Research on the Collection and Display of Taiwan's Gaoshan
Traditional Clothing by Virtual Simulation Technology
Wang Yan
1,2
1
Faculty of Decorative Arts, Silpakorn University, Bangkok, Thailand
2
Industrial Design Institute, Minjiang University, Fuzhou, China
Keywords: Gaoshan Traditional Clothing; Virtual Simulation Technology; Virtual Display
Abstract: The main purpose of this research project is to simulate and display the traditional costumes of the Gaoshan
people in Taiwan from the perspective of design by the use of 3D scanning and virtual modeling technology,
and to analyze the important design techniques and visual features that influence the public perception of the
traditional clothing of the Gaoshan people.Firstly, six typical sets of Taiwan's Gaoshan traditional costumes
were selected. Then, the model with high degree of reduction was generated by 3D scanning. Secondly, a
MAYA modeling software was applied to build a clothing model and optimize the texture so that the virtual
simulation of clothing model can be preserved based on the 3D design software. In the display system,
Unity3D was used as a production platform to create the virtual display scene of the clothing museum. Finally,
it took the Unity3D as an engine to build a virtual museum display system platform for presenting the Taiwan's
Gaoshan traditional clothing.The research has realized the systematic display of the traditional costumes of
the Gaoshan people, broken through the limitations of the realistic display, and pushed forward the display of
traditional costumes to be terminalized, mobile and convenient. And the further ergonomics research can also
be carried out on the platform.The abstract should summarize the contents of the paper and should contain at
least 70 and at most 200 words. It should be set in 9-point font size, justified and should have a hanging indent
of 2-centimenter. There should be a space before of 12-point and after of 30-point.
1 INTRODUCTION
In order to better preserve the culture of traditional
clothing in Eurasian, and solve the problem of the
easily damaged traditional clothing as well as the
digital preservation of some existing clothing, VR
(Virtual Reality) technology can be applied, through
which a virtual 3D exhibition hall is created,
producing a lifelike "virtual environment" and
making users immersed in it by compiling realities
into a computer.
The digital collection of Gaoshan traditional
clothing in Taiwan is an advanced form of displaying
its culture and a significant form of technology
innovating, which promotes the integration of VR
with culture and education.
In this work, we are expecting to better inherit the
culture of traditional clothing with the help of VR
technology, which conforms to the future trend of
information technology innovation. Meanwhile,
combining culture preservation with VR is also a new
form of art and a new field of art.
2 OVERVIEW OF VR FEATURES
AND HARDWARE
2.1 VR Features
ExistenceVR technology is a 3D image designed
by computer based on various sensory and
psychological characteristics of human beings. With
its stereoscopic and realistic nature, VR makes it as if
you were in the virtual environment when wearing an
interactive device. The most ideal virtual
environment is that one can not identify reality and
virtuality.
Yan, W.
Research on the Collection and Display of Taiwan’s Gaoshan Traditional Clothing by Virtual Simulation Technology.
DOI: 10.5220/0008763002550263
In Proceedings of the 1st International Conference on Interdisciplinary Arts and Humanities (ICONARTIES 2019), pages 255-263
ISBN: 978-989-758-450-3
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
255
Figure 1:Virtual scene (picture from this study).
Interactivity. Interactivity in VR refers to the
natural interactions between human beings and
machines, in which people perceive everything in
virtual environment through the mouse, keyboard or
sensing devices. VR system can synchronously
display images and sounds according to the user's
feelings and movements which is a real-time process
where users can manipulate things in the virtual
environment based on their needs, natural skills and
senses.
Creativity. Created by artificial design, virtual
environment in VR is not real, however, actions of
objects in the virtual environment are executed
conforming to the laws of physical motion in the
real world, for example, the virtual scenes of a
street are designed and created according to the
laws of street motion in the real world.
Figure 2: Virtual exhibition hall (picture from this study).
Multi-sensory. VR system is composed of various
sensing devices including visual, audible, and tactile
devices that enable it to have multi-sensory functions,
allowing users to obtain a variety of perceptions in
virtual environment as if immersed in it.
2.2 Experimental Equipment Selection
3D modeling of VR is an important part of the
whole system, which are often built by graphic
libraries such as OpenGL. However, there are
many irregular objects in practice. As a result, it is
impossible to build models easily like that, hence
3D modeling devices for auxiliary modeling are
needed, such as 3D scanners.
3D scanner, also known as 3D stereo scanner,
is a high-tech product that combines light,
machine, electricity and computer technology,
which is mainly used to obtain the three-
dimensional coordinates of outer surface of the
object and the three-dimensional digital model of
the object. With the developing of 3D scanning
technology, more and more industries have begun
to use 3D scanners to create a digital model of
objects such as 3D film and television animation,
digital exhibition hall, costume customizing,
virtual reality simulation and visualization.
Through the non-contact scanning of the objects by
the 3D scanner, accurate 3D point cloud data on the
surface, is obtained and then the digital model is
created efficiently and precisely, realistically
reproducing the real world in digital form
.
Figure 3: Artec 3D scanner.
At present, 3D scanners are widely used in the
field of medical and preservation of cultural relics.
The 3D scanner applied in this study was a hand-
held Artec 3D scanner weighed 850g. The portable
device can be easily used outdoors or carried to the
object that cannot be moved such as objects in a
museum.
The use of 3D scanner is to create a point cloud
of the geometric surface of the object that can be
used to present the surface shape of the object. The
denser the point cloud, the more accurate of the
model. Furthermore, if able to obtain the color of
the object surface, the scanner can present the color
on the reconstructed surface, also known as texture
mapping.
The 3D scanner can be modeled as a camera,
both of whose information collecting is constrained
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in a conical range. The difference between them is
that the camera captures the color information,
while the 3D scanner measures the distance. As a
result, it is also called the 3D camera since the
measured results contain information of depth,
with which one can scan an object with 16fps and
get the color information with 1.3 megapixel and
24-bit true color. However, in order to obtain an
overall model, it is often necessary to change the
relative position of the scanner and the object or
place the object on the electric turntable due to the
limited scanning range. The technique of
integrating multiple models is referred as image
registration or alignment, which involves multiple
methods of three-dimensional alignment.
Figure 4: Artec 3D scanner for scan artwork.
Considering all the aspects, Artec Eva 3D
scanner is the best choice, which is a customized
product for fast, accurate and textured scanning.
There is no need to mark or calibrate, as it can
quickly capture the shape of the object with high
resolution and efficiently reproduce the lifelike
colors of the object with no limited application
range. The auxiliary software, Artec Studio, is a
powerful and evolving software that can be used to
scan objects, fill holes, optimize grid data, apply
textures, fair and measure.
3 DIGITAL COLLECTION AND
MODELING OF TRADITIONAL
CLOTHING
3.1 Process of Digital Collection and
Repair of Traditional Clothing
In the process design of this research, six sets of
Gaoshan costumes were selected. It takes about one
or two days for each to go from digital collection to
repair and modeling. Moreover, because of serious
fading and damage caused by long preservation, there
will be problems such as chromatic aberration. Based
on some literatures, fine tunings have been made to
achieve the original colors as much as possible. Color
tuning different from the original colors were also
performed for some certain costumes to present
innovations. The specific steps are as follows:
First, each costume needs to be arranged and
ironed before scanning. However, as some of the
collections are too old and exist too many and deep
wrinkles, a long time will be taken to iron.
Meanwhile, for costumes with high drapability, its
necessary to unfold them in advance to reduce the
wrinkles and put them on the mannequin to prepare
for scanning, which will cost about half an hour.
Figure 5: Clothing finishing by ironing.
Figure 6: Clothing finishing by hanging.
Second, Collect data and model the scanning
objects using the Artec Eva 3D scanner connected
to the computer.
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Figure 7: Collect digital models with scanner.
This is the preliminary scanning result of the
long blue shirt of the Gaoshan nationality. After
several times of scanning, there are many misaligns
in the structure due to the large area of the costume.
The scanning difficulty increases with the area,
consequently requiring a high configuration of the
computer, otherwise the scanner will be unable to
be calibrated during the process and the computer
running memory will be overloaded arising flash
backs. To avoid these problems, multi-scanning
and real-time saving are needed during the
collection process.
Figure 8: Preliminary scan result (front).
Figure 9: Preliminary scan result (obverse).
There are about 15 scanning results that need to
be aligned one by one. Looking for 3 identical
structural points or texture patterns between two
scans for alignment will take about 2 hours if the
costume structure is not that obvious.
Figure 10: Scan object alignment.
Figure 11: Scan object alignment.
This is the effect of the overall registration, fairing
and sharp blending of the model, the whole process
will take 1 or 2 hours depending on the file size and
difficulty of each scanning.
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Figure 12: Scanning object after fusion.
The system software will automatically fill some
areas after the integration and the extra parts need to
be erased by the eraser tool. Generally, the filling
points are connected with the edge of the costume,
where the demarcation is difficult to identify because
of the color. If part of the costume is erased, multiple
selections are generally necessary to make, which
will take 1 hour to go.
Figure 13: Select the extra part of the scanned object.
After grid simplifying and file downsizing,
texture mapping process is carried out during which
computer flash backs often occur, so it’s essential to
save the file step by step in case the file is gone.
Depending on the size of the costume, the mapping
process generally takes roughly one or two hours.
Figure 14: Texture map.
A clear chromatic aberration arises after the
texture mapping, hence it’s of great importance to
tune the color according to the reviewed data by
adjusting the color, brightness and saturation, keeping
the original color and making a change in color design
at the same time.
Figure 15: after the texture mapping.
Figure16: adjusting the color, brightness and saturation.
3.2 Collection and Arrangement of
Clothing Models
Clothing model collection. Considering the unit of
data collected by 3D scanner doesn’t match that in
Unity, some models need to be imported into 3dmax
for axial adjustment after the models are collected and
repaired.
Figure17: imported into 3dmax for axial adjustment.
Inspection and adjustment of 3D clothing models.
Given the low degree of matching between the
collecting software and the virtual simulation
software, a secondary inspection is required and
scanning should be performed again if there is a
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problem. The axial issue will cause running errors
when the collected data is imported into virtual
software, generating much more trouble in
debugging. Therefore, the data is generally adjusted
in advance in 3dmax and then export a fbx file to
import into Unity.
Figure 18: adjusted in advance in 3dmax.
3.3 Clothing Models Importing and
Debugging
Models importing and parameters setting.
Generally speaking, the imported clothing models
are dozens of times larger, which have exceeded
the size of the space model, as shown in the screen
shots. Design process of the latter five models are
basically the same, therefore, only one of them is
taken as an example for description.
Figure 19: exceeded the size of the space model in Unity3D.
Size and orientation design. The model size
should be adjusted to the proper size using scale tool
due to the mismatch between size and space as well
as the orientation which is often tilted and reversed
when imported.
Figure 20: using scale tool due to the mismatch in Unity3D.
Design of clothing model base. Considering
some half-length clothing models are not tall enough
to achieve a better experience for users, it is necessary
to design a pedestal for the suspended clothing model
given that the optimal view angle for a person is about
1.4 meters. The base should be simple and
inconspicuous with a round bottom, looking much
more realistic when the model is rotating.
Figure 21: using scale tool due to the mismatch in Unity3D.
Collision body and audio commentary of clothing
models. Similar to the space model, it is necessary for
clothing model to add a collision body so that the
model can be controlled in real time when the user is
playing, and it is convenient for the logic writing later
as well. The design logic of this study is to control the
audio commentary through a handle. Generally, it is
essential to check the Play On Wake, the real-time
play button, to avoid the audio commentary playing
immediately when entering the scene.
Figure 22: add audio commentary in Unity3D.
4 MATCHING DESIGN OF HALL
AND CLOTHING MODEL
4.1 Size and Angle Design of Virtual
Hall and Clothing Model
It demands a constant Game test to achieve the
coordinated design, the size of a clothing model is
first determined and the others are basically the same,
the size results are obtained as shown in the
screenshots after repeated testing.
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260
Figure 23: repeated testing in Unity3D.
4.2 Light Effects between the Virtual
Hall and Clothing Models
In the design of the exhibition hall, the overall
lighting should not be too strong, since the lighting of
the exhibits is the most important, attentions should
be paid to the coordination between the virtual hall
and the clothing model. The clothing model is
basically determined in this step, the other five
models are imported in the same way.
Figure 24: Light effects testing in Unity3D.
5 INTERACTIVE DESIGN
5.1 Overview of Interactive Design
Without customized scripts, it is difficult to
implement complex functions only through a
graphical interface, though Unity is a powerful
graphic editing software. First of all, the purpose of
this study is to achieve an interactive effect—showing
the traditional culture of Gaoshan costume, which
will need the interaction between the user and the
costume model, such as real-time control of the
movement of the clothing model, user’s motion in the
scene, the audio commentary of the clothing
model.Create a script, click [Assets] [Create]
[C#Script], or in the Project.
5.2 Overview of UI Control Interface
Design
Principles of the interface design can be summarized
into three points: making the user control the
interface, maintaining consistency of the interface,
and reducing the burden of user’s memory, mainly
including the user principle, the minimum
information principle, helping and prompting
principle, and the best combination principle.
Figure 25: UI control interface design in Unity3D.
In the human-machine interface design, design
analysis should be performed first, and the type is
determined after determining the task. At present,
there exist a variety of human-machine interface
design types with different qualities and
performances, and the creative use of multimedia will
greatly enhance functions of the application.
5.3 Get the SteamVR Plugin
To develop SteamVR, the SteamVR plugin should be
first imported, which can be downloaded from the
Asset Store.
Figure 26: add SteamVR plugin in Unity3D.
5.4 Logic of HTC Vive Handle
Set the handle event through the SteamVR
component, realize the function of manipulation
model by colliding with the collision body. The main
logic code is in the DyhVREvent.
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5.5 Logic Design of Clothing Model
Control the rotation direction and position of the
clothing model as well as data exporting by the logic.
5.6 Logic Design of Model Exporting
This virtual interactive project is equivalent to a
platform that can change the virtual model, where the
virtual hall and the clothing model can be replaced by
changing the model without altering the logic in case
there is any supplement afterwards.
Figure 27: Loading resources in Unity3D.
Figure 28 Show virtual Taiwan Gaoshan costumes in VR
6 CONCLUSIONS
In this work, taking six sets of Taiwanese Gaoshan
traditional clothing as the object, through 3D
scanning and virtual simulation, a rapid generation
process of virtual reality scene suitable for art design
is proposed. Integrated with 3Dmax, Unity and other
virtual scene producing software, as well as combined
with other 3D modeling and virtual simulation
software, the 3D scanning technology will greatly
simplify the process from the design to prototype and
final display, increasing the efficiency of the design
industry.
This research should have good research and
application prospects, which will help theoretically
and empirically understand the further application of
VR technology in the field of design education,
especially the international design education.
Meanwhile, it is also possible to probe an immersive
design process based on VR technology, which will
not only promote the efficiency of design education
but also can be applied to enterprise training and a
wider domain of industrial design.
ACKNOWLEDGEMENTS
This work was supported by Young Teacher Social
Science Research Project in Fujian
Province(Grant: JAS160421) “Research on the
Separation of Contemporary Chinese Fashion
Culture”, Outstanding Young Scientists Training
Program in Universities of Fujian Province. The
authors also acknowledge the Fuzhou science and
technology project (project No. 2017-g-107) and
MOE (ministry of education in china) project of
humanities and social sciences (youth fund project
No.16yjczh106).
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