1,866 research outputs found
Digital production of traditional costumes
The purpose of this study is to find out the possibility of reproducing traditional costumes using the digital technology. For this, we selected a women’s robe and a men’s suit in the rococo era of the 18th century. For the reconstruction, we analyzed the costume focusing on the figurative features of the silhouette, and then applied the 3D technology to reconstruct them
Research reports: 1991 NASA/ASEE Summer Faculty Fellowship Program
The basic objectives of the programs, which are in the 28th year of operation nationally, are: (1) to further the professional knowledge of qualified engineering and science faculty members; (2) to stimulate an exchange of ideas between participants and NASA; (3) to enrich and refresh the research and teaching activities of the participants' institutions; and (4) to contribute to the research objectives of the NASA Centers. The faculty fellows spent 10 weeks at MSFC engaged in a research project compatible with their interests and background and worked in collaboration with a NASA/MSFC colleague. This is a compilation of their research reports for summer 1991
Three dimensional simulation of cloth drape
Research has been carried out in the study of cloth modelling over many decades.
The more recent arrival of computers however has meant that the necessary
complex calculations can be performed quicker and that visual display of the
results is more realistic than for the earlier models.
Today's textile and garment designers are happy to use the latest two dimensional
design and display technology to create designs and experiment with patterns and
colours. The computer is seen as an additional tool that performs some of the
more tedious jobs such as re-drawing, re-colouring and pattern sizing.
Designers have the ability and experience to visualise their ideas without the need
for photo reality. However the real garment must be created when promoting
these ideas to potential customers. Three dimensional computer visualisation of a
garment can remove the need to create the garment until after the customer has
placed an order.
As well as reducing costs in the fashion industry, realistic three dimensional cloth
animation has benefits for the computer games and film industries.
This thesis describes the development of a realistic cloth drape model. The
system uses the Finite Element Method for the draping equations and graphics
routines to enhance the visual display. During the research the problem of
collision detection and response involving dynamic models has been tackled and a
unique collision detection method has been developed. This method has proved
very accurate in the simulation of cloth drape over a body model and is also
described in the thesis.
Three dimensional design and display are seen as the next logical steps to current
two dimensional practices in the textiles industry. This thesis outlines current and
previous cloth modelling studies carried out by other research groups. It goes on
to provide a full description of the drape method that has been developed during
this research period
Grading zero waste design using digital and virtual methods
Doctor of PhilosophyDepartment of Apparel, Textiles, and Interior DesignSherry J. HaarTraditional practices of pattern cutting within the apparel industry result in a considerable portion of fabric waste that negatively impacts the environment. Currently, garment manufacturers make responding to fashion trends, at the lowest possible cost, the main priority, regardless of fabric waste, to ensure economic profit. Besides, one of the sustainable challenges when working with zero waste design (ZWD) is the feasibility of pattern grading under the current apparel production system. Thus, the purpose of this experimental study was to explore the feasibility of grading zero waste garments for industry production using digital and virtual methods. The main research questions in this study were: What pattern piece adjustments and marker layouts achieve both 100% marker efficiency and accurate virtual visual appearance? Can digital 3D simulation be used as an effective and sustainable sizing and fit assessment tool? Does attachment and appreciation of ZWD influence expert judges’ evaluation of visual accuracy?
The first research question was answered through a functional design process that included three phases: sample development, grading and marker making, digital and virtual testing of marker adjustments, and marker refinement. The application of typical and novel marker making and design tactics for functional utilization of the cuts offs resulting in no fabric waste of the mixed marker of the graded sizes was explored. As a result, a system of four different adjustment methods were applied to reach 100% marker efficiency while maintaining visual accuracy. Multiple challenges regarding the use of 3D simulation to create virtual samples were encountered.
To answer the second and third research questions, an online questionnaire was utilized to collect assessment related to the efficiency of the graded virtual samples compared to the physical based on particular design criteria. Two judge groups participated in this study, zero waste design academic researchers and industry technical designers. The judges compared the samples via video, between and across groups. The findings indicated that the use of 3D simulation was mostly challenging for grading ZWD while maintaining 100% marker efficiency and visual accuracy. Judges suggested that the 3D simulation would be a useful, sustainable tool for fit and appearance assessment to decrease the number of physical samples; however, major improvements for the software were recommended before the physical sample could be eliminated. These findings contribute to understanding the effectiveness of sizing zero waste design and use of 3D virtual simulation as an assessment method, which promotes sustainable development through pattern making within the production methods in the apparel industry.
Technical judges had more agreement than ZWD judges regarding the similarity between virtual and physical samples, and the sufficiency of information provision by virtual samples that would replace physical samples. Thus, ZWD judges had higher expectations for virtual technology. This finding indicated a relationship between attachment and appreciation of sustainability in fashion with the adoption of advanced practices to develop sustainable fashion design through the functional design process
RECREATING AND SIMULATING DIGITAL COSTUMES FROM A STAGE PRODUCTION OF \u3ci\u3eMEDEA\u3c/i\u3e
This thesis investigates a technique to effectively construct and simulate costumes from a stage production Medea, in a dynamic cloth simulation application like Maya\u27s nDynamics. This was done by using data collected from real-world fabric tests and costume construction in the theatre\u27s costume studio. Fabric tests were conducted and recorded, by testing costume fabrics for drape and behavior with two collision objects. These tests were recreated digitally in Maya to derive appropriate parameters for the digital fabric, by comparing with the original reference. Basic mannequin models were created using the actors\u27 measurements and skeleton-rigged to enable animation. The costumes were then modeled and constrained according to the construction process observed in the costume studio to achieve the same style and stitch as the real costumes. Scenes selected and recorded from Medea were used as reference to animate the actors\u27 models. The costumes were assigned the parameters derived from the fabric tests to produce the simulations. Finally, the scenes were lit and rendered out to obtain the final videos which were compared to the original recordings to ascertain the accuracy of simulation. By obtaining and refining simulation parameters from simple fabric collision tests, and modeling the digital costumes following the procedures derived from real-life costume construction, realistic costume simulation was achieved
Ground Robotic Hand Applications for the Space Program study (GRASP)
This document reports on a NASA-STDP effort to address research interests of the NASA Kennedy Space Center (KSC) through a study entitled, Ground Robotic-Hand Applications for the Space Program (GRASP). The primary objective of the GRASP study was to identify beneficial applications of specialized end-effectors and robotic hand devices for automating any ground operations which are performed at the Kennedy Space Center. Thus, operations for expendable vehicles, the Space Shuttle and its components, and all payloads were included in the study. Typical benefits of automating operations, or augmenting human operators performing physical tasks, include: reduced costs; enhanced safety and reliability; and reduced processing turnaround time
Reproduction of Historic Costumes Using 3D Apparel CAD
The progress of digital technology has brought about many changes. In the world of fashion, 3D apparel CAD is attracting attention as the most promising product which reduces time and cost in the design process through virtual simulation. This study highlights the potential of its technology and tries to extend the boundaries of its practical use through the simulation of historical dresses. The aim of this study is to identify the desirable factors for digital costume development, to produce accurate reproductions of digital clothing from historical sources and to investigate the implications of developing it for online exhibitory and educational materials.
In order to achieve this, this study went through following process. First, the theoretical background of the digital clothing technology, 3D apparel CAD and museum and new media was established through the review of various materials. Second, the desirable concepts for effective digital costume were drawn from the analysis of earlier digital costume projects considering the constraints of costume collections and limitations of the data on museum websites: faithful reproduction, virtual fabrication and Interactive and stereographic display. Third, design development was carried out for the embodiment of the concepts based on two costumes in the Museum of London: (1) preparation which provided foundation data with physical counterparts, (2) digital reproduction which generated digital costumes with simulations and (3) application development where simulations were embodied into a platform. Fourth, evaluation of the outcomes was carried with different groups of participants.
The evaluation results indicated that the outcomes functioned as an effective information delivery method and had suitability and applicability for exhibitory and educational use. However, further improvement particularly in the faithfulness of current digital costumes and more consideration for the concerns for virtual and intangible nature were pointed out to be required. Nevertheless digital costumes were reviewed to bring notable benefits in complete or partial replacement of the relics, presentation of invisible features, release of physical constraints on appreciation and provision of integrated and comprehensive information. This study expects that use of digital costumes may assist museums in terms of preservation, documentation and exhibition of costume collections giving new possibility especially to the endangered garments lying in the dark
Application Research of BIM Technology in Green Building Construction
Due to the complexity of the building and the comprehensiveness of multiple majors, a large number of uncertain factors, such as collision problems and construction schedule, often occur in the construction and lead to many resource waste problems which cannot be solved. The introduction of BIM technology into the construction of engineering projects can well overcome the collision in construction and complete the process of optimized construction schedule scheme through construction simulation to realize green building construction
Evaluating garments in augmented reality when shopping online
Purpose
Augmented Reality (AR) integrates computer-generated images to a physical environment in real-time. Online apparel shopping presents some product-related risks, as consumers can neither physically see and touch the products nor try them on. The present study examined whether AR conveys reliable apparel product information in terms of fit, size, and product performance; and how AR affects attitudes toward apparel and purchase intentions when shopping online. Design/methodology/approach
This research was designed as a within-subject quasi-experimental study using repeated measures in two conditions: virtual try-on using the AR technology vs. physical try-on. A scenario was developed to help participants imagine themselves shopping online for a specific dress. Findings
Results indicated that size and color of dresses were conveyed accurately when utilizing AR as compared to physical try-on. Visual attributes such as style, garment details, and coordination with other items were found to be satisfactorily predicted when AR was employed. Overall, attitudes towards both AR and real dress, and purchase intentions were favorable. Participants with higher telepresence levels were found to have more positive attitudes towards the dress and greater purchase intentions when using AR as compared to the participants with low telepresence levels. Research limitations/implications
Our findings implied that AR can provide enough information especially for garment sizes and visual characteristics when making purchase decisions. AR technology can be instrumental in introducing a certain style, building positive attitudes towards products, and driving sales, when the consumers perceive a certain level of “being there”. This study was limited to female students in North America. Also, because a single stimulus was used, the results cannot be generalized to other stimuli. Originality/value
Our study findings showed that participants were able to select the right garment size by using AR. The average ratings for visual characteristics such as style and detail were above the neutral level when using AR; indicating that participants can understand visual attributes in AR when shopping online. Moreover, in the AR condition participants with higher telepresence levels had higher attitudes towards the garment and purchase intentions as compared to the participants with low telepresence. AR can be instrumental for online apparel shopping. Retailers need to understand the potentials of these technologies and work with technology developers to enhance consumers\u27 experiences
The application of three-dimensional mass-spring structures in the real-time simulation of sheet materials for computer generated imagery
Despite the resources devoted to computer graphics technology over the last 40 years,
there is still a need to increase the realism with which flexible materials are simulated.
However, to date reported methods are restricted in their application by their use of
two-dimensional structures and implicit integration methods that lend themselves to
modelling cloth-like sheets but not stiffer, thicker materials in which bending moments
play a significant role.
This thesis presents a real-time, computationally efficient environment for simulations
of sheet materials. The approach described differs from other techniques principally
through its novel use of multilayer sheet structures. In addition to more accurately
modelling bending moment effects, it also allows the effects of increased temperature
within the environment to be simulated. Limitations of this approach include the
increased difficulties of calibrating a realistic and stable simulation compared to
implicit based methods.
A series of experiments are conducted to establish the effectiveness of the technique,
evaluating the suitability of different integration methods, sheet structures, and
simulation parameters, before conducting a Human Computer Interaction (HCI) based
evaluation to establish the effectiveness with which the technique can produce credible
simulations. These results are also compared against a system that utilises an
established method for sheet simulation and a hybrid solution that combines the use of
3D (i.e. multilayer) lattice structures with the recognised sheet simulation approach.
The results suggest that the use of a three-dimensional structure does provide a level of
enhanced realism when simulating stiff laminar materials although the best overall
results were achieved through the use of the hybrid model
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