• Title/Summary/Keyword: 개념 패션

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Design Ideas and Characteristics of Viktor & Rolf (빅터 앤 롤프의 디자인 발상과 작품 특성)

  • Kim, Ji-Young
    • Journal of the Korean Society of Costume
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    • v.60 no.10
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    • pp.47-64
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    • 2010
  • This study was to define the factors of inspiration and expression methods of Viktor & Rolf known for distinctive works in order to find the ways of creative fashion designing. For the research method, the literature reviews were done by designer's books, collection reviews, and related articles. To find the ideas of design inspiration, interview data with Viktor & Rolf were used. The results of this study were as follows. Their conceptional attitude and the fashion shows like performance indicated that the designer's introspection became the origin of the concept and the ideas expanded the fields of expression. The expression of surrealistic fantasy was done by free imagination and daydreams, which was appeared as fantastical world beyond the everyday life. The expression of paradox and contrast overcame stereotype views with inversion, paradox, and ironical expression. The distortion of shape and the extreme exaggeration by overlap and repetition had a intention that magnity the miserable self-images on purpose, which had started from the debut and appeared ever after on collections and which sought the practicality, infinity exceeding the standard of ideal beauty. The harmony between classicism and avant-guard originated from the insights of tradition demonstrated the wits of designers showing the unique ideas with the base of classics.

The Conceptual Structure of Brand Relationship Quality(BRQ) Perceived by Fashion Product Consumers (Part 1) (패션상품 소비자가 인식하는 상표관계본질(BRQ)의 개념적 구조 (제1보))

  • Chae, Jin-Mie;Rhee, Eun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.7
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    • pp.1020-1029
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    • 2007
  • The objective of this research is to find out the BRQ(Brand Relationship Quality) construct perceived by fashion product consumers. BRQ, Fournier suggested in 1994, examines the depth and intensity of the enduring association formed by the pattern of interactions enjoining consumers and brands. As BRQ was supposed to reflect consumers' psychological process, qualitative research and literature review were conducted together. For qualitative research, two kinds of interviews were carried out in October and November 2005 to investigate consumers' cognitive, affective, and behavioral insight towards brands. One of them was in-depth interview with six people in different life situation. The other was focus group interview. Interviewees were asked to explain about two types of questions: (1) the brand name which interviewees had bought and (2) the description of interviewees' feeling and thought for the brand which the interviewees had bought assuming the brand was the person. All interviews were recorded and analyzed. Finally, it was proved that fashion product consumers had various kinds of relationship with brands, and BRQ facets including 'love', 'self-connection', 'nostalgia', 'intimacy', 'trust', 'commitment', 'symbol', and 'mystery' were identified.

Workcase based Very Large Scale Workflow System Architecture (워크케이스 기반의 초대형 워크플로우 시스템 아키텍쳐)

  • 심성수;김광훈
    • Proceedings of the Korea Database Society Conference
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    • 2002.10a
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    • pp.403-416
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    • 2002
  • 워크플로우 관리 시스템은 정부나 기업과 같은 조직의 작업을 처리하기 위한 비즈니스 프로세스를 컴퓨터를 기반으로 자동화함으로서 작업의 효율을 높이고 비용을 절감한다. 현재에 이르러 이런 워크플로우 시스템을 사용하는 조직들이 점차 거대화되어 가고 네트워크의 발달과 인터넷의 출현으로 인하여 워크플로우 시스템이 처리하여야 하는 작업의 수와 고객과 작업자 수 등이 빠른 속도로 증가하는 추세이다. 이런 추세에서 워크플로우 시스템은 거대 조직 환경에 적합한 워크플로우 시스템 아키텍쳐를 필요하게 된다. 이에 본 논문은 거대 조직 환경을 관리할 수 있는 워크플로우 관리 시스템으로 워크케이스 기반의 초대형 워크플로우 시스템의 아키텍쳐를 설계 및 구현 하고자 한다. 그리고 워크플로우 시스템 아키텍쳐를 분류, 분석하여 장단점을 가려내어 이를 기반으로 워크플로우 시스템 아키텍쳐의 성능을 예측하여 워크케이스 기반 워크플로우 시스템 아키텍쳐가 본 논문에서 제안하는 초대형 워크플로우 시스템의 아키텍쳐라는 것을 예측하여 본다. 또한 초대형 워크플로우 시스템을 위하하부 구조로 EJB(Enterprise Java Beans)를 사용하고 사용 이유를 기술한다. 본 논문에서는 이런 워크케이스 기반의 초대형 워크플로우 시스템 아키텍쳐를 위하여 개념적인 단계와 설계 단계, 구현 단계로 나누어 설계 및 구현을 하며 개념적인 단계에서는 워크케이스 기반 워크플로우 시스템 아키텍쳐에 대하여 상세히 기술하고 설계단계에서는 전체적인 기능 정의와 초대형 워크플로우 시스템의 구조를 설계한다. 그리고 구현 단계에서는 워크케이스 기반의 초대형 워크플로우 시스템 아키텍쳐를 실제 구현하기 위한 환경을 선택하고 구현 단계의 문제점들과 해결책을 기술한다. 다 솔레노이드방식 감압건조장치로 건조한 표고버섯으로 품위에 대한 유의성 검증결과, 표고버섯의 경우 온도별로는 색택과 복원률, 건조실 내부 압력별로는 수축률, 복원률에서 유의차가 있는 것으로 나타났다. 라. 본 연구에서 구명된 감압건조특성을 기초로 하여 배치식 감압건조기를 설계 제작에 활용하고자 한다.ational banks. Several financial interchange standards which are involved in B2B business of e-procurement, e-placement, e-payment are also investigated.. monocytogenes, E. coli 및 S. enteritidis에 대한 키토산의 최소저해농도는 각각 0.1461 mg/mL, 0.2419 mg/mL, 0.0980 mg/mL 및 0.0490 mg/mL로 측정되었다. 또한 2%(v/v) 초산 자체의 최소저해농도를 측정한 결과, B. cereus, L. mosocytogenes, E. eoli에 대해서는 control과 비교시 유의적인 항균효과는 나타나지 않았다. 반면에 S. enteritidis의 경우는 배양시간 4시간까지는 항균활성을 나타내었지만, 8시간 이후부터는 S. enteritidis의 성장이 control 보다 높아져 배양시간 20시간에서는 control 보다 약 2배 이상 균주의 성장을 촉진시켰다.차에 따른 개별화 학습을 가능하게 할 뿐만 아니라 능동적인 참여를 유도하여 학습효율을 높일 수 있을 것으로 기대된다.향은 패션마케팅의 정의와 적용범위를 축소시킬 수 있는 위험을 내재한 것으로 보여진다. 그런가 하면, 많이 다루어진 주제라 할지라도 개념이나 용어가 통일되지 않고

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Wearable Technology with Future Fabrics (웨어러블 테크놀로지와 미래 소재)

  • Park, Hye-Sook;Lee, Jae-Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.12 s.159
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    • pp.1800-1809
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    • 2006
  • The wearable technology takes the concept of clothing over its limits -integrating software, communication devices, and sensors into the garments to enable them to 'think' for the wearer. A dress is no longer just a dress, but a dress as well as a wearable computer interface. This wearable computer network transports the data power and control signals within the wearer's personal space. The purpose of this thesis is to explore the wearable technology from a commercial perspective. On this theme I made a survey and interviewed 20 men and 20 women in London to find out if many people are familiar with the concept of the wearable technology. The main results of this study include: Firstly, according to the survey, people are not familiar with the concept of the wearable technology, and further people thought negatively about the wearable computer rather than positively they worried about hish prices, inappropriate technology and side effects. Secondly, people are especially interested in items related to health and security, so in this area there are huge potential opportunities for the wearable technology, Finally, wearable technology needs to be a simplified set of interactive devices, which are in a user friendly format for marketability because convenience was one of the biggest concern for consumers. Therefore, development of the wearable computer should be promoted not only through computer engineering but also through the connection with human lift.

A Study on the Development of Children's Clothing Design as a Cultural Korean Wave Product -Focusing on the Production Work (한류 문화상품으로써의 아동복 디자인 개발에 관한 연구 -작품 제작을 중심으로)

  • Byun, Mi-Yeon;Baek, Min-Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.11
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    • pp.7485-7493
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    • 2015
  • With the popularity of Korean Wave, making cultural goods specific for Hallyu tourists is getting more important. However, there are mainly daily life goods using celebrity character-based ones. Remarkably, there are only a few cultural goods especially in practicality-based clothing category. In particular, few cultural goods related to children's wear have been developed. Therefore, if children's wear is developed as Korean Wave cultural goods considering Chinese consumers' pattern and Korean Wave cultural goods, it will be helpful for revitalizing the Korean Wave and Korea's fashion market. In this regard, the purpose of this study is to develop children's wear design as Korean Wave cultural goods, thereby presenting empirical research results and fulfilling its following objectives: First, it is to identify the concept of Korean Wave cultural goods, to analyze the current status to finally establish data to develop Korean Wave cultural goods needed at this time. Second, it is to make real-life size works through development of designs to provide the empirical data for Korean Wave cultural goods market. For the research method and contents the review of the previous research, in-depth interview for qualitative research, and empirical research using market research and development of work were performed. Through the final research outcomes, Korean Wave cultural goods, the children's wear that can meet the consumer's needs were presented as empirical data. The study can be used as basic data for domestic fashion market and cultural product market and it is meaningful as a reference for the analysis on the Chinese consumers' needs.

A Study of New water-soluble 3-D Binders on the Debossing effect for Polyester fabrics (폴리에스테르 섬유용 수용성 입체가공 바인더의 디보싱 효과에 대한 고찰)

  • Kim, Moon-Joung;Kim, Jong-Hoon;Lee, Ki-Jung;Lee, Hee-Jun;Hwang, Tea-Yeon
    • Proceedings of the Korean Society of Dyers and Finishers Conference
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    • 2011.03a
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    • pp.84-84
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    • 2011
  • 국내 섬유산업은 해외로부터의 저가 섬유제품이 대량으로 유입되는 속에서도 산업전반에 꾸준히 고부가 가치화를 지향하고 있다. 소비자의 요구에 부응하여 섬유소재에도 다양한 신개념과 이를 충족시킬 수 있는 기술이 요구되고 있으며, 그 가운데 하나의 영역을 구축해 나가고 있는 분야가 면 리플가공과 같은 표면 형태 가공이며, 최근 들어 폴리에스테르 입체(3D)가공제의 개발 및 가공 방법도 이런 흐름에 부응하여 업계에서 절실한 개발을 요구하고 있는 분야 중 하나이다. 현재 까지 폴리에스테르 섬유의 입체가공 기술은 엠보싱무늬를 조각한 금속 롤러에 열을 가하여 폴리에스터 직물에 찍는 방법으로 원단 표면의 입체적인 무늬를 만들어 내는 방법이 대부분이다. 최근 면 리플가공과 같은 표면 형태 가공이 섬유소재의 새로운 트랜드로 나타나면서 폴리에스테르와 같은 합성섬유에서도 이러한 소재의 질감을 얻고자 많은 시도가 이루어지고 있다. 본 연구에서는 5종의 폴리에스테르의 입체가공용 바인더를 포뮬레이션하여 현재 시장성이 있는 폴리에스테르 아이템 5종에 대한 입체가공효과 및 적용성을 고찰하였다. 합성 포뮬레이션 된 바인더는 수용성으로 만들어졌으며, 입체가공 전 후의 원단 외관, 처리 후 수세의 용이성 및 무늬의 입체성효과 등을 확인하였으며, 가공 전후의 원단 물성평가 연구도 동시 진행하였다. 폴리에스테르 섬유의 새로운 패션 소재로의 응용에 초점을 두고 시장의 수요가 폭발되고 있는 폴리에스테르 섬유 및 나일론 등 합성섬유의 3차원 입체 가공(디보싱) 제품을 생산할 수 있는 가공제 및 가공방법의 개발은 신규시장 창출에 큰 기여를 할 수 있을 것으로 판단되며, 다양한 날염업체의 수요를 충족시키고, 섬유산업의 글로벌화에 대응하여 훈련된 영업 인력과 E-commerce를 통한 외산 제품과의 경쟁력 확보로 신규시장 진입기회를 창출할 것으로 기대한다.

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Analysis of Image Expression in Make-up Illustration (메이크업 일러스트레이션의 이미지 표현)

  • Lee, Kyung-Hee;Choi, Hee-Ja
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.233-243
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    • 2010
  • Thanks to the rapid advance of modern technology in industrial society, economic and material abundances have not only caused a variety of cultural industry to develop but also brought about the development of beauty treatment industry. Like this, the industry has continually expanded into the public rapidly by forming a new beauty trend along with the growth of mass media such as T.V, advertisement, vogue magazine, and film. And make-up is also broadening its artistic areas by utilizing various expression skills and consistently changing with beauty trends, which has influences on Make-up Illustration. As a result, it has been recognized as a new conception of 'art' expanding in interpretation of communicating with the masses under condition of modern culture and stressed in its part more and more. It is expected that Make-up Illustration playing an important role in the exchange of fashion trend information between beauty treatment industry and people will be studied in different-image-expression ways to raise its artistic value and be a useful material for research and creation activities in the foreseeable future by Make-up Illustration made of computer graphics.

An Intelligent Character Manipulation System Suitable for Wireless Broadband Network Environment (휴대인터넷에 활용 가능한 지능형 캐릭터 제작 시스템 개발에 대한 연구)

  • Ryu, Seuc-Ho;Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok;Lee, Kyoung-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.100-107
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    • 2008
  • The aim of this paper is to design an intelligent character manipulation system suitable for the wireless broadband network environment named as Wibro and for the recent social networking service (SNS). The main feature of our proposed system is an automatic synthesis of a character utilizing the meta data which is attached to each component stored in a character database. It is the second advantageous feature that a user can make or modify his or her own character by modifying the component animation clip of its character. Once the character database is created, it can be represented and utilized in several ways by utilizing the meta data which is related to personal properties including emotion, life style, favorite things, and so on. The system can be evolved to a more powerful one by adopting the more user-related information and the more intelligent synthesis module.

Brand extension strategies for Efficient utilization on office space -A Study on Brand extension of Starbucks- (효율적 사무공간 활용을 위한 브랜드확장 전략 -스타벅스를 중심으로-)

  • Park, Jung Hoon;Kim, Seung-in
    • Journal of Digital Convergence
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    • v.16 no.2
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    • pp.299-304
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    • 2018
  • Brand Extension is a leading marketing strategy that makes use of brand assets, and it aims to see the success of a new product of a brand by utilizing the level of consumers' brand awareness, loyalty, resemblance, and image. However, the review of previous studies revealed that there were cases of fashion brands extending into coffee brands, but not vice versa. The study aims to suggest a new proposal to extend the coffee brand, the most preferred brand by consumers, to an effective office space service. It proposes making a napping and working area for the working Starbucks lovers who often go business trips and like to work in a private space. The researcher expects that the study will inform about the efficient manner to use office spaces including shared service and area.

Development of Vest Design with Korean Image for the Elderly - Based on the concept of universal fashion design - (노년기 여성을 위만 한국적 이미지의 조끼디자인 개발 - 유니버설 패션 디자인 개념을 바탕으로 -)

  • Na, Hyun-Shin;Byun, Jee-Yeon;Mun, Ji-Hyun;Cho, Yun-Joo
    • Journal of the Korean Society of Costume
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    • v.59 no.7
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    • pp.77-85
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    • 2009
  • Nowadays the numbers of the aging population are rapidly increasing in Korea, which became the 'aged country' from the year 2000. These aged people are getting more important consumer group and the products and services related to the silver industry are getting bigger. Universal fashion design is based on the concept of universal design that pursues the 'design for all'. This study aims to understand the physical, physiological, and psychological characteristics of the elderly women and apply the principles of universal design to universal fashion design for the elderly. Korean traditional vest, 'Baeja' was used as the design inference for the target of age 55 and older. This group is also called as 2Y2R(too young to retire), Tonk(too only no kids), Y-O(young-old) generation, or OPAL(old people with active life). Principles of universal design such as accessibility, flexibility in use, fair in use, aesthetics, safely-oriented were applied in developing the vest. This universal fashion products enable the elderly to have physical independence and make them have the self respect and better life.