• 제목/요약/키워드: 영캐주얼

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유니섹스 영 캐주얼웨어의 디자인 특성에 관한 연구 (A Study on Design Features of Unisex Young Casual Wear)

  • 김현순
    • 복식
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    • 제51권6호
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    • pp.85-99
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    • 2001
  • 본 연구에서는 유니섹스 영 캐주얼웨어의 국내브랜드를 중심으로 고찰한 후 그 디자인 특성에 대해 살펴보고 한 시대의 패션현상을 규명하고자 하는데 그 목적이 있다. 연구방법은 국내 패션시장의 유니섹스 영 캐주얼웨어에 대한 디자인 특성을 살펴보기 위해 신세대의 하위문화와 국내브랜드 시장조사를 통한 유니섹스 영 캐주얼웨어의 동향에 대한 일반적 고찰을 한 후 영 캐주얼웨어의 브랜드를 디자인의 차이에 따라 분류하고, 그 디자인 특성을 컬러, 소재, 스타일, 아이템별로 구분하여 분석하였다. '00 S/S, '00 F/W의 유니섹스 영 캐주얼웨어 브랜드를 중심으로 고찰해 보고자 패션 정보잡지와 인터넷의 패션사이트를 검색하였다. 유니섹스 영 캐주얼웨어의 브랜드별 시장조사를 통한 그 결과는 다음과 같다. 1. 영상매체, 대중음악. 스포츠, 스타문화로 나타난 신세대의 하위문화는 탈중심성, 탈국경화, 의미의 해체 등의 포스트모던적 문화현상이며. 유니섹스 영 캐주얼웨어는 자유와 개성을 추구하는 신세대의 라이프 스타일을 잘 반영한 하위문화의 복식양식으로서 현대 패션에 영향을 미치고 있다. 2. 기성복업체는 신세대가 가지고 있는 새로운 욕구와 감성을 겨냥한 브랜드를 개발하고 판매촉진을 위해 전력을 다하는 과정에서 신세대의 하위문화를 반영한 유니섹스 영 캐주얼웨어의 일반적인 복식양식을 형성하였다. 3. 국내시장의 유니섹스 영 캐주얼웨어는 디자인 특성에 따라 컴포터블 캐주얼웨어, 스포츠 캐주얼웨어, 힙합 캐주얼웨어로 구분된다.

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컴퓨터그래픽스를 활용한 영캐주얼 패션상품 디자인 개발 -걸리쉬 에스닉 리조트웨어를 중심으로- (A Study on the Application of Computer Graphics to the Development of Fashion Product Design of Young Casual -Focused on Girlish Ethnic Resort Wear-)

  • 유진경;양리나
    • 한국의상디자인학회지
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    • 제9권1호
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    • pp.89-101
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    • 2007
  • Young casual brands today is beset with perplexing difficulties, as consumer tastes become more sophisticated. Consumers request the type of product they want and how they want it differenciated from existing product. This study research that young casual brands seek to react to consumer who wants special and different fashion items, have a look for definite concept and target. Also In modem digital environment, Young Casual brands needs a quick and comprehensive action against a change of scene. So This study propose resort wear design with the use of computer graphics to applicate on young casual brands as developing various and effective design method, target on girlish young casual with unique indiviuality of lovely sensitivity. The result of this research as follows. First, young casual brands will have to seek ways to differentiate as brand identity, value of product, satisfaction for consumer's culture and lifestyle. Second, As a result of the adaptation of ethnic fashion, 8 resort wears designed development of girlish young casual wear using computer graphics. Third, computer graphics could contribute to the rapid composition of diverse, new and differenciated design research on it.

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남녀 영 캐주얼 업체의 웹사이트에 나타난 소비자 정보 분석 (The Analysis of Consumer Information Posted on Young Casual Brand Web Sites)

  • 이미숙
    • 복식문화연구
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    • 제13권6호통권59호
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    • pp.934-945
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    • 2005
  • The purpose of this study was to investigate the content and presentation style of consumer information of Korean young casual apparel brand. To collect the data for this study, the representative 25 casual brand web sites were selected, based on major search engines. In addition, to investigate exact product information, four product categories, knit shirts and casual pants for men and women, were selected and the number of products was limited as maximum 15 products per each category. A coding instrument was developed to capture the consumer information, based on the instrument by Park and Stoel(2002). The Pretest was conducted to gauge inter-coder reliability and the results showed that inter-coder reliability was highly acceptable. The results of this study were as follows. Most casual brand web sites for this study were presented well in brand and customer service information. Especially, many web sites provided various engaging information such as various events(best dresser contest, date with a star, special gift) and useful multimedia file(MP3 music file, screen saver, movie, calender). However, product information was very lack in most web sites. Especially, sizing and fitting information and textile and fabric hand information were rarely provided. Therefore, this result showed that the web sites should provide more specific product information and develop devices to get tactile sensory and experiential information for enhancement of future e-commerce of apparel products.

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화제- 게임업계창업주잇단경영일선복귀

  • 신승철
    • 디지털콘텐츠
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    • 7호통권146호
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    • pp.28-32
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    • 2005
  • 최근 국내 정상급 게임업체인 엔씨소프트와 넥슨이 상대방의 주력 분야인 캐주얼게임과 MMORPG 게임시장에 적극 진출한다고 선언했다. 특히 넥슨은 창업자인 김정주씨가 처음으로 대표이사직을 맡을 정도로 의욕을 보이고 있는 데다 네오위즈마저 엔씨소프트와 넥슨 게임의 핵심 개발자였던 송재경씨의 신작게임에 대한 판권을 따내 하반기 국내 게임시장은 그 어느 때보다 경쟁이 치열할 전망이다.

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백화점(百貨店) 및 브랜드의 마케팅전략(戰略) 제안(提案)을 위한(爲限) 영캐주얼 브랜드의 위치(位置) 분석(分析) - L 백화점(百貨店)을 중심(中心)으로 - (A Study on the Position of Young Casual brands to Propose Marketing Strategies of the Brands and those of the Department Stores - focused on the L-Department Store -)

  • 유지헌
    • 패션비즈니스
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    • 제8권4호
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    • pp.117-130
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    • 2004
  • The purposes of this study were to find out highly market sharing young casual brands, to compare their trends of concept and competition, and to propose orientation of brand concept repositioning and marketing strategies on Department stores. Reference searching method and field searching method were used for this study. The results were as follows: 1. The brands which covered more than 50% market share included <96NY> . 2. Price range of these brands was from 130,000 to 220,000 won. The brands of upper-moderate price zone included <96NY> and they were very competitive each other. The brands of moderate price zone included and they were also very competitive between them. However, the brands of lower-moderate price zone had lower competition. This price zone might be a good point to launch new brands. 3. The main target-age of young casual zone was from 17 to 30 years. The most of brands focused on 21-25 years old, which were higher age targeted before. 4. The main concepts of these brands were 'luxury, girlish, sexy' and 'Sportism, lifestyle' were sub-concepts.

소비자 구매행동의 변화분석을 통한 머천다이징 연구 - 영 캐주얼 브랜드 ON & ON 사례를 중심으로 - (A Study on the Merchandising through Analysis of Change in Consumer Behavior - For Researching the Young Casual Brand ON & ON -)

  • 이호정
    • 한국의류산업학회지
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    • 제6권2호
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    • pp.195-204
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    • 2004
  • As Korea fully entered the fashion industry in the early 1980s, the casual lifestyle trend has led the casual trend of fashion, and segmentation and specialization of the casual wear market began from the early 1990s. As of 2003, which is twelfth year after On & On's launch in 1992, this brand has succeeded in advancing into the Chinese market and has also arisen as a successful brand in the domestic market. The present research was carried out by consulting on the proposal of the marketing strategies for On & On. Firstly, in 1994 the marketing research for the consumers visiting the shop was carried out. A second investigation was conducted on the basis of the first analysis in 2003, ten after the first investigation. This research was performed to propose the future marketing strategies for On & On through an analysis of the changes of On & On consumer's purchase. This research established marketing strategies for the young casual brand.

그레이스 켈리(Grace Kelly)의 레이디라이크 스타일 (A study on the Ladylike Style of Grace Kelly)

  • 정소영;조규화
    • 패션비즈니스
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    • 제9권4호
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    • pp.30-43
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    • 2005
  • The purpose of this study is to examine the ladylike style of Grace Kelly focusing on her costume design of 1950s movie and star image, and to understand how she became a fashion icon today. Her city elegant look was usually composed of A line or H line suits and dresses, pearl jewelry, gloves, handbags and her classic ladylike attitude. Kelly's luxury casual look epitomized a relaxed elegance based on the American sporting image including the Hermes "Kelly" bag. Her sexual elegant look showed the combination of freshness, ladylike virtue and underlying sex appeal. Her self-confident, ladylike style appeals to modern fashionable women who likes to be elegant but also sexy.

Chanel이 패션산업에 미친 영향에 관한 연구 (The Study on How Chanel Influenced in Fashion Industry)

  • Kim, Hyun-Soon
    • 한국의상디자인학회지
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    • 제2권2호
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    • pp.95-111
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    • 2000
  • 본 연구에서는 20세기 대표적인 디자이너인 샤넬의 작품활동을 통해 패션산업에 미친 영향에 대해 살펴보고자 한다. 연구를 위해 여러 문헌과 패션잡지를 통한 자료분석으로 문헌적 연구를 했다. 본 논문의 결론을 요약하면 다음과 같다. 첫째, 샤넬은 소재의 혁신을 가져왔다. 둘째, 영 스포츠캐주얼 웨어를 디자인하여 제시함으로서 여성에게 젊음과 여유로운 생활을 유도한다. 셋째, 패션의 현대화로 디자인뿐만 아니라 기능적이고 실용적인 심플한 실루엣을 제시하여 하나의 모드를 생성시킨다. 넷째, 패션의 댄디즘으로 여성 해방운동가의 입장에서 패션을 해석하려했다. 다섯째, 클래식한 슈트의 다양한 악세사리를 코디네이션하여 디자인의 변화를 가져왔다. 여섯째, 일부 계층만의 패션이 아니라 20세기 패션의 대중화에 앞장을 선 디자이너 중의 한 사람이었다.

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