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Full body 3-D scanners                                         6


           Susan P. Ashdown
           Department of Fiber Science and Apparel Design, College of Human Ecology,
           University of Cornell, Ithaca, NY, United States





           6.1   Introduction

           Commercially made full-body 3-D scanners have been available since the late 1990s.
           These scanners have driven new developments in the arts, entertainment, medicine,
           and apparel. The capability of this technology to capture a 3-D image of a full human
           body quickly and easily has contributed to the development of realistic animations for
           gaming applications and movies, advances in medical diagnostics and treatment, var-
           ious technological initiatives in the apparel industry, and many anthropometric studies
           that increase our understanding of the anthropometric variation among and within dif-
           ferent populations. Recent developments in this technology are making it more widely
           available and driving even more uses, for example, as a tool for tracking body changes
           with exercise. Software systems that can be used to measure, manipulate, deconstruct,
           and modify 3-D body scans are now widely available and user-friendly. Scanners
           themselves have changed on the one hand from large, expensive stationary installa-
           tions to smaller affordable units on tripods or handheld devices and on the other hand
           to multiple sensor installations that can capture the full 3-D body in motion in high
           resolution and with great precision. The availability of affordable 3-D printing is also
           driving more uses of 3-D body scans, from the marketing of small 3-D portrait stat-
           uettes to the 3-D printing of prosthetics.
              Three-dimensional scanning of the body has been used by apparel researchers and
           the automotive and other industries that require anthropometric data for the last two
           decades, since the technology was perfected and commercialized for capturing the
           whole body in the late 1990s and early 2000s. Early scanners were expensive and
           had a large footprint, which limited their availability for many uses. Although some
           scanners could be set up as mobile units, most were stationary. The early scanners
           mainly used white light or eye-safe lasers for their light sources, though scanners using
           microwaves were also developed. The computing requirements for these early scan-
           ners were sometimes met with multiple computers to collect and display the data.
           Some scanners only captured surface data; others also had cameras to record color
           and texture information, and the microwave scanner could scan through clothing.
           Early body scanners in industry were used for custom fit manufacturing on a small
           scale, automated size selection, the generation of virtual fit avatars, the manufacture
           of dress forms, and for anthropometric studies.
              With the recent introduction of improved sensors, infrared light sources, and
           upgraded computing capability, 3-D body scanning can now be done very

           Anthropometry, Apparel Sizing and Design. https://doi.org/10.1016/B978-0-08-102604-5.00006-8
           Copyright © 2020 Elsevier Ltd. All rights reserved.
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