**2. Theoretical backgrounds**

clothing. Without doubt, it can be stated that assuring garments with perfect fit and functionality taking into account the increased need for a modern design is not possible without an extensive use of modern computer-based technologies, above all three-dimensional (3D) body scanning, computer-aided design, and virtual prototyping. Moreover, additional methods for analyzing digitized geometry, such as CASP (Curvature, Acceleration, Symmetry, and Proportionality), are needed for assuring appropriate garment part designs and final fit of the garment. CASP methodology is a widely applicable approach in fields of use where a 3D virtual model is present. We have used it for virtual prototyping of garments for people with

Nowadays, we can use virtual reality applications to produce digital prototypes of different garments and other textile forms, especially three-dimensional. The designers can alter their design creations with less time and cost. The aim of 3D virtual prototyping is to build a virtual model instead of developing a real product. Virtual garment prototyping is a technique which involves the application of computer-aided design systems used for the development of the garment pattern designs and the assessment of their fit to the 3D body model and virtual

This chapter presents topics related to the multidisciplinary fields of computer graphics and analysis, 3D scanning, and 3D virtual modeling with the aim of supporting virtual prototyping of garments for people with postural disorders and spinal deformities. Mainly scoliosis and kyphosis are treated, because a significant share of the population is facing these prob-

As a transformation tool between real world and virtual world, 3D scanning is used to capture and digitize real objects. 3D scans describe an object's shape. It makes sense to use precise 3D scanners for solid and rigid objects, where small details or deviations are important and can be measured, but for virtual prototyping, it is usually enough to have a rough shape of a person. Live persons are moving and changing shape literally with every breath and heart

In this chapter, we present research relating to the applicability of CASP methodology to nonstandard body figures' garment pattern design with the aim of finding out whether CASP methodology is right for predicting the garment pattern design for persons with a curved

After the theoretical background and study of the literature dealing with curves and shapes, CASP methodology is introduced and explained. Medical points of view regarding postural disorders and spinal deformities are detailed in order to highlight the need for adapted garment designs. Practical examples are discussed using CASP methodology, including three case studies dealing with curvature graphs, together with two examples related to the design and virtual prototyping of garments for people with postural disorders and spinal deformities. The chapter concludes with suggestions for further studies in this important and interesting

postural disorders and spinal deformities.

70 Innovations in Spinal Deformities and Postural Disorders

lems, especially in the older population.

research area.

assessment of the appearance of the whole garment.

beat. Therefore, it is better to perform low-detail scans.

spine, as well as for the construction of well-fitted garments.

The human mind tries to order everything within the environment either in order to see specific patterns or just to try to understand something, as the Gestalt theory explains [1]. This "classification" is performed in every scientific field. The real world can be digitized very easily with 3D scanners and transformed into a virtual computer environment. Hence, it is important to treat 3D scans with proper tools for analysis or any further geometry extraction. To begin with, curves have already been explored widely and discussed; therefore, it is important to introduce a number of works from this field in the following paragraphs.

Curves with aesthetic impression are parts of logarithmic graphs [2–4], which have logarithmic horizontal axes with steps like 0.1/1/10/100/1000/10,000, and so on. The researchers in Ref. [2] observed graph curvature (*K*) in dependence of path (s)—*K*(s) in the logarithmic curvature histogram (LCH). They defined an aesthetic curve as a curve whose LCH is a straight line.

Researchers Kanaya et al. [3] used this method to determine objects' impressions by analyzing sections on objects' surfaces. They found that observed objects with Japanese origin have the so-called convergent impression and objects with European origin divergent impression. The word "convergent" comes from the graph in which the chart curve nears the horizontal line. Contrarily, "divergent" means a graph with a chart curve that goes away from the horizontal line. The authors provided a CAD system (computer-aided design system), which can feel the same impression on curved surfaces as those that human designers can. On the base of LCH, they proposed three types of surfaces by human impression: convergent, divergent, and neutral.

The authors Yoshida et al. in Ref. [4] have observed and analyzed spatial aesthetic curve segments drawn with completely mathematical functions. Curvature graphs and LCHs of those curves were plotted, analyzed, and classified.

Giannini, Monti, Podehl, and Piegl were leading researchers who participated in the project FIORES II [5–7]. They proposed several terms for styling properties and features in CAID (computer-aided industrial design. With observation of communication between stylists and engineers and technical meaning, they built a list of terms that describe styling properties; these are [5–7] as follows:


Not all researchers use all terms in their works, and they agree that the list is not complete or perfect. Some of the terms are similar, while some characteristics can be described with several terms [6].
