• Title/Summary/Keyword: 놀이 패션

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Types and Experiential Value of Fashion Mobile Play -Focusing on Play Theory- (패션 모바일 놀이의 유형과 경험적 가치 -놀이 이론을 중심으로-)

  • Park, Shin Young;Lee, Yoon Kyung;Lee, Mi Ah
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.1
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    • pp.73-93
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    • 2021
  • This study typifies fashion mobile plays in a digital environment and explores the experiential value created by them through a case study of a fashion brand mobile app. For the case analysis, mobile plays were divided into four types: intrinsic motivation/active participation, intrinsic motivation/passive participation, external motivation/active participation, and external motivation/passive participation, depending on the mobile players motivation and level of participation. Among the global fashion brand mobile apps released from 2009 to 2019, 16 cases suitable for the analytical framework were used for final analyses. The main results are as follows. First, mobile play value include characteristics such as networkability, immersion, hyper-spatiality, and super-temporality in addition to the attributes of a traditional play such as spontaneity, uncertainty, regularity, and playfulness. Second, the four types of mobile play provide participants with an experiential value such as creative value, emotional value, social value, and exploitative value. This study has academic implications in terms of introducing a new framework that can typify mobile plays and suggest practical implications for what experiential value fashion companies can give consumers through mobile app marketing.

Creations of interactive fashion design as 'Play' ('놀이' 관점에서 본 인터랙티브 패션디자인의 창작 특성)

  • Chung, Soo-Jin;Yim, Eun-Hyuk
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.2
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    • pp.43-56
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    • 2019
  • The purpose of this study is to analyze the phenomenon of 'play' in contemporary fashion creation from an interactive point of view and to analyze cases in the contemporary fashion design creation process. The research method was a combined literature review and a case study. As a result of the research, we have derived the creations of interactive fashion design from the viewpoint can be categorized as 'play as creativity', 'mimesis', and 'deviance'. First, creativity can be seen in DIY products, customized products, and clothing that reflects the consumer's way of wearing. By actively intervening in the products and expressing their creativity in the product, it can be considered as a DIY creation. Second, mimesis in the creation of a fashion design that occurs when consumers imitate the designs of the famous fashion designers. Often similarity and difference are generated, while sometimes objects are newly constructed. Third, deviance means that an item is reborn with a completely different intention from the original shape and function by the intervention of the 'hacker' consumer. For example, the logo and the design of a luxury brand are transformed to satirize its legitimacy. In this paper, we analyzed the cases of fashion design creation as an interactive play and investigated their characteristics and tendencies.

A Study on Tecktonik Culture and Fashion (테크토닉 문화와 패션에 대한 연구)

  • Kwon, Sang-Hee;Ha, Ji-Soo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.6
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    • pp.869-879
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    • 2009
  • The purpose of this study is to understand the Tecktonik culture and fashion, and to compare its features in Korea and France. Unlike prior studies which mainly dealt with subcultures in the U. S. and the U. K., this study paid attention to the condition of Korea. Tecktonik is a dance and music craze that originated in France in 2000, and spread worldwide via the Internet. The main features of Tecktonik fashion are slim fit, vivid colors, and high-top sneakers, which represent current fashion and culture trends, and express the feeling of Tecktonik music and dance. Compared to France, Korean Tecktonik fashion emphasizes sexual attraction of women with short skirt, while men are conservative about mohican hairstyle and dark make-up. In France, Tecktonik has become a sound social amusement, while in Korea it has been used for advertisements or entertainer's fashion style. The subcultural characteristics of Tecktonik were identified as playfulness, the active use of digital media, and high commercial value. In France where Tecktonik is for participating in a joyful dance, playfulness is prominent, and in Korea where Tecktonik acts as a visual entertainment, commercial value is outstanding. It has made differences in Tecktonik fashion of the two countries.

Concept and Expression Method of 'Fun' Presented in Fashion Design (패션디자인에서'재미'의 개념과 표현방식)

  • Jang, Nam-Kyung
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.225-236
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    • 2005
  • As a fresh trial using humorous items to escape from economic recession and uncertain state of mind regarding politics and society, fun is emerging as a keyword in design area. This study classified various use of fun reflected in modern fashion design according to the theme, and analyzed the mod of expression to identify formative characteristics. Through these processes, this study built conceptual structure of fun in fashion design. 412 fashion designs which represent fun were collected from 2001 $S/S{\sim}2005$ F/W collections. Data were analyzed and categorized. Results showed that the theme of fun in the modern fashion design could be classified into humor, kidult, irony, satire/parody, storytelling, and play. The design elements mainly used were color silhouette, letter, object, and drawing, while the design principles were distortion/exaggeration, incongruity, and repetition. In addition, these expressions were related to the traditional humor theory: incongruity-resolution, superior, and relief theories. The fun in modern fashion design has such value as affirmation, warmness, entertainment, youth, contradiction, surprise, deviate, allusion, attack, and description, Finally, in regard to the subject, the fun provides active experience like play as well as passive acceptance.

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Effect of Korea's Entertainment Culture on the Fashion of the College Students (우리나라 놀이 문화가 대학생 패션에 미친 영향)

  • Yang, A-Rang;Lee, Hyo-Jin
    • The Research Journal of the Costume Culture
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    • v.16 no.1
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    • pp.70-87
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    • 2008
  • The purpose of this study is to examine how the entertainment culture has influenced the fashion of the college students since the year 2000, and to analyze the fashion trends of those who enjoy their entertainment culture. The entertainment culture is, therefore, perceived in the most sensitive way by the college students, who belong to the latter period of their adolescence, while influencing them. Especially recently, the entertainment culture of the college students has emerged as a new symbol of the overall fashion. And its effect on the fashion has become conspicuous. The 21st entertainment culture is comprised of "club culture", which is an off-line fad, and "on-line game culture". The result of this study is as follows: Firstly, the formative way that the so-called "club culture" influenced the fashion of the college students shows that their overall fashion trends are characterized by a 'caports image' and a 'childlike-amusing image'. Secondly, the formative fashion style, influenced by the so-called "on-line game culture", presents a 'post- structural image' by using heterogeneous material in order to introduce a new point of view, and by transforming the creation style and design. And it also presents a 'homosexual image' by crossing the attractiveness of both genders. This study is baseds on the documents study.

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The Changeability of Fashion Style Using the Concept Expressed in the Mobility of 'la Différant' Play and Supplement Logic (차연적 놀이의 운동성과 대리보충 논리로 본 패션스타일의 가변성)

  • Park, Shinmi
    • Journal of the Korean Society of Costume
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    • v.65 no.3
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    • pp.28-46
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    • 2015
  • The aim of this research is to classify the concept expressed in the mobility of la diff${\acute{e}}$rant play, and supplement logic, which is process of the changeability of fashion style. The specific research questions are as follows: first question deals with the relationship between changeability and la diff${\acute{e}}$rant images, and how la diff${\acute{e}}$rant images are divided by each phase and how their circumduction play is proceeded. The second question is about the important features of the mobility of la diff${\acute{e}}$rant play and the method of la diff${\acute{e}}$rance play. The last topic of this study covers the supplement logic and the condition, and how supplement logic has been applied in the process of changeability of fashion style. This paper deploys a qualitative research method providing a systematic review of the previous studies. To sum it up, the mobility of la diff${\acute{e}}$rant play is the root of power, which is controlling the changeability of fashion style, and the objective of the play is to outline new la diff${\acute{e}}$rant images through spatialization of time. In addition, supplement logicis the method of la diff${\acute{e}}$rant play and the purpose of the logic is to harmonize 'ultimate la diff${\acute{e}}$rant image', which is the phenomenological construction stratum in the state of sub-conscious changeability, and 'immediate la diff${\acute{e}}$rant image', which is the structural construction level stratum in the state of external changeability. This research proves that the intrinsic attribute of changeability is contained the mobility of la diff${\acute{e}}$rant play and supplement logic.

Kidult Fashion Design Inspired Amusement Park (놀이공원 테마를 활용한 키덜트(Kidult) 패션디자인)

  • Jia, Zhai;Lee, Youn-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.16 no.3
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    • pp.49-60
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    • 2014
  • Kidult trend has continued to influence diverse areas such as fashion, advertisement, interior, cosmetics, and so on in the modern age. As combined word of kid and adult, a Kidult is an adult who participates in youth culture and activities traditionally intended for children. This study intends to check out how the phenomenon of Kidult trend is exhibited in fashion area as well as to develop fashion design for kidult inspired by the images shown in an amusement park. The method of study is two-fold. One is a critical review of previous literature and the other is a development of fashion design based on it. The literature study is referred to books of fashion, books of trend and data collected through internet, and design results are presented using mainly quilting and knitting techniques. The results are as follows. Firstly, a kidult fashion was expressed playful and interesting by the sensibilities of kidults that hope to return to the innocence of childhood reminiscing about the good old days. Secondly, a characteristic of the fashion design for kidults is to display the innovative and diverse design with exaggerated expression and a broad spectrum of colors. One's own unique style can be developed through memories and fantasies from fairy tales in childhood. Thirdly, themes of amusement parks were an appropriate means to show the characteristics of the kidults. A variety of characters and buildings and shapes of the rides in the amusement parks were useful for the design motive targeting for the customers with the kidult characteristics and images of fashion and accessories design. Fourthly, inspired by the amusement parks, the work in this research has presented the new kidult styles designed as various forms combining inner feelings that seek distinctive and unique styles and amusement features.

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The Characteristics of Fashion Design as a Playing through a Doll (인형 놀이에 나타난 패션 디자인의 특성)

  • Lee, Ji-Hyun;Kim, Young-In
    • Journal of the Korean Society of Costume
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    • v.57 no.2 s.111
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    • pp.86-99
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    • 2007
  • In this study, the concept of play as an entertainment is redefined and applicable method of fashion design as a play are suggested by analyzing the feature of doll's costume design based on the play pattern. In literary study, the role of playing doll Is described and has been examined by the analysis of scholars' opinions. In positive study, the pattern and costume design of sample costume dolls are analyzed using 624 samples of the representative images collected from the literatures and real figures, and they are classified as collection dolls or fashion dolls in order to analyze the feature of fashion design in playing dolls. As a result of the analysis of doll's costumes based on its use, the costumers are divided into a real world costume which is similar to what human wear in daily life and a virtual costume which is used in the movie or play and the costumes only worn by the dolls. The examination of the type of costume worn by dolls, dress is principally dominant costume in collection doll, whereas in fashion doll, dress is still mainly worn but shirt blouse & pants, shirt blouse k skirt, jacket, coat, bathing suit. etc. are shown dispersedly as well. In the costume silhouette of dolls, collection doll uses mostly A line silhouette meanwhile fit and flare is mostly used in the fashion doll but other silhouettes are also relatively shown a lot. In the means of the color of the costume worn by dolls, collection doll is more similar to those in actual fashion design. On the contrary, the color of the costume that fashion doll is put on is more free and more various because the trendy rotors such as green, yellow, purple, etc are used.

Fashion Accessory Design Suggestions Using Firework Images with the OLED Display Platform (불꽃놀이 형상과 OLED를 기반으로 한 패션 액세서리 디자인 제안)

  • Kim, Sun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.10
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    • pp.1188-1198
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    • 2011
  • This study proposes the use of firework shapes to design fashion accessories in the judgment that they are appropriate for the expression of creative images in consideration of the display of fireworks as a kind of entertainment and a festive symbol. This study promotes the sustainable application of firework shapes to develop the designs of fashion culture items that feature a distinctive personality and uniqueness. In this present study, the proposed fashion accessory design was intended to create an entertaining new atmosphere that uses an Organic Light Emitting Diode (OLED) that draws attention as a futuristic display. In terms of methodology, a literature review of firework shapes and OLED was conducted; in addition, Adobe Illustrator CS2 and Adobe Photoshop CS2 were used to develop six different standard motive designs with formative design elements represented by a variety of firework shapes. Each of the six motifs was further expanded with different color combinations. Rich images are produced with the use of pink, blue, purple, green, yellow, orange, and red, in conjunction with various OLED effects to express the three-dimensional images of fireworks. The motifs are applied to three types of items: bags, bracelets, and necklaces. For the video images, evening and tote bags, pendants, and bangles were used. Shifting images and lights should produce unique images as well as satisfy the consumer desire for entertainment. The Adobe Image Ready software was used to present the motive of fireworks applied to the design of fashion accessories in video images but not in still-cut images due to physical constraints of this paper.