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From Pixels to Reality: Exploring a New Approach to Making Clothes for Cosplay
Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
2025 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Från pixlar till verklighet : Utforskande av en ny metod för att skapa kläder till cosplay (Swedish)
Abstract [en]

3D-scanning, 3D virtual simulation software and digital entertainment has the potential to revolutionize how clothing is designed and produced. To explore this, the VSTG-approach (Virtual Simulation to Tangible Garment) was developed and tested to then interview six cosplayers to identify challenges, potential, general opinions and how their motives for cosplay affect their interest in the VSTG-approach, either as a B2C-model (business to consumer) or a personal tool. Interview data was thematically analyzed and showed overall positive feedback from participants, who said the VSTG-approach would both simplify and speed up the process of costume-making, benefiting both beginners and veterans. There was interest in using the approach as both a B2C-model and a personal tool, and while benefits such as reduced waste of resources were recognised, there were concerns regarding data privacy of 3D-scans, associated expenses, and accuracy and difficulty of the VSTG-approach.

Abstract [sv]

3D-skanning, programvara för virtuell 3D-simulation och digital underhållning har potential att revolutionera hur kläder designas och produceras. För att undersöka detta, utvecklades och genomfördes VSTG-metoden (Virtual Simulation to Tangible Garment, virtuell simulering till konkret plagg) för att sedan intervjua sex cosplayers för att identifiera utmaningar, potential, allmänna åsikter och hur deras avsikt för cosplay påverkar deras intresse i VSTG-metoden, antingen som en B2C-modell (business to consumer, företag till konsument) eller eget verktyg. Intervjudata var tematiskt analyserad och visade överlag positiv återkoppling från deltagare, som sa att VSTG-metoden både skulle förenkla och snabba på processen att skapa utklädnader, vilket vore gynnsamt för både nybörjare och veteraner. Det fanns intresse för att använda metoden både som ett eget verktyg och för B2C, och medan det sågs fördelar som minskat slöseri av resurser, fanns det oro kring datasekretess av 3D-scandata, kostnader, samt VSTG-metodens noggrannhet och svårighetsgrad.

Place, publisher, year, edition, pages
2025. , p. 53
Keywords [en]
Cosplay, 3D-scan, Game Character, Handcraft, Marvelous Designer, CLO3D, Auto-fit, Digital Entertainment, Fashion Industry, Data Privacy, VSTG-approach
Keywords [sv]
Cosplay, 3D-scan, Spelkaraktär, Hantverk, Marvelous Designer, CLO3D, Auto-fit, Digital underhållning, Modeindustri, Datasekretess, VSTG-metod
National Category
Media and Communication Studies Other Engineering and Technologies
Identifiers
URN: urn:nbn:se:sh:diva-57304OAI: oai:DiVA.org:sh-57304DiVA, id: diva2:1962579
Subject / course
Media Technology
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Available from: 2025-06-02 Created: 2025-06-01 Last updated: 2025-10-07Bibliographically approved

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CiteExportLink to record
Permanent link

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Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • harvard-anglia-ruskin-university
  • apa-old-doi-prefix.csl
  • sodertorns-hogskola-harvard.csl
  • sodertorns-hogskola-oxford.csl
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
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