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Abstrakty
The clothing industry is currently focused on 3D virtual fitting. Many companies use size 12 as the core size; however, in recent years the average size has increased. For example, in the United Kingdom, the average size is now 16. Many companies have not updated their core size and often use size 12 as the size they are the most familiar with. The purpose of this paper is to compare real plus size body shapes with artificial avatars in relation to the fabric draping. This paper will investigate, how the body shape changes with an age (body height decreases, skin elasticity is lower, the shoulders are hunched, buttocks sag and fatness pockets are accumulated around the waist area). These factors are not considered in virtual avatars, but have a big impact on virtual fitting.
Czasopismo
Rocznik
Tom
Strony
128--132
Opis fizyczny
Bibliogr. 14 poz.
Twórcy
autor
- Technical University of Lodz, Faculty of Material Technologies and Textile Design, Institute of Architecture of Textile, Lodz 90-924, 116 Zeromskiego Street, Poland
autor
- Technical University of Lodz, Faculty of Material Technologies and Textile Design, Institute of Architecture of Textile, Lodz 90-924, 116 Zeromskiego Street, Poland
autor
- Technical University of Lodz, Faculty of Material Technologies and Textile Design, Institute of Architecture of Textile, Lodz 90-924, 116 Zeromskiego Street, Poland
autor
- TETRAD, Hartford Mill, Swan St., Preston PR1 5 PQ, England
Bibliografia
- [1] Streuber, S., Quiros-Ramirez, M. A., Hill, M. Q., Hahn, C. A., Zuffi, S., et al. (2016). Body talk: Crowdshaping realistic 3D avatars with words. ACM Transactions on Graphics, 35, 54:1–54:14.
- [2] Balach, M., Lesiakowska-Jablonska, M., Frydrych, I. (2019). Anthropometry and size groups in the clothing industry. Autex Research Journal. doi: 10.2478/aut-2019-0001.
- [3] Henkel, R. Body scanners, simulations and avatars: The future is 3D. Retrieved April 25, 2019 from https://www.ispo.com/en/trends/id_79705556/body-scanners-and-avatars-the-future-of-clothing-is-3d.html.
- [4] Cichocka A., Bruniaux P., Frydrych I. (2016). 3D garment modelling—conception of its structure in 3D. Fibres & Textiles in Eastern Europe, 24(4), 121–128.
- [5] Fleming, R., Mohler, B. J., Romero, J., Black, M. J., Breidt, M. (2016). Appealing female avatars from 3D body scans: Perceptual effects of stylization, 11th Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, Vol. 1, February 27–29, Rome, Italy, pp. 335–345.
- [6] Brownridge, A., Twigg, P. (2014). Body scanning for avatar production and animation. International Journal of Fashion Design, Technology and Education, 7(2), 125–132.
- [7] Mattila, H. (2016). Digital fashion—How and when? 8th International Textile, Clothing and Design Conference, October 2–5, Dubrovnik, Croatia.
- [8] Surville, J. M. (2010). Apparel: From reality to virtual reality, International Conference on 3D Body Scanning Technologies, October 19–20, Lugano, Switzerland.
- [9] D’Apuzzo, N. (2007). 3D body scanning technology for fashion and apparel industry. Electronic Imaging 2007, 6491, January 29, San Jose, CA, United States, pp. 1–12.
- [10] Ballester, A., Parrilla, E., Uriel, J., Pierola, A., Alemany, S., et al. (2014). 3D-based resource fostering the analysis, use and exploitation of available body anthropometric data. 5th International Conference and Exhibition on 3D Body Scanning Technologies, October 21–22, Lugano, Switzerland.
- [11] Cichocka, A., Bruniaux P., Frydrych I. (2014). 3D garment modelling—creation of a virtual mannequin of the human body. Fibres & Textiles in Eastern Europe, 22(6), 123–131.
- [12] Bruniaux P., Cichocka A., Frydrych I. (2016). 3D digital methods of clothing creation for disabled people. Fibres & Textiles in Eastern Europe, 24(5), 125–131.
- [13] Magnenat-Thalmann, N., Kevelham, B., Volino, P., Kasap, M., Lyard, E. (2011). 3D Web-based virtual try on of physically simulated clothes. Computer-Aided Design and Applications, 8(2), 163–174.
- [14] Yuan, M., Khan, I. R., Farbiz, F., Yao, S., Niswar, A., et al. (2013). A mixed reality virtual clothes try-on system. IEEE Transactions on Multimedia, 15(8), 1958–1968.
Uwagi
Opracowanie rekordu ze środków MNiSW, umowa Nr 461252 w ramach programu "Społeczna odpowiedzialność nauki" - moduł: Popularyzacja nauki i promocja sportu (2020).
Typ dokumentu
Bibliografia
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