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1 – 10 of over 5000
Article
Publication date: 5 June 2017

Xin-juan Zhu, Xue Wu, Xin Shi and Bu-gao Xu

The Web 3D virtual display technology for personalized clothing based on Unity3D is studied in this paper. The framework of the technology is described. The development steps…

Abstract

Purpose

The Web 3D virtual display technology for personalized clothing based on Unity3D is studied in this paper. The framework of the technology is described. The development steps including personalized clothing design and modeling, interaction and virtual display technology based on Unity3D are given out. The purpose of this paper is to provide a feasible technical route and support for the virtual display for the customized products.

Design/methodology/approach

The paper opted for an exploratory study using the open-ended approach of grounded theory, including the Web 3D virtual display technology for personalized clothing based on Unity3D.

Findings

A feasible technical route for the virtual display of the customized products is provides in this paper.

Originality/value

This paper fulfills a software and has practical use.

Details

International Journal of Clothing Science and Technology, vol. 29 no. 3
Type: Research Article
ISSN: 0955-6222

Keywords

Article
Publication date: 18 April 2017

Kaixuan Liu, Jianping Wang and Yan Hong

The purpose of this paper is to find out the main factors that influence wearing comfort and how they influence garment-wearing comfort.

Abstract

Purpose

The purpose of this paper is to find out the main factors that influence wearing comfort and how they influence garment-wearing comfort.

Design/methodology/approach

Overall, 120 postures were extracted from the activities of daily life and work. Then, the numerical values of clothing pressure of these postures were measured using three-dimension virtual-reality technology. Finally, the data mining technology was applied to analyze the collected data.

Findings

The wearing comfort of pants is mainly influenced by four factors – waist-hip factor, knee-shank factor, crotch factor and thigh-calf factor – and their contributions account for 39.17, 16.4, 13.96 and 6.95 percent, respectively. Hip, waist, crotch and knee influence wearing comfort significantly, and the part below the knee and the part of back thigh have no obvious effect on wearing comfort. Furthermore, the wearing comfort is acceptable if the numerical clothing pressures are below 20 kPa at the parts of hip, waist and crotch and below 10 kPa at the parts of back thigh, knee and shank.

Originality/value

The paper demonstrates how different human body parts influence garment-wearing comfort. All of the results in this research facilitate pattern design of pants and quantitative evaluation of garment-wearing comfort.

Details

International Journal of Clothing Science and Technology, vol. 29 no. 2
Type: Research Article
ISSN: 0955-6222

Keywords

Article
Publication date: 6 March 2017

Shuixian Hu, Ruomei Wang and Fan Zhou

The purpose of this paper is to present an efficient algorithm for multi-layer garment fitting simulation based on the geometric method to solve the low time cost problem during…

Abstract

Purpose

The purpose of this paper is to present an efficient algorithm for multi-layer garment fitting simulation based on the geometric method to solve the low time cost problem during penetration detection and processing. This is more practical to design a CAD system to preview the multi-layer garment fitting effect in daily life.

Design/methodology/approach

The construction of a multi-layer garment based on existing 3D garments is a suitable method because this method is similar to the daily method of multi-layer dressing. The major problem is the penetration phenomenon between different garments because these 3D garment’s geometric shapes are constructed in different situations. In this paper, an efficient algorithm of multi-layer garment simulation is reported. A face-face intersection detection algorithm is designed to detect the penetration region between multi-layer garments fast and a geometric penetration processing algorithm is presented to solve the penetration phenomenon during multi-layer garment simulation.

Findings

This method can quickly detect the penetration between faces, and then deal with the penetration for multi-layer garment construction. Experimental results show that this method can not only remove the penetration but basically maintain the trend of wrinkles efficiently. At the same time, the garments used in the experiment have almost more than 5,800 faces, but the resolving time is under five seconds.

Originality/value

The main originalities of the multi-layer garment virtual fitting algorithm based on the geometric method are highly efficient both in terms of time cost and fitting effect. Based on this method, the technology of multi-layer garment virtual fitting can be used to design a novel CAD system to preview the multi-layer garment fitting effect in real time. This is a pressing requirement of virtual garment applications.

Details

International Journal of Clothing Science and Technology, vol. 29 no. 1
Type: Research Article
ISSN: 0955-6222

Keywords

Article
Publication date: 11 April 2024

Youngsook 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.

Details

International Journal of Clothing Science and Technology, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0955-6222

Keywords

Article
Publication date: 7 November 2016

Kaixuan Liu, Jianping Wang, Chun Zhu and Yan Hong

Currently, the researches on garment development and wear comfort evaluation mainly focus on the static condition type and seldom involved dynamic condition. Therefore, the…

1074

Abstract

Purpose

Currently, the researches on garment development and wear comfort evaluation mainly focus on the static condition type and seldom involved dynamic condition. Therefore, the purpose of this paper is to develop cycling clothes’ patterns and evaluate their dynamic wear comfort.

Design/methodology/approach

First, the 3D-to-2D flattening technology was applied to develop garment patterns of a cycler’s jersey T-shirt. Then, 3D animation technology was used to simulate the scene of cycling. Next, a novel pressure-measuring method was proposed to measure static and dynamic clothing pressures in a virtual environment. Finally, the collected data were used for evaluating wear comfort.

Findings

Compared to static conditions, the dynamic wear comfort noticeably improved at the front neck, side neck, upper front chest, around back neck point and front shoulder, and the front neck. Compared to static conditions, the dynamic wear comfort visibly deteriorates at the back neck, below chest, outseam, back except around back neck point and around scapula, and the around scapula area. The dynamic pressure at back neck, below front chest and shoulder fluctuate wildly throughout the whole cycling. On the contrary, the dynamic pressure at the front neck, side neck, front upper chest and at the back cause it to tend to stability during cycling.

Originality/value

The 3D virtual-reality technology was applied to simulate cycling. And a novel method was proposed to measure numerical clothing pressures for evaluating the dynamic wear comfort. The proposed method can not only quantitatively evaluate the wear comfort of cycling clothes and optimize cycling clothes’ patterns, but also can be applied to other tight garment types.

Details

International Journal of Clothing Science and Technology, vol. 28 no. 6
Type: Research Article
ISSN: 0955-6222

Keywords

Article
Publication date: 19 March 2024

Maher Georges Elmashhara, Marta Blazquez and Jorge Julião

This study aims to investigate the influence of different virtual fashion styles on attitude and satisfaction within virtual reality (VR) tourism experiences. The investigation…

Abstract

Purpose

This study aims to investigate the influence of different virtual fashion styles on attitude and satisfaction within virtual reality (VR) tourism experiences. The investigation considers the mediating effect of perceived attractiveness, popularity, novelty and weirdness, as well as the moderating role of self-congruence with avatar clothing and the desire for unique products.

Design/methodology/approach

This research uses a quantitative experimental approach. Initially, a three-step pilot study (N = 201) was conducted to select avatar fashion styles for the main investigation. In the primary study, participants (N = 326) engaged with one out of four fashion style conditions to select attire for their avatars and then completed a self-administered survey. Data analysis involved paired-sample t-tests, multivariate analysis of variance and Hayes’ PROCESS Models.

Findings

The results show that presenting fantasy avatar fashion styles leads to a decrease in perceived attractiveness and popularity, while concurrently increasing perceptions of novelty and weirdness which in turn exert a negative influence on attitude and satisfaction with the virtual fitting room (VFR). However, these relationships change when considering the moderating role of self-congruence with avatar clothing and the desire for unique products.

Practical implications

VR tourism experience providers and designers can use research findings to bolster positive attitude and enhance satisfaction with VFR; an important first step that strongly affects the rest of the VR tourist journey.

Originality/value

This study contributes to tourism research by exploring the intersection of immersive technologies and virtual fashion. It emphasizes the enhancement of critical touchpoints like the VFR, moving beyond a sole focus on VR adoption, to improve the overall virtual tourist experience.

Details

International Journal of Contemporary Hospitality Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-6119

Keywords

Article
Publication date: 1 October 2002

Alexander Tarakanov and Andrew Adamatzky

An interactive clothing system is one of the basic components of virtual reality. The clothing is implemented via design of two‐dimensional garment panels and putting the panels…

Abstract

An interactive clothing system is one of the basic components of virtual reality. The clothing is implemented via design of two‐dimensional garment panels and putting the panels on an actor in a realistic way. We show how to ease this time consuming task by appealing to a hybrid cellular automaton as a parallel computing device. We draw our approach on a fact that the draping fabric bears a feature of natural parallelism. At a very short time scale behavior of any node point of a fabric depends only on the behavior of its closest neighboring node points. Therefore distant regions of the fabric can be simulated independently. Basing on the problem's natural parallelism we design two‐dimensional network of uniform locally connected hybrid automata that execute in parallel a particle model of draping behavior of clothes on a standing mannequin.

Details

Kybernetes, vol. 31 no. 7/8
Type: Research Article
ISSN: 0368-492X

Keywords

Article
Publication date: 4 September 2017

Kaixuan Liu, Jianping Wang, Chun Zhu, Edwin Kamalha, Yan Hong, Junjie Zhang and Min Dong

The purpose of this paper is to propose a relatively simple and rapid method to create a digital human model (DHM) to serve clothing industry.

Abstract

Purpose

The purpose of this paper is to propose a relatively simple and rapid method to create a digital human model (DHM) to serve clothing industry.

Design/methodology/approach

Human body’s point cloud is divided into hands, foots, head and torso. Then forward modeling method is used to model hands and foots, photo modeling method is used to model head and reverse modeling method is used to model torso. After that, hands, foots, head and torso are integrated together to get a static avatar. Next, virtual skeleton is bound to the avatar. Finally, a lifelike digital human body model is created by the mixed modeling method (MMM).

Findings

In allusion to the defect of the three-dimension original data of human body, this paper presented an MMM, with which we can get a realistic digital human body model with accurate body dimensions. The DHM can well meet the needs of fashion industry.

Practical implications

The DHM, which is got by the MMM, can be well applied in the field of virtual try on, virtual fashion design, virtual fashion show and so on.

Originality/value

The originality of the paper lies in the integration of forward modeling, reverse modeling and photo modeling to present a novel method of human body modeling.

Details

International Journal of Clothing Science and Technology, vol. 29 no. 5
Type: Research Article
ISSN: 0955-6222

Keywords

Article
Publication date: 28 October 2019

Ivana Špelic

In order to present a significant usage of the computer-aided design (CAD)/computer-aided manufacturing (CAM) systems in the apparel and textile industry, the current literature…

Abstract

Purpose

In order to present a significant usage of the computer-aided design (CAD)/computer-aided manufacturing (CAM) systems in the apparel and textile industry, the current literature has been observed. Although the CAD/CAM systems have also been increasingly applied to all fields apparel and textile manufacturing for the last few decades, improving the precision, productivity and the organization of the information flow, they have not been fully utilized in these industrial fields. The paper aims to discuss these issues.

Design/methodology/approach

The paper is structured in three main sections showing the vast applicability of the CAD/CAM systems, the benefits provided by them and the future trend in their development.

Findings

Although the initial development of the CAD/CAM systems strived to completely eliminate manual and time-consuming operations, they have not been accepted in practice due to their inflexibility at making changes and the time needed for regenerating a complex parametric model. The textile and apparel industries show slow progress in acquiring the CAD/CAM systems.

Originality/value

This CAD/CAM technology enabled the customization in the design process according to individual needs and directed the textile and the apparel industry to moving into new directions such as the mass customization to personalization. The paper makes clear that although this technological concept is rather old, the use of the CAD/CAM systems will inevitably broaden in terms of applicability to new production stages.

Details

International Journal of Clothing Science and Technology, vol. 32 no. 6
Type: Research Article
ISSN: 0955-6222

Keywords

Article
Publication date: 19 February 2024

Wen Hua, Yidong Liu, Zongdeng Zhang, Meng Li and Xiaofan Yu

To gain a deeper understanding of the determinants impacting the intention of Chinese young consumers to utilize virtual try-on apps (VTOs), this study adopts a modified version…

Abstract

Purpose

To gain a deeper understanding of the determinants impacting the intention of Chinese young consumers to utilize virtual try-on apps (VTOs), this study adopts a modified version of the electronic technology acceptance model (e-TAM). The primary objective is to investigate how consumers' characteristics influence their post-use feelings, subsequently affecting their attitude towards VTOs and their intention to use them. Additionally, this research aims to explore potential gender differences within this process.

Design/methodology/approach

In this study, a sample of 243 college students from a university in China was recruited to participate in on-site software use. A total of 227 valid questionnaires were collected and used for data analysis. Structural equation modeling (SEM) was employed to empirically evaluate the data and test the research hypotheses. Additionally, multiple group comparisons were conducted based on gender to examine potential differences in the acceptance process.

Findings

The findings of this study reveal a significant association between users' individual characteristics and post-use feelings. Moreover, there are notable differences between male and female students in terms of their perceptions of innovativeness, knowledge and understanding regarding post-use feelings. Notably, four variables within post-use feelings, except for perceived compatibility, are found to be predictive of attitude towards VTOs. Additionally, it is observed that attitude towards VTOs directly influences users' intention to utilize them.

Originality/value

This study contributes to the research on consumers' intention to use VTOs by examining the antecedents of post-use feelings, specifically four consumers’ individual characteristics. The findings of this study offer managerial insights for professionals to formulate marketing positioning and communication strategies.

Details

Asia Pacific Journal of Marketing and Logistics, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1355-5855

Keywords

1 – 10 of over 5000