• Title/Summary/Keyword: 아이템의 수

Search Result 558, Processing Time 0.023 seconds

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
    • /
    • 2011.03a
    • /
    • pp.84-84
    • /
    • 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.

  • PDF

Development and Application of a Risk Analysis system for Software Product Quality Improvement (소프트웨어 제품품질 개선을 위한 위험분석 시스템 개발 및 활용에 대한 연구)

  • Jang, Jin-Wook
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.15 no.8
    • /
    • pp.5227-5232
    • /
    • 2014
  • Better quality software can be made by eliminating the software product risk in the early stages. To achieve this task, a risk analysis system that can effectively track and manage risks that have severe effects on software quality is needed. The existing risk analysis systems have some weaknesses as they are applied to organizations. The major problems of those systems are that they require organizations to collect as much risk data at a time without providing a proper explanation and even without the support of a risk management process. This paper resolves those problems by developing a risk analysis system that offers methods of managing risks. In addition, the system provides the guidelines of which risks should be gathered for each step. The system also has functions to generate a range of strategy and analysis information on risks.

Comparative Study in National Characteristics of Robot Design - with the focus on use of Interactive Mapping - (주요 로봇 개발 국가의 로봇 디자인 성향 비교연구 - 인터랙티브 맵핑을 중심으로)

  • Kim Hyung-Keun;Lee Kun-Pyo;Kim Sang-Ryong;Park Jung-Mi
    • Science of Emotion and Sensibility
    • /
    • v.8 no.3
    • /
    • pp.303-312
    • /
    • 2005
  • The goal of this study is to deepen the understanding of robot business and application, and examine the relationships and development trends of robot evaluation scales. Through interactive mapping, 113 types of robot data samples were realized to be placed on seven evaluation scales and reference on specific information of each items were allowed. Also, by examining the robot development trends among different countries through interactive mapping, the trends could be largely divided into American, European, Japanese, and Korean. Throughout various parts of the evaluation scale, American and European views were found to consider robots mainly as tools. On the other hand, Japanese and Korean views considered robots as a 'partner' or 'neighbour' and were working to satisfy these aspects.

  • PDF

Analysis of multi-dimensional interaction among SNS users (Analysis of multi-dimensional interaction among SNS users)

  • Lee, Kyung-Min;Namgoong, Hyun;Kim, Eung-Hee;Lee, Kang-Yong;Kim, Hong-Gee
    • Journal of Internet Computing and Services
    • /
    • v.12 no.2
    • /
    • pp.113-122
    • /
    • 2011
  • Social Network Service(SNS) has become a hot trend as a web service which helps users construct social relationships in the web and enables online communication. The information about user activities and behaviors obtained from the SNSs is expected to be an useful knowledge source for other services such as recommendation services. Most of previous researches on SNS rely on analyzing overall network topology and surveying the activities in a one-dimensional aspect. This paper propose a system for measuring multi-dimensional interaction through the activities in a SNS. The proposed system delivers an unified profile (consisting of profile and multi-dimension interaction) model from user-activities in Twitter.com. At the experimental section, some meaningful perspectives on a set of the unified profiles are described.

A Study of History of Korean Wedding Styling (한국 웨딩스타일링의 변천사 연구)

  • Ro, Hyo-Kyung
    • Journal of Digital Convergence
    • /
    • v.13 no.1
    • /
    • pp.515-523
    • /
    • 2015
  • This study investigated the history of Korean wedding styling, which has been the basis for today's wedding styling and analyzed wedding styling trends and characteristics. This study sought to explain how Korean wedding styling has evolved under the circumstances that wedding styling, which contains personal propensity, personality and identity, draws great attention from the world as well as from single women and is perceived as a fashion item The study results found the following: For nearly four decades since the 1960s, there have been specific changes in Korean wedding styles such as silhouette and color. Depending on customer personality, preferred styles clearly varied. In addition, favorite makeup, hairstyle and accessories have also changed over time. This study has verified changes in different wedding styling trends over time. Wedding styling has created a particular mood suitable to a bride's appearance or offered significant characteristics over time.

A Digital Library Prototype for Access to Diverse Collections (다양한 장서 접근을 위한 디지털 도서관의 프로토타입 구축)

  • Choi Won-Tae
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.32 no.2
    • /
    • pp.295-307
    • /
    • 1998
  • This article is an overview of the digital library project, indicating what roles Koreas diverse digital collections may play. Our digital library prototype has simple architecture, consisting of digital repositories, filters, indexing and searching, and clients. Digital repositories include various types of materials and databases. The role of filters is to recognize a format of a document collection and mark the structural components of each of its documents. We are using a database management system (ORACLE and ConText) supporting user-defined functions and access methods that allows us to easily incorporate new object analysis, structuring, and indexing technology into a repository. Clients can be considered browsers or viewers designed for different document data types, such as image, audio, video, SGML, PDF, and KORMARC. The combination of navigational tools supports a variety of approaches to identifying collections and browsing or searching for individual items. The search interface was implemented using HTML forms and the World Wide Web's CGI mechanism.

  • PDF

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

  • Jang, Nam-Kyung
    • Archives of design research
    • /
    • v.18 no.4 s.62
    • /
    • pp.225-236
    • /
    • 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.

  • PDF

The Development of Bag-fabrics with Using ATY Composite Yarn (이소재 복합 ATY사를 이용한 PET Base 가방지용 직물 개발)

  • Hong, Sang-Gi;Park, Seong-Woo;Seo, Mal-Yong;Kang, Yun-Hwa;Kang, Su-Jin;Oh, Ik-Hwan
    • Proceedings of the Korean Society of Dyers and Finishers Conference
    • /
    • 2011.03a
    • /
    • pp.95-95
    • /
    • 2011
  • 가방지 중에서 고급 브랜드의 핸드백은 근래의 세계적인 경기불황에서도 꾸준한 소비층을 형성하면서 매출 상승을 유도하고 있는데, 기존 40~50대 시니어들을 위한 전통적인 레자 또는 자카드 문양직물의 고유한 디자인 뿐만 아니라 20~30대의 젊은 층을 위한 다양한 칼라의 프린팅 문양 직물도 많이 개발되고 있는 실정이다. 본 연구는 잠재권축사와 고강력PET를 이용하여 이소재 복합 ATY를 제조하고 제직 및 날염을 통해 다양한 프린팅 문양을 발현할 수 있는 가방지용 직물 개발에 관한 것이다. 최근의 캐주얼 및 힙합룩은 물론, 베이직 정장 차림까지 트렌디한 우븐 백이 코디 아이템 1호로 떠오르고 있는데, 가방용 브랜드 중"레스포색"과 "키플링" 등이 급상승 기류를 타며 국내에 빠르게 정착하고 있으며 수입 브랜드인 경전상사의 "롱샴"도 폴딩백으로 인기를 누리고 있다. 핫 이슈인 스포티즘을 떠올리지 않더라도 최근의 변화는 소비자의 니즈를 적극 수용하려는 패션잡화 업체들의 움직임을 대변하고 있으며, 직물형태의 백이 합리적인 가격에서나 가볍고 편리한 실용적인 부분 모두 소비자의 니즈를 채워주기에 충분하고, 트렌드가 부각된 가방일수록 시즌에 따라 스피디하게 구매가 이뤄지고 있다는 장점이 있어서, 최신 트렌드의 디자인과 재료 효과를 극대화한 제품이 다수 선보이고 있다. 본 연구에서는 이러한 다양한 트렌드 디자인의 문양 발현을 위한 직물을 위해 PET Base의 잠재권축사와 PET 고강력사를 사용하였는데, 이때 사용되는 잠재권사는 Effect사로써 온도, Air압 등의 공정요소 제어를 통해 Soft한 touch을 위한 잔루프를 발현하도록 하였으며, PET 고강력사는 Core사로 사용함으로써 잠재권축사의 강도를 보강하여 가방지로써 요구되는 강력을 가질 수 있도록 하였다.

  • PDF

Study of the Development of Color Cosmetics Package Design Reflecting Art Marketing (아트마케팅을 반영한 색조화장품 패키지디자인 개발 연구)

  • Kim, Jin-Young
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.15 no.11
    • /
    • pp.6472-6477
    • /
    • 2014
  • This study examined the trends of an illustration artist's art marketing widening its area in recent years and proposes a design concept of color cosmetics. Art marketing is a type of culture marketing and means marketing through exhibitions, performances and other artistic activities. Free artistic sensibility expression in which the artistic motif is melted into a product beyond the works of a particular artist, and the product, in turn, can be reflected in the canvas, has attracted attention. The works of illustrators are widening their area into the item in life not canvas. This paper proposes the color cosmetics design that reflect art marketing. The main target who proposed the design concept was trend-oriented and in their early to mid-20s with a strong personality, showing a strong tendency of attracting attention and being recognized. To emphasize the design concept of color cosmetics packaging design, the progressive image of the target class was reflected through brilliant and intense color combination. The cultural value and meaning are provided as the artistic mood becomes a part of life.

Play Motive Augmentation Research Method through Quest Understanding of MMORPG and Pluralistic Understanding of a Player (MMORPG의 퀘스트 이해와 플레이어의 다원주의적 이해를 통한 플레이 동기 증강 방안 모색)

  • Park, Yong-Hyun;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.10
    • /
    • pp.122-129
    • /
    • 2009
  • MMORPG Quest plays a strong role of motivation through compensation related with Avatar such as items and experience points rather than a role of story transfer. This situation finally made MMORPG become a difficult game that players should study the compensation of Quest for growth of a character, so it causes fixation of the user class. As a solving method of the fixation of the users, the possibility of Quest capable of strengthening play motive of various users through clarification of motivation structure of the Quest play and pluralistic understanding about players was investigated. This is a direct response to the user within the game system or how to use the player log information. The pluralistic understanding method of players will have values as a tool that can guarantee the objectivity and actual production of the data collected utilizing.