Virtual reality-based collaborative design method for designing customized garment for disabled people with scoliosis

2017 ◽  
Vol 29 (2) ◽  
pp. 226-237 ◽  
Author(s):  
Yan Hong ◽  
Pascal Bruniaux ◽  
Xianyi Zeng ◽  
Kaixuan Liu ◽  
Yan Chen ◽  
...  

Purpose The purpose of this paper is to present a new collaborative design-based method for designing customized garments, aimed at the physically disabled people with scoliosis. Design/methodology/approach The proposed method is based on the virtual human model created using a 3D body scanner, permitting to simulate the consumer’s morphological shape with atypical physical deformations. Next, customized 2D and 3D virtual garment prototyping tools will be used to create products through interactions between the consumer, designer and pattern maker. The general principle of the proposed design method is based on the following sequence: design-display-evaluation-adjustment. After running the sequence for a number of times, the final design solution, which will be approved by both the designer and consumer, can be easily identified. Findings Design knowledge, which is already applied to normal body shapes successfully can be applied to 3D garment design using the concept which is based on collaborative design. Through this process, the classical 2D garment design knowledge, especially 2D patterns and design rules, can be modified and applied according to a normalized virtual garment sensory evaluation procedure quantitatively. This evaluation procedure, interactively performed by the designer and consumer, can permit to adapt the finished product to disabled people afflicted with severe scoliosis. The proposed method is also validated to be more advanced compared to 2D-to-3D virtual CAD design method, especially for atypical morphologies. Originality/value As a co-design method, 3D virtual draping and sensory evaluation can fully satisfy the interaction between the garment design technical space and perceptual space of the finished garments ensuring desired 3D garment fit effect by adjustment of technical parameters. 3D scanning technology is used to generate a complete digitalized 3D human model, permitting to extract the main features of body shapes without accurate measurements. As a knowledge-based design process, both the fashion design knowledge and the pattern making knowledge will be extracted to provide inspirations and references. Successful design solutions will be incorporated into the fashion design knowledge base in order to generate new design rules and enhance professional design knowledge.

2018 ◽  
Vol 18 (1) ◽  
pp. 35-45 ◽  
Author(s):  
Yan Hong ◽  
Pascal Bruniaux ◽  
Xianyi Zeng ◽  
Kaixuan Liu ◽  
Antonela Curteza ◽  
...  

Abstract This research presented a novel method using 3D simulation methods to design customized garments for physically disabled people with scoliosis (PDPS). The proposed method is based on the virtual human model created from 3D scanning, permitting to simulate the consumer’s morphological shape with atypical physical deformations. Next, customized 2D and 3D virtual garment prototyping tools will be used to create products through interactions. The proposed 3D garment design method is based on the concept of knowledge-based design, using the design knowledge and process already applied to normal body shapes successfully. The characters of the PDPS and the relationship between human body and garment are considered in the prototyping process. As a visualized collaborative design process, the communication between designer and consumer is ensured, permitting to adapt the finished product to disabled people afflicted with severe scoliosis.


2016 ◽  
Vol 87 (10) ◽  
pp. 1261-1274 ◽  
Author(s):  
Yan Hong ◽  
Xianyi Zeng ◽  
Pascal Bruniaux ◽  
Kaixuan Liu

This paper introduces a co-design-based method for generating two-dimensional (2D) block patterns for physically disabled people with scoliosis, using three-dimensional (3D) virtual technology. A parameterization process is first performed on a scanned 3D body for creating a digitalized model of the human body, permitting simulation of the consumer's morphological shape with atypical physical deformations. Feature points of the human body for designing a garment block are discussed and classified with wearing ease for obtaining a desired fit effect based on the parameterized model. A basic garment block wire-frame aligned with body features is then established based on the defined feature points of the human body. Based on the deformed wireframe, a 3D expandable garment block is modeled. Customized 2D and 3D virtual garment prototyping tools are applied to create customized garment products based on the general concept of co-design by running the sequence Design–Display–Evaluation–Adjustment using the garment design process and design knowledge, which have already been applied to normal body shapes successfully. Through this process, the classical 2D garment design knowledge, especially 2D pattern design rules, will be modified according to the virtual garment evaluation procedure. The proposed method is validated and compared with the conventional block patternmaking methods in the virtual environment. The experimental results show that the proposed method is easier to implement and can generate garment patterns with satisfactory fit. Furthermore, the method can be used to create fit-ensured mass-customized apparel products (the top body type) for disabled people with scoliosis.


2018 ◽  
Vol 69 (01) ◽  
pp. 59-64 ◽  
Author(s):  
HONG YAN ◽  
BRUNIAUX PASCAL ◽  
ZHANG JUNJIE ◽  
LIU KAIXUAN ◽  
DONG MIN ◽  
...  

3D-to-2D garment design method emerges as a novel design solution for automatic garment design and production, especially for consumers with atypical morphology. In this paper, we introduced an application case of designing a personalized garment for physically disabled people with scoliosis (PDPS) using 3D-to-2D garment design method. A pattern modification model is proposed in order to satisfy the requirement of design automation. The proposed modification model is based on the evaluation of the 3D virtual try-on result using the professional knowledge of the designers. Research results indicate that 3D-to-2D garment design can effectively realize personalized design for atypical morphology. Also, using sensory evaluation, professional design knowledge of the designers can be fully applied to control the 2Dtechnical space of garment design based on the perception of 3D garment virtual try-on result.


2014 ◽  
Vol 26 (5) ◽  
pp. 395-411
Author(s):  
Liu Jiongzhou ◽  
Li Jituo ◽  
Lu Guodong

Purpose – The 3D dynamic clothing simulation is widely used in computer-added garment design. Collision detection and response are the essential component and also the efficiency bottleneck in the simulation. The purpose of this paper is to propose a high efficient collision detection algorithm for 3D clothing-human dynamic simulation to achieve both real-time and virtually real simulation effects. Design/methodology/approach – The authors approach utilizes the offline data learning results to simplify the online collision detection complexity. The approach includes two stages. In the off-line stage, model triangles with most similar deformations are first, partitioned into several near-rigid-clusters. Clusters from the clothing model and the human model are matched as pairs according to the fact that they hold the potential to intersect. For each cluster, a hierarchical bounding box tree is then constructed. In the on-line stage, collision detection is checked and treated parallelly inside each cluster pairs. A multiple task allocation strategy is proposed in parallel computation to ensure efficiency. Findings – Reasonably partitioning the 3D clothing and human model surfaces into several clusters and implementing collision detection on these cluster pairs can efficiently reduce the model primitive amounts that need be detected, consequently both improving the detection efficiency and remaining the simulation virtual effect. Originality/value – The current methods only utilize the dynamic clothing-human status; the authors algorithm furthermore combines the intrinsic correspondence relationship between clothing and human clusters to efficiently shrink the detection query scope to accelerate the detection speed. Moreover, partitioning the model into several independent clusters as detection units is much more profitable for parallel computation than current methods those treat the model entirety as the unit.


2018 ◽  
Vol 30 (5) ◽  
pp. 628-640 ◽  
Author(s):  
Pei Li ◽  
Jian-Hui Chen

Purpose To improve the apparel e-customized system and meet consumers’ personalized requirement in the e-customization, the purpose of this paper is to develop an e-customized co-design system on garment design (ECS-GD) that enables users to co-design garment and communicate with stakeholders. Design/methodology/approach The e-customized co-design system mainly consists of function and modular structure, communication and evaluation modular. Based on the evolutionary algorithm and fuzzy theory, the e-customized system model is proposed with a presentation of garment interface. Based on the parameters of skirts, technical sketches, fabrics, color, patterns, comments and scores, the decision is made by consumers. Findings For the system to be effective, the system was conducted by multi-individuals co-work (consumers, designers, manufacturers and experts). The data flow was congruent to the design knowledge. The expert evaluation and communication were involved in the proposed system. Research limitations/implications The limitation of this study is that the system is not tested in experiments. The model, main function and data flow are proposed in this study, which is important in the e-customized co-design system development. Originality/value Compared to the e-shopping and garment recommendation, the proposed ECS-GD is a good approach to improve the existing e-customized system and a well solution to help consumers with design knowledge recommending, professional suggestions and evaluations. Besides, the sketches and knowledge recommendation are provided to consumers which is a learning process.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Chen Bao ◽  
Yongwei Miao ◽  
Bingfei Gu ◽  
Kaixuan Liu ◽  
Zhen Liu

PurposeThe purpose of this paper is to propose an interactive 2D–3D garment parametric pattern-making and linkage editing scheme that integrates clothing design, simulation and interaction to design 3D garments and 2D patterns. The proposed scheme has the potential to satisfy the individual needs of fashion industry, such as precise fit evaluation of the garment, interactive style editing with ease allowance and constrained contour lines in fashion design.Design/methodology/approachThe authors first construct a parametric pattern-making model for flat pattern design corresponding to the body dimensions. Then, the designing 2D patterns are stitched on a virtual 3D mannequin by performing a virtual try-on. If the customer is unsatisfied after the virtual try-on, the adjustable parameters (appearance parameters and fit parameters) can be adjusted using the 2D–3D linkage editing with hierarchical constrained contour lines, and the fit evaluation tool interactively provides the feedback.FindingsThe authors observed that the usability and efficiency of the existing garment pattern-making method simplifies the garment pattern-making process. The authors utilize an interactive garment parametric flat pattern-making model to generate an individualized garment flat pattern that effectively adjust and realize the local editing of the garment pattern-making. The 2D–3D linkage editing is then employed, which alters the size and shape of garment pattern for a precise human model fit of the 3D garment using hierarchical constrained contour lines. Various instances have validated the effectiveness of the proposed scheme, which can increase the reusability of the existing garment styles and improve the efficiency of fashion design.Research limitations/implicationsFirst, the authors do not consider the garment pattern-making design of sophisticated styles. Second, the authors do not directly consider complex garment shapes such as wrinkles, folds, multi-layer models and fabric physical properties.Originality/valueThe authors propose a pattern adjustment scheme that uses the 3D virtual try-on technology to avoid repetitions of reality-based fit tests and garment sample making in the designing process of clothing products. The proposed scheme provides interactive selections of garment patterns and sizes and renders modification tools for 3D garment designing and 2D garment pattern-making. The authors present the 2D–3D interactive linkage editing scheme for a custom-fit garment pattern based on the hierarchical constraint contour lines. The spatial relationship among the human body, pattern pieces and 3D garment model is adequately expressed, and the final design result of the garment pattern is obtained by constraint solving. Meanwhile, the tightness tension of different parts of the 3D garment is analyzed, and the fit and comfort of the garment are quantitatively evaluated.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Xue Ling ◽  
Yan Hong ◽  
Zhijuan Pan

PurposeThe purpose of this paper is to develop a dress design knowledge base (DDKB), which is expected to be further applied to a personalized dress recommendation system.Design/methodology/approachDress design knowledge can be expressed as the relationship between designer's fashion perceptions of different dress elements. In order to extract dress design knowledge, a dress shape ontology (DSO) is firstly developed, which can be further used to form a dress element matrix (DEM). A perceptual descriptive space of the dress (DPDS) is developed for the description of the designer's fashion perception of dress. Through a standard sensory evaluation procedure performed by experienced experts (designers), the expected relationship can be obtained. This relationship is then mathematically simulated by fuzzy logic tools for the expected DDKB.FindingsIn this paper, a DDKB has been developed. The established knowledge base has been validated, and it can be further applied to dress recommendation system for a specific consumer.Originality/valueThis study introduces the concept of knowledge base to the area of dress individualized design. The knowledge-based design process based on sensory evaluation and fuzzy logic can efficiently solve the individualization of dress design in traditional design processes, which can provide a novel way to dress design individualization.


2017 ◽  
Vol 25 (0) ◽  
pp. 113-118 ◽  
Author(s):  
Yan Hong, ◽  
Yan Hong, ◽  
Yan Hong, ◽  
Yan Hong, ◽  
Xianyi Zeng ◽  
...  

This paper presents a virtual design process for a tight-fitting garment pattern for adapted consumer garments, aimed at consumers with scoliosis. The design process proposed is based on a virtual human model created using a 3D scanner, allowing simulation of the morphological shape of an individual with atypical physical deformations. Customized 2D and 3D virtual garment prototyping tools are used in combination to create products through interactions between the consumer, designer and pattern maker. After following an interactive sequence: Scanning – Design – Display – Evaluation – Adjustment, a final design solution acceptable to both the designer and consumer can be obtained. Through this process, traditional 2D garment design knowledge, especially design rules influenced by the fabric information, is fully utilized to support the design process proposed. Using the knowledge based collaborative design process, design satisfaction can be largely improved.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Patrícia Moura e Sá ◽  
Catarina Frade ◽  
Fernanda Jesus ◽  
Mónica Lopes ◽  
Teresa Maneca Lima ◽  
...  

PurposeWicked problems require collaborative innovation approaches. Understanding the problem from the users' perspective is essential. Based on a complex and ill-defined case, the purpose of the current paper is to identify some critical success factors in defining the “right problem” to be addressed.Design/methodology/approachAn empirical research study was carried out in a low-density municipality (case study). Extensive data were collected from official databases, individual semi-structured interviews and a focus group involving citizens, local authorities, civil servants and other relevant stakeholders.FindingsAs defined by the central government, the problem to be addressed by the research team was to identify which justice services should be made available locally to a small- and low-density community. The problem was initially formulated using top-down reasoning. In-depth contact with citizens and key local players revealed that the lack of justice services was not “the issue” for that community. Mobility constraints and the shortage of economic opportunities had a considerable impact on the lack of demand for justice services. By using a bottom-up perspective, it was possible to reframe the problem to be addressed and suggest a new concept to be tested at later stages.Social implicationsThe approach followed called attention to the importance of listening to citizens and local organisations with a profound knowledge of the territory to effectively identify and circumscribe a local problem in the justice field.Originality/valueThe paper highlights the limitations of traditional rational problem-solving approaches and contributes to expanding the voice-of-the-customer principle showing how it can lead to a substantially new definition of the problem to be addressed.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Mahdi Valitabar ◽  
Mohammadjavad Mahdavinejad ◽  
Henry Skates ◽  
Peiman Pilechiha

PurposeThe aim of this paper is to present a parametric design method to generate optimum adaptive facades regarding occupants' comfort and building energy criteria. According to the literature review, the following questions have arisen to address the research gaps: Is it possible to have the outside view throughout the whole year without discomfort glare by utilising adaptive solar facades (ASFs)? How can architects integrate both view quality and quantity into ASF design? What is the impact of dynamic vertical shading systems mounted on south facades on the outside view, occupants' visual comfort and operational energy? How can we evaluate the view quantity through multi-layer shading systems?Design/methodology/approachIn recent years, there is a surge in demand for fully glazed buildings, motivating both architects and scholars to explore novel ideas for designing adaptive solar facades. Nevertheless, the view performance of such systems has not been fully explored especially when it comes to the effect of dynamic vertical shading systems mounted on south facades. This fact clarifies the need to conduct more research in this field by taking into account the window view and natural light. Consequently, a simulation research is carried out to investigate the impact of a dynamic shading system with three vertical slats used on the south facade of a single office room located in Tehran, on both view quality and quantity, visual comfort and operational energy. The research attempts to reach a balance between the occupant's requirements and building energy criteria through a multi-objective optimisation. The distinctive feature of the proposed method is generating some optimum shading which could only cover the essential parts of the window area. It was detected from the simulation results that the usage of a dynamic vertical shading system with multi slats for south facades compared to common Venetian blinds can firstly, provide four times more view quantity. Secondly, the view quality is significantly improved through enabling occupants to enjoy the sky layer the entire year. Finally, twice more operational energy can be saved while more natural light can enter the indoor environment without glare. The final outcome of this research contributes toward designing high-performance adaptive solar facades.FindingsThis paper proposes a new metric to evaluate the view quantity through a multi-layer shading system. The proposed method makes it clear that the usage of dynamic vertical shading systems with multi-layers mounted on south facades can bring many benefits to both occupants and building energy criteria. The proposed method could (1) provide four times more view quantity; (2) improve view quality by enabling occupants to watch the sky layer throughout the whole year; (3) slash the operational energy by twice; (4) keep the daylight glare probability (DGP) value in the imperceptible range.Research limitations/implicationsThe research limitations that should be acknowledged are ignoring the impact of the adjacent building on sunlight reflection, which could cause discomfort glare issues. Another point regarding the limitations of the proposed optimisation method is the impact of vertical shading systems on users' visual interests. A field study ought to be conducted to determine which one could provide the more desirable outside view: a vertical or horizontal the view. Research on the view performance of ASFs, especially their impact on the quality of view, is sorely lacking.Originality/valueThis paper (1) analyses the performance of dynamic vertical shadings on south facades; (2) evaluates outside view through multi-layer shading systems; and (3) integrates both view quality and quantity into designing adaptive solar facades.


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