Digital Production of Traditional Costumes

dc.contributor.authorKang, Yeonkyungen_US
dc.contributor.authorWu, Seheeen_US
dc.contributor.authorKo, Young-Aen_US
dc.contributor.authorMartin, Kathien_US
dc.contributor.authorKo, Hyeong-Seoken_US
dc.contributor.editor-en_US
dc.date.accessioned2015-04-27T14:51:46Z
dc.date.available2015-04-27T14:51:46Z
dc.date.issued2013en_US
dc.description.abstractThe role of the museum has changed from a "onesided information delivery" system focusing on exhibition and education to ''community as culture''. Creating richly detailed digitized reproductions of museum holdings can stimulate the social media dialogue between museum and visitor. The purpose of this study is to determine the feasibility of reproducing traditional costumes using digital technology. For this experiment, we selected a woman's robe and a man's ensemble of the Rococo era of the 18th century. Using historical reference material we first analyzed the design features of the silhouette, and the fabrics, hairdos and accessories of the period. This paper details the application of 3D technologies, DC Suite and Maya Qualoth, to reconstruct them.en_US
dc.description.sectionheadersTrack 1, Short Papersen_US
dc.description.seriesinformationDigital Heritage International Congressen_US
dc.identifier.doi10.1109/DigitalHeritage.2013.6743742en_US
dc.identifier.urihttps://doi.org/10.1109/DigitalHeritage.2013.6743742en_US
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1109/DigitalHeritage
dc.publisherThe Eurographics Associationen_US
dc.subject{Clothingen_US
dc.subjectEducational institutionsen_US
dc.subjectFabricsen_US
dc.subjectProductionen_US
dc.subjectTaggingen_US
dc.subjectThreeen_US
dc.subjectdimensional displaysen_US
dc.subject3D simulationen_US
dc.subjectDigital fashionen_US
dc.subjectHistoric costumesen_US
dc.subjectRococo eraen_US
dc.subjectSocial taggingen_US
dc.subjectVirtual fashion exhibition}en_US
dc.titleDigital Production of Traditional Costumesen_US
Files
Collections