3D body scan technology has the potential to support the clothing industry through integration at the earliest stages of the product design cycle, offering an efficient and modified approach to garment production. Grading methods adopted by retailers often limit sizing options for knitwear, assuming that knitted garments will stretch to fit the wearer, ignoring the variation in body shapes, proportions, and personal preferences. As technology continues to advance, garment simulation will play an integral role in the development and production of apparel; however, outside of a visual representation to aid production, the application of such technologies must provide valuable and accurate information regarding garment fit and body proportions for the engineer and customer. Employing industry-leading knit technologies, the study explores the user’s experience viewing virtual avatars and garments engineered from physical garment construction and body scan measurements. This study examines the virtual products to understand if available digital technologies aid the technical or customer experience. This research provides valuable insights into the effectiveness and/or limitations of adopting digital technology for all users and what requirements are essential for these technologies to become beneficial and adopted within industry practice to enable a more sustainable, flexible, and adaptive industry sector.

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Engineering Knitwear from 3D Body Scanning: Users’ Perspective of Virtual-Fit Sessions

  • Laura-Ann Kavanagh,
  • Simeon Gill,
  • Steve Hayes

摘要

3D body scan technology has the potential to support the clothing industry through integration at the earliest stages of the product design cycle, offering an efficient and modified approach to garment production. Grading methods adopted by retailers often limit sizing options for knitwear, assuming that knitted garments will stretch to fit the wearer, ignoring the variation in body shapes, proportions, and personal preferences. As technology continues to advance, garment simulation will play an integral role in the development and production of apparel; however, outside of a visual representation to aid production, the application of such technologies must provide valuable and accurate information regarding garment fit and body proportions for the engineer and customer. Employing industry-leading knit technologies, the study explores the user’s experience viewing virtual avatars and garments engineered from physical garment construction and body scan measurements. This study examines the virtual products to understand if available digital technologies aid the technical or customer experience. This research provides valuable insights into the effectiveness and/or limitations of adopting digital technology for all users and what requirements are essential for these technologies to become beneficial and adopted within industry practice to enable a more sustainable, flexible, and adaptive industry sector.