, delays and certainty in terms of building delivery timelines due to poor construction planning.
Originality/value
This new blend of technologies—combining 4D BIM and VR in industrialised construction projects—potentially directs future initiatives to drive the efficiency of construction planning in the building lifecycle. The interactive BIM-based virtual environment would purposefully transform construction planning practices in order to deliver modern and more certain building construction methods with a focus on prefabrication processes.
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John Peter Cooney, David Oloke and Louis Gyoh
This study aims to demonstrate the possibility of showing the functionality of complex microbial groups, within ancient structures within a process of refurbishment on a heritage…
Abstract
Purpose
This study aims to demonstrate the possibility of showing the functionality of complex microbial groups, within ancient structures within a process of refurbishment on a heritage building information modelling (BIM) platform.
Design/methodology/approach
Both a qualitative and qualitative research method will be used throughout, as observational and scientific results will be obtained and collated. This path being; phenomena – acquisition tools – storage – analysis tools – literature. Using this methodology, one pilot study within the scope of demolition and refurbishment, using suitable methods of collecting and managing data (structural or otherwise), will be used and generated by various software and applications. The principle methods used for the identification of such micro-organisms will incorporate a polymerase chain reaction method (PCR), to amplify DNA and to identify any or all spores present. The BIM/historical BIM (HBIM) process will be used to create a remotely-based survey to obtain and collate data using a laser scanner to produce a three-dimensional point cloud model to evaluate and deduce the condition, make-up and stature of the monument. A documentation management system will be devised to enable the development of plain language questions and an exchange information requirement, to identify such documentation required to enable safe refurbishment and to give health and safety guidance. Four data sampling extractions will be conducted, two for each site, within the research, for each of the periods being assessed, that being the Norman and Tudor areas of the monument.
Findings
From laboratory PCR analysis, results show a conclusive presence of micro-organism groups and will be represented within a hierarchical classification, from kingdom to species.
Originality/value
The BIM/HBIM process will highlight results in a graphical form to show data collected, particularly within the PCR application. It will also create standardisation and availability for such data from ancient monuments to make available all data stored, as such analysis becomes substantially important to enable the production of data sets for comparison, from within the framework of this research.
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Krištof Kovačič, Jurij Gregorc and Božidar Šarler
This study aims to develop an experimentally validated three-dimensional numerical model for predicting different flow patterns produced with a gas dynamic virtual nozzle (GDVN).
Abstract
Purpose
This study aims to develop an experimentally validated three-dimensional numerical model for predicting different flow patterns produced with a gas dynamic virtual nozzle (GDVN).
Design/methodology/approach
The physical model is posed in the mixture formulation and copes with the unsteady, incompressible, isothermal, Newtonian, low turbulent two-phase flow. The computational fluid dynamics numerical solution is based on the half-space finite volume discretisation. The geo-reconstruct volume-of-fluid scheme tracks the interphase boundary between the gas and the liquid. To ensure numerical stability in the transition regime and adequately account for turbulent behaviour, the k-ω shear stress transport turbulence model is used. The model is validated by comparison with the experimental measurements on a vertical, downward-positioned GDVN configuration. Three different combinations of air and water volumetric flow rates have been solved numerically in the range of Reynolds numbers for airflow 1,009–2,596 and water 61–133, respectively, at Weber numbers 1.2–6.2.
Findings
The half-space symmetry allows the numerical reconstruction of the dripping, jetting and indication of the whipping mode. The kinetic energy transfer from the gas to the liquid is analysed, and locations with locally increased gas kinetic energy are observed. The calculated jet shapes reasonably well match the experimentally obtained high-speed camera videos.
Practical implications
The model is used for the virtual studies of new GDVN nozzle designs and optimisation of their operation.
Originality/value
To the best of the authors’ knowledge, the developed model numerically reconstructs all three GDVN flow regimes for the first time.
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Syed Tauseef Hussain, Saira Hanif Soroya and Kanwal Ameen
This study aims to explore visual artists’ image needs and the obstacles they face in meeting them.
Abstract
Purpose
This study aims to explore visual artists’ image needs and the obstacles they face in meeting them.
Design/methodology/approach
The visual artists, participating in the study, included painters, graphic designers, textile designers, architects and sculptors who were faculty members in two oldest art institutions of Pakistan. A total of 20 face-to-face interviews representing four participants from each visual artists group were conducted. The textual data were analyzed thematically, using NVIVO 12 software.
Findings
Results showed that under-study visual artists need images mainly for academic purposes (teaching, assignments, etc.) and for professional and research purposes. However, they require images quite often, as a majority of the respondents told that they need images on daily basis.
Social implications
The study findings provide an insight for information science professionals, system designers and image librarians regarding visual artists’ image using behavior.
Originality/value
As the researchers could not find any such study in local context, and a very few globally, therefore, this study may serve as a baseline for further research in this area.
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