• Title/Summary/Keyword: 의류설계생산

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Design and Implementation of Apparel Product Support System based on SOA Environment (SOA 환경 기반의 의류 생산지원 시스템 설계 및 구현)

  • Han, Jong-Jin;Choi, Dong-Oun;Song, Hang-Suk
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.1-9
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    • 2008
  • SOA sorts function of old applications by function unit that have business meaning, and through standard call interface, do orchestration by component unit of service. System that developed in this paper predicts production point of time when order with frugality of production raw material. And reduce original register resources purchase expense and production costs in proper stock and increase company's competitive power. Also, design and implementation production management system for many species small quantity production of SOA base that reflect this analyzing correctly company's manufacturing process and original register resources supply and demand present condition.

Design and Implementation of RFID Based u-SCM System for Fiber and Apparel Industry (섬유 및 의류산업의 RFID 기반 u-SCM 시스템의 설계 및 구현)

  • Moon, Il-Whan;Ahn, Jae-Geun;Kim, Sam-Keun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.8B
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    • pp.986-995
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    • 2011
  • Recently, the market of fiber and apparel industry is rapidly changing from producer to consumer oriented. This trend emphasizes the necessity of SCM systems being able to do flexible correspondences to the market changing through synthetically reflecting consumers' various needs and a variety of patterns. However, because traditional SCMs manage their supply chains being based on bar code systems from the production to the distribution, they are suffering from the needs of real time information sharing and have their essential restrictions in the response to the environmental changes of the market and consumers' needs. This paper suggests a new RFID based u-SCM system optimized into the fiber and apparel industry. The proposed system has the benefits that through basing on RPID can collect information of the production and the distribution real time and make better use of it and connect to the legacy systems organically via Web services and rapidly respond to the market changing and consumers' needs. Through implementation, it is demonstrated that the proposed system can effectively facilitate them.

A Study on the Pattern and Production of Circular Knit Jacket (환편니트 재킷의 패턴설계 및 생산현황에 관한 연구)

  • Hwang, Song-Lee;Choi, Hei Sun;Lee, Jin Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.5
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    • pp.844-854
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    • 2016
  • In order to understand the current state of production and pattern design of circular knitted jackets, this study selected 11 female clothing brands based from the "2012/2013 Korea Fashion Brand Yearbook" and interviewed the staff in charge of patterns at the companies. Polyester and polyurethane were found to be synthesized and used for the outshell of circular knitted jackets, alternatively natural fabric cotton or wool were synthesized with rayon. As for the structure of circular knitted materials, Ponte Di Roma knitting structure (a modified form of a double knit) was most often used. Surveying the use pattern and the parts for padding cloth, six responded that they used elastic padding cloth. As for circular knitted jackets with inner lining, elastic padding cloth was attached to all parts (front, back, side panel, and collar - except for sleeves) of the basic bodice pattern. Eight responded that they did not use a basic pattern when designing a pattern, which exceeds the majority. All respondents answered yes to the question on if there is any difference in designing a pattern for a woven jacket and a circular knitted jacket. It was found that they designed a pattern that considered shrinkage and elongation, which are the features of circular knitted fabric. Shrinkage and elongation were the features of a fabric material most considered when designing patterns for a circular knitted jacket.

Development of production planning model for women′s wear manufacturer - focused on the changing style numbers and lot size - (생산 품목과 생산량의 변화에 적용가능한 여성복 생산라인 설계 모델에 관한 연구)

  • 박상희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.26 no.11
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    • pp.1582-1592
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    • 2002
  • The purpose of this study is to suggest production planning model for women's apparel manufacturer, which are relevant to the situation of Korean clothing industry. The research was based on simulation method. The basic model for the simulation was developed based on the empirical data from six production fm. After verifying the basic model, low alternative production plans went through trial run. In order to suggest the application of these alternative production plans for various style numbers and lot sizes, the simulation results were compared in terms of product efficiency and product cost. The four alternative plans were as follows: 1. The first alternative was to spread out work loads among workers in order to resolve bottlenecks in work flow. So this was suited to manufacturers that had constant production without regard to changing seasons. 2. The second alternative was to merge the skirt and trouser production, which require less work load, in one line. In this line, a few machine was justified by production improvement. It was suited to cases which producted various style suits. The third and fourth alternative were using another subcontractor for assembling inner shell garments. These was compatible in manufacturers which had to product more styles and sizes of trousers and skirts than those of upper garments. 3. The third alternative was to reassign the same workers in production line. Thus, production was increased. 4. The fourth alternative was to except two worker in production line, so expenses of worker's wage was decreased. The four alternatives could be one of the cost effective manufacturing plans according to manufacturer situations.

Nesting Algorithm for Optimal Layout of Cutting parts in Laser Cutting Process (레이저 절단공정에서 절단부재의 최적배치를 위한 네스팅 알고리즘)

  • 한국찬;나석주
    • Journal of Welding and Joining
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    • v.12 no.2
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    • pp.11-19
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    • 1994
  • 레이저 가공기술은 재료가공 분야에서 넓은 응용분야를 가지고 있으며, 특히 절단, 용접, 열처리 등의 가공분야에서 고정밀도와 자동화의 용이성으로 인해 생산성이 높은, 고부가가치의 첨단응용 기술로 부각되고 있다. 특히 레이저절단은 타 절단법에 비교되는 절단정도, 열영향, 생산성, 작업 환경등의 각종 우위성으로 박판 및 후판절단분야에서 급속한 보급을 보이기 시작하였다. 현재 대 부분의 레이저 가공기는 CNC화 되어가고 있는 추세이며, 레이저 절단의 경우 생산성증대 및 고 정밀화를 위하여 CAD/CAM인터페이스에 의한 자동화가 필연적인 상황이다. 뿐만아니라 고출력 레이저 발전기를 가공 기본체에 탑재한 탑재형 레이저가공기의 출현으로 대형부재의 절단이 가능 하게 되었으며, 더불어 절단공정의 무인화를 지향하는 각종 시스템이 개발되고 있다. 이와 같은 무인화, 생산성증대, 작업시간단축과 러닝 코스트 및 재료의 절감을 위한 노력의 일환으로 컴 퓨터에 의한 자동 및 반자동 네스팅 시스템의 개발을 들 수 있다. 레이저에 의한 2차원 절단응 용분야에서의 네스팅작업은 설계가 끝난 각 부품의 절단작업의 전단계로서 수행되며, 일반적으로 네스팅공정이 완료되면 절단경로를 결정하고 가공조건과 함께 수치제어공작기계의 제어에 필요한 NC코드를 생성하게 된다. 최근에는 이와 같은 네스팅 시스템이 일부 생산현장에 적용되고 있 으나 이러한 시스템들의 대부분이 외국에서 개발된 것을 수입하여 사용하는 실정이다. 2차원 패턴의 최적자동배치문제는 비단 레이저 절단과 같은 열가공 분야에서 뿐만 아니라 블랭킹 금형, 의류, 유리, 목재등 여러분야에서 응용이 가능하며 패키지의 국산화가 시급한 실정이다. 네스 팅작업은 적용되는 분야에 따라 요구사항과 구속조건이 달라지며 이로 인해 알고리즘과 자료구 조도 달라지게 되나 공통적인 목표는 주어진 영역안에서 겹침없이 배치하면서 버림율을 최소화 하는 것이다. 지난 10여년간 여러 산업의 응용분야에서는 네스팅시스템의 도입이 활발하게 이 루어지고 있는데 수동에 반자동 및 자동에 이르기까지 다양하나 자동네스팅시스템의 경우 배치 효율의 신뢰성이 비교적 부족하기 때문에 아직까지는 생산현장에서 기피하는 실정이다. 배치알 고리즘의 관점에서 볼 때 이러한 문제들은 NP-complete문제로 분류하며 제한된 시간안에 최적의 해를 구하기가 가능한 조합 최적화 문제로 알려져 있다. 따라서 이 글에서는 레이저 절단분야 에서의 네스팅시스템에 관한 개요와 최근의 연구동향 그리고 몇 가지 전형적인 네스팅 알고리 즘들을 소개하고 비교분석을 통해 개선점을 간략하게 논의하고자 한다.

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A study on recent research trends related to infant & children's clothes (최근 유·아동복 관련 연구 동향에 관한 연구)

  • Kim, Yun Hee;Lee, Jin Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.20 no.4
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    • pp.175-186
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    • 2018
  • These days, due to increased income levels, lower birthrate, and increased marriage age, interest and investment in children has increased, and infant & children's clothes has become more upgraded, differentiated, and diversified. In accordance with the change of the infant & children's clothes market, Examine the research trends of the papers in the journals. Used 'KISS', 'DBpia', 'Korea Institute of Science and Technology Information', in the search system, and 137 papers were searched for by using key word, 'infant's clothes' and 'children's clothes'. The year of publication is limited to 2001 to 2017, and they are classified into 5-year units and again the papers were classified by year, by journal, by field of clothing research (Technical Design & Production, Fashion Marketing, Textile System, Fashion Design), and frequency and percentage were used as data analysis. The number of articles related to infant & children's clothes increased such as 39 in 2001~2005, 43 in 2006~2010, and 55 in 2011~2017. The distribution of articles by journals has been published mainly in the journal of the Korean Society of Clothing and Textiles, but as the journals were diversified, they were distributed evenly in other journals related to the apparel. In the presentations according to the research field by year, from 2001 to 2005, the ratio of apparel design and production was high, but since 2006, many papers related to fashion marketing and fashion design have been published. The research contents of the field of clothing research are as follows: 41 articles in design production field, focusing on dimensional system and pattern design, 40 articles in fashion design field, focusing on design development and design preferences, 46 articles in fashion marketing field, focusing on consumer behavior and marketing management. And 10 articles in apparel material system field, focusing on research on cloth science materials, but they are less well studied than others, but these studies should be actively pursued in the future.

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Relationshios Between Preference of Innerware Fabrics and Their Mechanical Properties (내의 직물의 역학적 특성과 질감 감성과의 관계)

  • 손진훈;박현영;이임갑;최상섭;강대임
    • Science of Emotion and Sensibility
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    • v.1 no.2
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    • pp.35-42
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    • 1998
  • 소비자의 감성적 요구를 충족시킬 수 있는 직물 및 의류의 설계 및 생산을 위해서는 직물의 접촉시에 유발되는 감성반응의 객관적이고 정량화된 평가 체계의 개발이 절실히 요구된다. 본 연구에서는 질감을 표현하는 형용사들을 추출하여 최종적으로 18개의 감각 및 감성을 구분한 Likert Scale을 개발하였으며 이 척도의 신뢰도(reliability)는 매우 높았다. 이들 18개의 형용사는 요인분석 결과 5개의 주된 요인으로 묶였으며 구성타당도가 높은 척도이다. 19종의 내의 표본에 대한 세 차례의 측정을 통해 내의 직물의 선호도(감성)에 영향을 미치는 주된 감각적 감성요인을 추출하였다. 특히 "매끄러움", "부드러움". "섹시함". "편안함". "폭신함". 등의 감성요인이 선호직물과 비선호 직물을 매우 잘 구분해 주는 소비자의 대표적 감성으로 나타났다. 본 연구의 가장 중요한 결과로, Kawabata Evaluation System을 이용하여 시료 내의 직물의 16개 역학적 특성을 분석하였으며, 이들 특성이 감성에 어떠한 영향을 미치는지를 회귀 분석을 통해 분석하였다. 본 연구의 시료직물 중 선호되는 내의류들은 폴리에스테르(속칭, 물실크)종류이었으며, 가장 비선호 되는 것들은 망사나 모시메리로 나타났다. 내의류 js호도에 가장 많은 영향을 미치는 주된 심리적 특성인 "매끄러움". "부드러움". "섹시함". "편안함" 그리고 "푹신함" 등을 결정짓는 방정식을 만들었다.

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Development of intelligent thermoregulation textile material for sportswear (스포츠 의류용 지능형 체온조절 섬유소재 개발)

  • Oh, Dong-Ki;Jung, Koo;Yang, Gwang-Wung;Rho, Yong-Hwan
    • Proceedings of the Korean Society of Dyers and Finishers Conference
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    • 2012.03a
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    • pp.98-98
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    • 2012
  • 최근 국내외에서 첨단 기능성 섬유에 대한 소비자들의 관심이 높아지면서 다양한 분야에서 기능성 소재들이 개발되고 있다. 특히 기능성 스포츠웨어 시장에서는 계절의 경계를 넘어 야외 활동 중에 사용할 수 있는 제품에 대한 요구가 증가되고 있는데, 날씨가 매우 덥고 햇살이 뜨거운 것에서부터, 얼음처럼 차갑고 추운 것까지 가지각색 인 경우가 있을 수 있다. 이러한 변화무쌍한 날씨에 쾌적한 활동을 하기 위해서는 외부 온도변화에 대응하여 몸을 보호하고 자연환경에 맞설 수 있는 의복의 필요성이 부각되고 있다. 본 연구에서 개발하고자 하는 지능형 체온조절 섬유는 정적상태에서는 보온성과 적외선을 방출을 통한 자가 발열기능을 부여하고, 동적상태에서는 태양열 증폭기능과 운동량에 따른 흡습발열의 기능을 통하여 자연환경과 의복환경의 변화에 대응할 수 있는 스포츠웨어 제품이다. 따라서 보온성이 우수한 PP, acrylate 원사 등을 이용하여 복합 방적사 설계 및 생산을 최적화였다. 또한 흡습발열 성능이 향상된 섬유구조체를 설계하여 개발 원사 구성에 따라 보온 발열 기능성 부여 방법을 달리하여 최적의 성능을 이끌어내는 제품을 개발하고자 하였다.

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A Study on the Pattern Making Method of Pants Made of Stretchable Fabrics (의류 생산업체의 신축성 소재 바지 설계에 관한 실태조사)

  • Lee, Mi-Sook;Suh, Mi-A
    • The Research Journal of the Costume Culture
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    • v.16 no.4
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    • pp.609-618
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    • 2008
  • The purpose of this study is to examine the inconvenience when putting on stretch pants and to compare and analyze the pattern making method of pants made of the stretch and non-stretch fabric to develop functional and good looking stretch pants. For this study, we conducted a survey of women in their twenties and collected the basic data and master pattern through material of a woman's wear brand and the interview and questionnaires. The results of this study are as follows. First, the survey result for the woman consumers showed that pants were estimated as the most uncomfortable item among the stretch clothes and when they put the stretch pants on, the most uncomfortable parts of out-shell were the hip girth and rise. Secondly, the result of pattern making method of the pants was as follows. The ease of the stretch pants pattern was 0cm in the waist girth and -1 to -1.5cm in the hip girth more than non-stretch pants. The ease in crotch, inseam and outseam length was 0cm for both.

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A Study on Home Economics Education Lesson Plan Design Using Gamification: Focusing on 'Eco-friendly Clothing Life Cycle' Theme (게이미피케이션을 활용한 가정과 수업 설계에 관한 연구: '환경친화적 의류 라이프 사이클' 주제를 중심으로)

  • Jang, Eun Ju;Kim, Hye Rin;Lee, Su Kyung;Kim, Eun Jo;Hwang, Shin Hye;Kim, Ji Seul;Kim, Nam Eun
    • Journal of Korean Home Economics Education Association
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    • v.34 no.1
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    • pp.35-57
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    • 2022
  • This study developed an 'Eco-friendly Clothing Life Cycle' class applying gamification. And the effect of and learners' satisfaction on the class were examined after implementation. The developed class was applied to 40 sophomore students from "A" high school in Gyeonggi-do from February 3, 2022, to February 10, 2022, in a total of 4 sessions. The class was conducted in the stages of production-distribution-consumption-disposal, and was conducted in a way that a mission is solved after learning in Gather Town. It is designed so that learners continuously repeat learning until they accomplish the mission. The learners completed pre-class and post-class questionnaires. And a focus group interview was conducted with a randomly selected group of three learners. According to the pre-/post-class test comparison, the gamification class on the theme of "Eco-friendly Clothing Life Cycle" was found not to have a significant effect on learners' immersion or self-directed learning attitudes. However, in the case of the learners with high levels of non-immersion tendency, the level of immersion in the class increased, and the satisfaction level was positively associated with the level of immersion and self-directed attitude. Learners expressed 'concern' and 'expectation' about the gamification class, and said that although the developed class was using a 'new teaching method', 'appropriate use' was necessary. And learners were evaluated this class as a 'student-centered class' and acknowledged that it allowed 'self-directed learning'. The teacher who implemented the class said that this class was more effective in attracting students' expectations and interests compared to the conventional classes, and that the class in the meta-verse environment was perceived as a new type of class in the non-face-to-face era. The teacher also mentioned that when applied to the actual educational field, a detailed design is needed that allows the learners to proceed smoothly, and the role of the teacher in the class was more important. And the teacher also mentioned that the class should be properly designed so that the expectations given by the 'game' do not obscure the essence of the class.