• Title/Summary/Keyword: 영상 패션

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Genre Characteristics of Objet Hats in Contemporary Fashion (현대 패션에 나타난 오브제 햇(objet hat)의 장르별 특성)

  • Park, Sun-Hee;Yim, Eun-Hyuk
    • Fashion & Textile Research Journal
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    • v.17 no.2
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    • pp.147-156
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    • 2015
  • Lately, unique hats, which worn by iconic figures in fashion industry, like Anna Piaggi and Isabella Blow to express the originality and self-awareness, received attention from the mass media along with their styles. The purpose of this research is to investigate, analyze, and media-specific characteristics of objet hats which are used to show various items, shape up targets, and express the concept of attires. In order to fulfill this, this study focuses on objet hat designers who have been influential from the 1980's to recent years. As for the research methodologies, this study conducts investigating examples from fashion related books, research papers, and websites along with literary research. Study of objet hat is based on cases and works of designer in objet hat in contemporary fashion expression shape. As a result, objet hat, First, the experimental work to maximize the effectiveness as a fashion objet containing the concept of designer in the runway shows. Second, as pieces displayed on art galleries and museums, objet hats are recognized as artistically defined world of conceptual designers' imaginations. Third, objet hats function as ways of celebrities' expression, who affects the public as fashion leaders. Lastly, objet hat designers's activities operate the story and notion contained in the work through a variety of genres. Objet hats, an independent fashion genre, which symbolize creativity and freedom, influenced the fashion industry with astonishing materials, forms, and decorations.

The Response of Domestic Virtual Influencer'S Instagram Audience (국내 버츄얼 인플루언서의 인스타그램 수용자 반응)

  • Han, Ki-Hyang
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.471-483
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    • 2021
  • The purpose of this study is to find out audience' response of virtual influencer at the starting line of virtual influencer marketing. Therefore, posts, comments, number of likes, and video reviews were collected from Instagram of virtual influencers active in Korea. Python 3.7 and Textom were used for data collection and analysis. Sentimental analysis showed that the rate of positivity was higher than the rate of negativity and neutrality. The appearance of virtual influencer was found to be a major factor in both positive and negative. Consumers' interest in virtual influencer could be inferred from the neutral sensibility. This study is meaningful in that it presented data to help establish strategies for virtual influencer marketing by examining consumer reactions to virtual influencer and identifying factors of positive and negative emotions toward virtual influencer.

A Music Recommendation System based on Context-awareness using Association Rules (연관규칙을 이용한 상황인식 음악 추천 시스템)

  • Oh, Jae-Taek;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.375-381
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    • 2019
  • Recently, the recommendation system has attracted the attention of users as customized recommendation services have been provided focusing on fashion, video and music. But these services are difficult to provide users with proper service according to many different contexts because they do not use contextual information emerging in real time. When applied contextual information expands dimensions, it also increases data sparsity and makes it impossible to recommend proper music for users. Trying to solve these problems, our study proposed a music recommendation system to recommend proper music in real time by applying association rules and using relationships and rules about the current location and time information of users. The accuracy of the recommendation system was measured according to location and time information through 5-fold cross validation. As a result, it was found that the accuracy of the recommendation system was improved as contextual information accumulated.

A Study on the Fashion Design and Style of K-Pop Boy Groups - Focusing on the Music Programs and YouTube Videos of BTS and Seventeen - (K-Pop 보이 그룹의 패션디자인 및 스타일 연구 - 방탄소년단, 세븐틴의 음악 방송 프로그램 및 유튜브 영상을 중심으로 -)

  • WANG, LIANKAI;Kim, Yoon Kyoung;Lee, Kyoung Hee
    • Fashion & Textile Research Journal
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    • v.23 no.6
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    • pp.726-743
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    • 2021
  • This study tried to examine the fashion design and style of representative K-Pop boy groups BTS and SEVENTEEN appearing on music shows. The data collection was conducted on 4 music programs(Inkigayo, Music Bank, Show! Music Core, M COUNTDOWN) and YouTube(www.youtube.com) for each boy who worked for 5 years from January 2016 to December 2020. Result analysis utilized the stage scenes and music videos of the title songs of BTS and Seventeen. As for the fashion design and style characteristics of BTS, it was found that overall, the color, pattern, and decoration of the bottom were minimized, and the style was changed mainly by the top of the denim pants. As for Seventeen's fashion design and style characteristics, it was analyzed that plain simple slacks, bright and modest chromatic colors, and geometric and stylistic patterns with street retro sensibility were relatively emphasized, and natural and romantic images appeared a lot. As a result of examining the differences in fashion design and style characteristics between BTS and Seventeen, significant differences were found in color, tone, color scheme, material type, material combination, detail, trimming, pattern, accessories, and fashion image. Overall, it was found that both groups minimized the use of decorative elements such as patterns, details, and trimmings.

The Implementation of e-Learning System for the Dress Unit in the Subject of Technology & Home Economics in the Middle School (중학교 기술.가정과 옷차림 단원 학습을 위한 e-러닝 시스템 구현)

  • Lee, Young-Lim;Cho, Hyun-Ju
    • Journal of Korean Home Economics Education Association
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    • v.21 no.2
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    • pp.45-60
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    • 2009
  • This study is intended to implement an e-Learning system assisted class for the dress unit in the subject of technology & home economics in the middle school. This class is aimed at making teaching-learning in the dress unit effective, triggering students' interest in it, enhancing their understanding and offering basic materials for the e-Learning development about clothing instruction in the subject of technology & home economics. To make the concrete situational learning effective and provide realistic learning environments, learning contents were implemented so that the learners themselves could manipulate the contents by clicking. How to wear clothing according to learners' individuality was presented in order to trigger the learners' attention and motivation using the latest clothing pictures from the Internet shopping mall, and the dress fashion pictures of their peers. The result of this study can be summed up as follows. First, the implementation of learning materials with which simulation manipulation and visualization were possible could make the students reach the learning goals easily. Second, teaching-learning activity could be made more effective using audios, images and moving pictures rather than written texts. Third, learning the dress unit, which is especially related with a new fashion, made the most of the advantage of e-Learning by providing realistic and lively learning materials in a timely manner. And it triggered learners' motivation by providing pictures or moving pictures related with their real life. Based on these research results, this study suggests further research to develop e-Learning contents using various multimedia authoring tools as well as the ones applied to this study in learning the dress unit. It also suggests that the database of teaching-learning materials be constructed to securely prepare abundant instruction materials.

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PPL of Visual Media Affects Clothing Purchase of College Students (영상매체의 PPL이 의복 구매에 미치는 영향에 대하여)

  • Song, Jae-Wook;Na, Young-Joo
    • Science of Emotion and Sensibility
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    • v.9 no.4
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    • pp.331-339
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    • 2006
  • PPL(Product Placement) of visual media can change the purchasing behavior of College students. This study aimed to investigate the differences in consumer's conception about PPL among college students and to analyze the relationship between the PPL conception ant fashion innovation/fashion sensitivity of students, resulting into their real purchasing behavior. We surveyed to about 189 college students living near Seoul, with questionnaire about PPL conception, purchase of PPL clothing, satisfaction on PPL clothing, fashion innovation, opinion about PPL, PPL apparel brand to recall, etc. According to dichotomy of college students by fashion innovation, as higher fashion innovative they were, they paid more attention on PPL clothing while watching TV or movie, and they also could recall more PPL apparel brands, and they purchased more PPL clothing. While the students with low fashion innovation had references from the opinion of friends or around people when purchasing their clothing, the students with high fashion innovation did from fashion magazine or PPL clothing. The students who thought that PPL was important and effective on clothing purchasing behavior, answered that their preference to PPL bran4, to the company, and to the product had increased positively, but not to the actor/actress.

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Physical Property of Hemp/Tencel Eco-Friendly Blend Spun Yarns (Hemp/Tencel 혼합 친환경 방적사의 물성)

  • Kim, Seung-Jin;Woo, Ji-Yun;Jang, Hong-Won;Kang, Ji-Man;Jang, Jae-Sik
    • Proceedings of the Korean Society of Dyers and Finishers Conference
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    • 2012.03a
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    • pp.62-62
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    • 2012
  • 지구온난화 및 환경오염의 영향으로 선진국을 중심으로한 환경규제가 심해지면서, 홈 텍스타일 분야에서는 세계 패션 트렌드 및 소비자 선호에 부응한 친환경 섬유소재 개발, 웰빙 시대에 적합한 기능성 및 고감성 제품개발을 통한 차별화가 요구되고 있다. 최근의 섬유산업의 동향도 인체에 무해한 천연적인 섬유소재에 많은 관심이 증대됨에 따라 개인의 건강 뿐만 아니라 환경을 생각하는 생활패턴인 친환경섬유의 개발이 새로운 트렌드로 떠오르고 있는 실정이다. 헴프는 일년생 식물로서 학명은 Cannabis sativa L.이다. 헴프섬유의 장점으로 내구성 및 내수성, 항균성 등이 우수한 것으로 보고되고 있으나 양질의 원료 확보, 세섬도 추출 기술 및 combing 기술 등의 부족으로 100% 헴프 세 번수 방적사의 제조가 어려워 주로 면섬유와의 혼합소재로 제조되어 왔다. 최근 들어, 친환경 소재로서 박테리아 성장 억제 기능을 가진 재생섬유인 Tencel 소재를 이용하여 stiff한 Hemp의 성질에 유연성을 추가하여 촉감을 개선함과 동시에, Tencel과 Hemp를 혼용함으로써 soft touch부터 harsh touch까지 혼용율에 의한 다양한 감성을 느끼게 함으로써 용도의 다양화 추구가 시도되어 왔다. Hemp의 거친 느낌을 완화시키고 Tencel의 박테리아 억제 기능과 Hemp의 항균기능, 방충, 탈취기능이 상호 보완되어 친환경적이고 위생적인 다용도 홈 인테리어 및 가구용 직물 등의 제품으로 Hemp/Tencel 복합사가 많이 사용되고 있다. 본 연구는 Hemp와 Tencel의 혼용율의 변화에 따른 복합사의 물리적 특성을 확인하기 위하여 천연복합 태번수 방적사 최적 사설계 이론을 적용하여 Hemp 섬유 혼용율에 따른 사의 물성분석을 함으로써 Hemp/Tencel 방적사 최적 공정 조건을 결정하기 위한 사설계 이론 결과와 실험결과를 비교 분석하고자 한다. 최적 천연 Hemp복합방적사 사설계의 이론화 및 사 물성 DB화 그리고 태번수 Hemp사의 물성분석 및 이들을 DB화 함으로써 가구용 직물로 많이 사용되는 친환경 Hemp 소재사의 방적성 향상을 꾀하고자 한다. 이를 위해서 제조한 방적사의 Dry heat shrinkage와 Wet heat shrinkage를 측정하여 확인하였고 인장시험기를 이용하여 Tenacity, Initial Modulus, breaking strain을 측정 분석하였다. 방적사의 표면 특성은 영상 현미경 시스템을 사용하여 ${\times}40$ 배율로 측정하여 확인하였다.

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2.5D Mapping Module and 3D Cloth Simulation System (2.5D Mapping 모듈과 3D 의복 시뮬레이션 시스템)

  • Kim Ju-Ri;Kim Young-Un;Joung Suck-Tae;Jung Sung-Tae
    • The KIPS Transactions:PartA
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    • v.13A no.4 s.101
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    • pp.371-380
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    • 2006
  • This paper utilizing model picture of finished clothes in fashion design field various material (textile fabrics) doing Draping directly can invent new design, and do not produce direction sample or poetic theme width and confirm clothes work to simulation. Also, construct database about model and material image and embodied system that can confirm Mapping result by real time. And propose clothes simulation system to dress to 3D human body model of imagination because using several cloth pieces first by process to do so that can do simulation dressing abstracted poetic theme width to 3D model here. Proposed system creates 3D model who put clothes by physical simulation that do fetters to mass-spring model after read 3D human body model file and 2D foundation pattern file. System of this treatise examines collision between triangle that compose human body model for realistic simulation and triangle that compose clothes and achieved reaction processing. Because number of triangle to compose human body is very much, this collision examination and reaction processing need much times. To solve this problem, treatise that see could create realistic picture by method to diminish collision public prosecutor and reaction processing number, and could dress clothes to imagination human body model within water plant taking advantage of Octree space sharing techniques.

Automatic 3D data extraction method of fashion image with mannequin using watershed and U-net (워터쉐드와 U-net을 이용한 마네킹 패션 이미지의 자동 3D 데이터 추출 방법)

  • Youngmin Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.825-834
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    • 2023
  • The demands of people who purchase fashion products on Internet shopping are gradually increasing, and attempts are being made to provide user-friendly images with 3D contents and web 3D software instead of pictures and videos of products provided. As a reason for this issue, which has emerged as the most important aspect in the fashion web shopping industry, complaints that the product is different when the product is received and the image at the time of purchase has been heightened. As a way to solve this problem, various image processing technologies have been introduced, but there is a limit to the quality of 2D images. In this study, we proposed an automatic conversion technology that converts 2D images into 3D and grafts them to web 3D technology that allows customers to identify products in various locations and reduces the cost and calculation time required for conversion. We developed a system that shoots a mannequin by placing it on a rotating turntable using only 8 cameras. In order to extract only the clothing part from the image taken by this system, markers are removed using U-net, and an algorithm that extracts only the clothing area by identifying the color feature information of the background area and mannequin area is proposed. Using this algorithm, the time taken to extract only the clothes area after taking an image is 2.25 seconds per image, and it takes a total of 144 seconds (2 minutes and 4 seconds) when taking 64 images of one piece of clothing. It can extract 3D objects with very good performance compared to the system.

The Study on A Peculiarity of Mise-en-scene Found in Animation :Focused on Russian Animation (애니메이션 미장센 특성 연구 - 러시아 애니메이션을 중심으로)

  • Kim, MiRNaRae;Min, JunIl
    • Cartoon and Animation Studies
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    • s.44
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    • pp.1-31
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    • 2016
  • In this thesis, the movie with mise-en-scene established was compared with the peculiarity of the play that is the etymological source of the term to identify the peculiarity of mise-en-scene which was substituted into animation to find the peculiarity of mise-en-scene in animation. To emphasize the direct connection between the frame's visual peculiarity and the director's opinions, the mise-en-scene of director centered animation created under a restricted environment was reviewed. Mise-en-scene which started from movie critics theory does not simply mean the arrangement of images in a frame. Mise-en-scene emphasizes the exposure of the work's motive by the visual components. The animation's assuming the middle point of environmental share possessed by play and movie when schematizing the genre peculiarity of animation, play and movie was a noteworthy result. It can be said that the cause is that the animation's peculiarity yield different results depending on the making methods; we verified that this is a key factor in the analysis of animation's mise-en-scene. I emphasized that the peculiarity of animation mise-en-scene is in its making method and material and suggested identifying the work's making methods and analyzing the work's aesthetic results derived in this way. The russian animation which was perceived as peripheral arts was relatively free from the burden of censorship while receiving support from the Soviet as a media for propaganda. The russian animation's mise-en-scene which found the material for its works in the country's folklore was metaphorical, focused on new expression forms and achieved experimental elements. Russian animation pursues a unique aesthetic world through space expression based on the forms of opera or ballet and heavy motions formed static inbetweens.