• Title/Summary/Keyword: 소재 선호

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Visual Texture Image and Preference of Men's suit Fabrics (남성 수트소재의 시각적 질감 이미지와 선호도)

  • Ryu Hyo-seon;Roh Eui-Kyung
    • Science of Emotion and Sensibility
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    • v.8 no.2
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    • pp.117-128
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    • 2005
  • The purpose of this study was to clarify the effects of constituent characteristics and the mechanical properties by KES-FB system on the visual texture images and preference of men's suit fabrics. Twenty different kinds of black fabrics, which were used mainly for the spring and summer men's suits, were selected and the subjective evaluation of the visual texture images was tested. Sixty experts in department of clothing and apparel industries participated in the subjective evaluation. Factor analysis showed visual texture images were classified into 4 categories : 'bulkiness', $'extensibility{\cdot}rapability'$, 'flexibility' and 'smoothness'. All of relationships were established between the mechanical properties and the visual texture images except the relation between 'flexibility' and bending properties. The significant factors affecting preference were 'smoothness', compression energy(WC), fabric count and 'flexibility', As the fabrics had higher value for 'smoothness' and 'flexibility' , and lower ones for compression energy and fabric count, they tended to be more preferred.

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An emotional study on the knitted fabrics by color characteristics (색 특성에 따른 니트 소재의 감성에 관한 연구)

  • Gwon, Yeong-A;Lee, Ji-Eun
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.235-238
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    • 2009
  • 최근 생활수준의 향상으로 의복의 기능성이 중시되면서, 건강, 감성, 쾌적 등에 대한 욕구를 충족시킬 수 있는 건강 소재 개발에 대한 연구와 니트에 관한 선호도 및 감성연구는 활발히 진행되고 있다. 그러나 현재까지 건강 니트 소재의 감각 및 감성이미지에 관한 연구는 부족한 실정이다. 본 연구는 키토산 섬유와 서스 섬유의 니트 소재를 편성한 다음 최종 소비자의 감각과 감성이미지에 미치는 영향을 연구하여 실제 건강 니트 소재를 기획하는데 필요한 정보를 제시하고자 한다. 본 연구에서 키토산 섬유와 서스 섬유를 회색계열로 변화를 주어 10 게이지의 컴퓨터 자동 횡편기로 5 종의 평편 시료를 편성하였고 20 대 남녀 대학생 69 명을 대상으로 5 종의 시료($20\;cm{\times}15\;cm$)를 랜덤한 순서로 제시하여 눈으로 시료를 보고 직접 만지면서 평가하도록 하였으며, 감각 18 개와 감성 22 개, 선호도 3 개의 총 43 개 형용사로 이루어진 7 점 척도를 사용하였다. 건강 니트 소재의 감각 및 감성 이미지를 요인 분석한 결과, 감각요인은 '부피감', '요철감', '신축감', '현시감', 변형감'의 5 가지 요인, 감성요인은 '온유감', '안정감', '고급감', '활동감'의 4 가지 요인으로 분류되었다. 색 속성 중 명도 수준별 감각요인 및 감성요인 중 '요철감'과 '안정감'의 매우 유의한 차이가 나타났다. 고명도, 저명도 수준은 울퉁불퉁하고 오톨도톨하지만 안정적이고 깨끗한 이미지로 느끼는 것으로 나타났고 중간 명도수준은 '요철감'과 '안정감'이 감소되었다. 차콜색의 키토산 100%와 연회씩의 서스 100%의 경우 울퉁불퉁하고 오톨도톨하지만 안정적이고 깨끗한 이미지로 느끼는 것으로 나타났고, 차콜색 키토산섬유와 연회색 서스섬유를 혼방하여 편성한 경우 '요철감'과 '안정감'이 감소되었다.

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소재의 신장율에 따른 슬렉스 원형 연구

  • 정희순;이순원
    • Proceedings of the ESK Conference
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    • 1998.04a
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    • pp.7-12
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    • 1998
  • 쾌적한 의생활을 영위하기 위해, 인간의 제반 특성에 적합한 의복 설계에 관한 연구가 활발히 전개되고 있다. 기존 연구에서는 주로 인체 인자에 근거하여 의복 원형 연구가 이루어졌으나 인간 특성에 적합한 의복의 설계를 위해 인체 인자와 함께 의복 인자를 병행한 연구의 필요성이 대두되고 있다. 특히 의복 소재의 경우, 성유과학의 발달로 다양한 의복 소재가 개발되고 있음에도 불구하고 대부분의 의복 원형 연구에서는 광목으로 제한되어 연구가 행해지고 있는데, 광목이 원형 연구시 동작에 따른 체표 변화에 대응하기 위한 여유분으로 정확히 산출할 수 있다는 특징이 있기는 하지만 이로 인하여 의복 원형의 여유 분 설정에 소재의 특성에 따른 차이에 관해서는 아직 까지 많은 연구가 진행되지 못하였다. 이에 본 연구 에서는 최근 마른 체형의 선호와 함께 유행하고 있는 신축성 소재를 이용한 슬랙스 원형에 대하여 연구 하였다. 본 연구는 소재의 신장특성과 의복 설계와의 관계에 대한 기초 자료로써 활용될 수 있을 것이며, 또한 슬랙스 원형에 대한 연구를 보다 다양한 소재로 넓힘으로써 원형의 활용도를 높힐 수 있을 것으로 기대한다.

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Korean Apparel Wearing Behavior of Foreigners (외국인의 한국 의류 착의실태)

  • Maharjan Shreejana;Chang-Bum Heo;Kyung-Seo Yoon;Ye-Sun Kim;Hyang Ki Yu;Su-Joung Cha
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.345-346
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    • 2023
  • 본 연구는 한국 거주 외국인을 대상으로 한국 의류의 착용실태 및 착용 시 불편사항, 선호도 등을 알아보고자 하였다. 이를 통해 그 수요가 증가하고 있는 외국인 소비자를 흡수할 수 있는 의류개발에 필요한 기초자료를 얻고자 하였다. 본 연구는 설문지법으로 진행되었으며, 분석에는 SPSS 26.0 프로그램을 사용하였다. 의류 구매장소는 온라인 쇼핑이 가장 많았고, 구매 아이템은 티셔츠, 재킷이 많았다. 가격대는 3만원에서 5만원 사이가 가장 많았다. 구매 이유는 심미적 요인이 높았다. 한국 의류는 어깨부위, 다리길이가 가장 불편하였고, 바지가 가장 맞지 않는 것으로 나타났다. 선호스타일은 캐주얼과 모던 스타일이 많았고, 심플하고 편안한 이미지의 의복을 선호하며, 천연소재를 선호하였다. 조금 여유있는 실루엣의 의복을 선호하고 재킷, 티셔츠 등의 아이템을 선호하였다. 향후 국적, 체형 등에 따른 착의실태 및 선호도에 대한 연구가 진행되어야 할 것으로 생각된다.

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Clothing Preference Analysis of Elderly Women for ZIGTECHnology Clothing Development

  • Cha, Su-Joung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.8
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    • pp.89-98
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    • 2020
  • This study applied the Q methodology to analyze the subjective evaluation and recognition patterns of elderly women's clothing preferences. For the type 1, knitted materials and natural materials were preferred, and pastel colors were preferred. The type 2 preferred pants that cover the body shape, look young, and have good simple activity. The type 3 was a type in which the waist was treated with a rubber band, the clothes were comfortable to wear and the loose style was preferred. The type 4 was simple and prefers a style with a raised neck and no fasteners, and a clothes that was comfortable to wear. Type 5 was a type that prefers a style that looks important and colorful and youthful in design or color. In order to develop ZIGTECHnology apparel for older women, it is necessary to develop a design that can look aesthetically beautiful while covering the body shapes such as bending of the back and bending of the waist by reflecting the preferences of the older women. It is considered that it is necessary to develop clothing that takes into consideration movement functionality without obstacles to movements in consideration of changes in behavior and movement of hands.

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

A study on Consumer Awareness and Preference on the Coordination Using Recycled Material in Dining Space (재활용(Re-cycling) 소재를 이용한 식공간 연출에 대한 소비자의 인식 및 선호도 연구)

  • Hong, Ju-Young
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.503-512
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    • 2014
  • The study is based on the serious environmental problems occurring these days to acknowledge the consumers awareness and preference according with the coordination using recycled materials in the dining space. As the result, considered the consumers had lack in recognition of using recycled materials when they tried to use them in their normal daily life. Also the females were far more interested than the males with the usage of the recycled materials inside the restaurant and its interior image along with married persons had more positive attitude towards it than the unmarried ones. With education back ground, highly educated peoples really quite didn't prefer the usage of the recycled materials. According with the income, the high earnings and with the occupation, the professionals with specialized jobs considered the practical use of aspects more important than above. Therefore the needs to educate and promote the consumers to use recycled materials in their every day lives, it is required to build social responsibility and finding the essential meanings to save resources so that they can utilize them with converted recognitions.

Analysis of Garden Preferences of Visitors to Korea Landscapes and Gardens Expo in 2017 - Focused on Location and Plant Characteristics - (2017년 대한민국 조경·정원박람회 방문객을 대상으로 한 정원선호도 분석 - 조성 장소 및 식물 특성을 대상으로 -)

  • Lee, Dong-Jin;Roh, Hee-Young;Kim, Min;Cho, Hyo-Jin;Lee, He-Min;Cho, Dong-Gil;Song, Yu-Jin;Cho, Hye-Ryeong;Chon, Jin-Hyung
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.6
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    • pp.126-136
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    • 2017
  • Gardeners have a desire to not only enjoy a garden but to create the garden themselves and play the role of garden designer. However, they express a great difficulty in gardening activities such as planting and managing plants, the main materials of the garden, due to lack of expertise. Therefore, in order to encourage hobby gardening activities, it is necessary to understand the preferences of the gardeners so that they can easily experience and create a garden, and to provide information on gardening know-how and preferred plants according to places given high preference. This study analyzed the preference for places and plants characteristics according to the purpose of creating a garden. To this end, a questionnaire survey was conducted with visitors to the Korea Landscape and Garden Expo, expected to have been attended primarily by gardening enthusiasts. As a result, gardeners were divided into three groups: appraisal - purposed type, multifunctional type, and participation - purposed type. The group of appraisal purposed type preferred porches and terraces, and private home front yards as well as favored indoor places rather than outdoor places compared with other types. In selecting plants, they prefer plants that can be easily managed in an indoor environment and appreciate natural colors through the colors of flowers and leaves. The multifunctional type group preferred a private home front yard as a garden creation space. Compared with the other types, it showed a high preference for 'unoccupied land in urban housing' and 'community garden' and was analyzed as a group having a high understanding of garden activities. In selecting plants, this group preferred fruit trees or productive plants such as homegrown crops. The participation purposed type group preferred porches and terraces as well as private home front yards as a gardening space. For plants, they preferred plants that are easy to manage. It is meaningful that this study provided preferences for places and plant characteristics according to the creative purpose of the gardener and provided basic data for selecting the place and the plant characteristics of the garden according to the gardener's type.