• Title/Summary/Keyword: 의복디자인

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호텔 한식당의 유니폼 디자인 현황에 관한 연구

  • 김은정;강순제
    • Proceedings of the Korea Society of Costume Conference
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    • 2004.05a
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    • pp.50-50
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    • 2004
  • 호텔 내의 한식당은 내외국인에게 우리의 음식으로 우리 문화를 소개하고 있을 뿐만 아니라, 다른 한편으로는 직원들의 유니폼을 통해서 우리의 의복문화를 반영할 수 있는 장소이기도하다. 따라서 본 논문은 음식과 함께 우리 옷의 아름다움을 전달할 수 있을 것이라 기대되는 한식당의 유니폼 디자인 현황을 파악하고, 이를 통해 호텔 내 한식당의 이미지 제고와 함께 우리 옷의 미가 잘 표현되는 유니폼을 개발하는 데에 도움이 되고자 한다. (중략)

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피카소 작품을 응용한 복식디자인 연구

  • 전미선;이연희
    • Proceedings of the Costume Culture Conference
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    • 2003.09a
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    • pp.100-101
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    • 2003
  • 복식이란 인간의 내면적 욕구를 외적인 미로 표현하는 방법으로써 인간이 노출된 시대적 상황에 대한 반응 수단이자 한 시대 예술의 구성인자로 지각되며 경험되는 매체의 하나라고 할 수 있다. 그러므로 의복이란 회화, 미술, 공예 등의 조형예술과 사회적, 정치적, 경제적, 문화적 배경아래에서 탄생되며 상호 관련된다고 설명할 수 있다. 본 연구의 목적은20세기 대표적인 화가 피카소의 작품을 CAD시스템을 활용한 후 현대의상에 접목시켜, 개성 있는 디자인 창출의 모티브로서의 가능성을 제시함에 목적이 있다.(중략)

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3D dress modeling and Its 2D pattern development to activate the use of 3D virtual design process (가상 의복 제작 프로세스 활성화를 위한 드레스의 모델링과 정밀 패턴의 설계 및 검증)

  • Lee, Ji-Young;Hong, Kyung-Hi
    • Science of Emotion and Sensibility
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    • v.14 no.1
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    • pp.39-48
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    • 2011
  • There still is a limitation in the usage of 3D clothes model in the production line due to the lack of compatibility between 3D modeling software, and its accurate 2D pattern making software, especially for free formed dress with tight fitted zone and draped part. In this study, obstacles in the 3D direct dress design process was overcome by solving the compatibility among each step of 3D virtual design process as well as adopting 3D-2D direct pattern development program called 2C-AN. Efficacy of making 2D pattern from 3D dress design using 2C-AN program developed by the authors was examined during the course of actual dress making process. Accurate ease over the fitted dress part was examined by 3D scanning technology, and the actual appearance of the draped part was compared with the simulation image of dress model. It was confirmed that the entire 3D design process and direct 2D pattern development proposed in this study was accurate enough to use in the 3D design process.

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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.

The Standardization of Graded Sizes through Comparing Bodice Patterns by Draping Method and Studied Flat Pattern Method -Using Replica Body-

  • Shim, Kue-Nam
    • Fashion & Textile Research Journal
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    • v.6 no.3
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    • pp.399-403
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    • 2004
  • Education of clothing and textiles in the university is various according to the purposes. Among that clothing construction and practice is what is needed the most in understanding the process of apparel producing, and is the basic subject of areas from apparel designs to quality management. Producing apparel starts from planning the bodice pattern according to the human body shape. Basic bodice pattern should be highly practical so that production of all items of apparel patterns can be possible. Also, a basic bodice pattern needs to be planned in the way that even beginners can use it by classifying sizes according to each body measurements. Thus in this study. bodice patterns will be produced in way of draping method subjecting university students in early 20s. standardized and classified sizes will be calculated from it and bodice pattern made by studied flat pattern method will be examined and compared so that finally suitability will be compared. As a result of examining and comparing bodice patterns made by draping method and studied flat pattern method on the model of the human body produced by plaster method, sizes were classified into 5 levels. As a result of evaluation of creation. satisfying consequence from various body shape was acquired and it is expected of the beginners who are stating from clothing construction and practice to be educated by using the result of this study.

Analysis of Formal Aesthetics of Fashion Designer's Works -Focused on Madeleine Vionnet & Christian Dior- (패션디자인 작품에 나타난 형태미 분석 -비요네와 디올의 작품을 중심으로-)

  • Yun, Ji-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.12 s.148
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    • pp.1582-1594
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    • 2005
  • The purpose of this study is to rediscover the value of form in fashion design by developing a new perspective of design appreciation. By examining and modifying the theories of Wolfflin and Belong, this paper tries to of for a new perspective for analyzing the characteristics of form in fashion designers' works. The three new perspective, Flat & Rounded, Closed & Opened and Part & Whole, can be used to analyze the formative aesthetic character of Vionnet's and Dior's works. Ten of Vionnet's and eleven of Dior's representative works selected and applied Delong's visual priority diagram to analyze their character. Vionnet and Dior, emphasized form and construction in their design and applied geometric shapes in their works. The main differences between Vionnet and Dior is that Vionnet's work transforms from geometric shapes in 2-dimentional space to drapery shapes in 3-dimensional space, Dior's work displays geometric shapes in 3-dimensional space. Vionnet created new formative art through the relationship between the clothes and human body. Vionnet's work has distinctively different qualities depending on whether the space is 2-dimensional or 3-dimensional showing transposition of form. In 2-dimensional space, Vionnet's works consist of triangles, rectangles and circles which are 'flat' and 'closed' in quality. These transform to solid forms by draping bias fabrics, which have a 'rounded' and 'open' quality. Dior tended to show artificial form rather than the natural lines of the body which is very different with Vionnet. Dior created clothes by using solid geometric form such as spheres, prisms, cylinders, pyramids and cubes in 3-dimensional space, which were visualized through constructive technique such as dart manipulation, boning, gathering, tucking, pleating, shirring and layering. Dior's works have their own form which does not relate with body shape. So his Works have a 'rounded' and 'closed' quality.

Instructional Development of Making Upcycle Clothing Accessories for the Middle School Home Economics Classes Applying the Design Thinking Technique (디자인씽킹 기법을 활용한 중학교 가정교과 의류 업사이클링 소품제작 수업개발)

  • Yu, Myoung Suk;Lee, Yhe Young
    • Journal of Korean Home Economics Education Association
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    • v.33 no.3
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    • pp.173-187
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    • 2021
  • The purpose of this research was to develop instructions for making upcycled clothing accessories related to the 'clothing management and recycling' unit of middle school home economics applying the design thinking technique. Teaching and learning process plans were developed according to the ADDIE model which includes the following process: analysis, design, development, implementation, and evaluation. The design thinking process includes understanding the related knowledge, sympathizing, problem identification(sharing perspectives) and idea development, making prototypes, testing, and making the actual product. Thirteen home economics teachers served as critics. Student feedbacks were collected to evaluate whether the course objectives were attained after the implementation. As a result, teaching and learning process plans, course materials, and evaluation rubrics for ten class sessions were developed. Student feedbacks confirmed the attainment of following five course objectives: improvement of ethical responsibilities through the exploration of various clothing recycling techniques, practice of creative and eco-friendly clothing culture, acquisition of the skills to use sewing tools safely, improvement of abilities to think, sympathize, and communicate, and exploration of aesthetic activities and fashion careers.

A study of shopping orientation and dissatisfactions of adolescence who are using internet malls (인터넷 쇼핑몰 이용 청소년의 의복쇼핑성향과 불만족에 관한 연구)

  • Kim, Hyeon-Jee;Chae, Jin-Mie;Oh, Kyung-Wha
    • Journal of Korean Home Economics Education Association
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    • v.21 no.3
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    • pp.65-81
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    • 2009
  • The purpose of this thesis was to analyze shopping orientations of adolescence and to understand the reasons of their dissatisfactions in purchasing garments at so-called internet malls. This study was to provide basic information helpful in clothing study by finding out dissatisfactory factors of adolescence purchasing clothes through internet malls. This survey was done among 273 students of 3 junior-high schools and 3 high schools within the boundary of Seoul and its suburb area, among which 265 of them were qualified as legitimate survey. The results were as follows. First, the youth shopping trends were divided into the 5 categories according to the basic trends. And the 5 categories were 'Convenience seeking', 'Peer-assimilating', 'Personality/trend worshipping', 'Passive and inactive', and 'Thrifty' The survey represented that girls showed higher garment assimilating rate and made better economic choices than boys did. The survey also showed that the highschool students used internet shopping mall in order to seek better prices. furthermore, the primary targets of the juvenile internet shopping were shoes and garments, which includes both upper and lower clothing. Second, The dissatisfaction factors of internet shopping were the 'Mismatch of the goods in the screen and those of the real life', 'Exchange/Refund', 'Qualify', 'Desigin and color', 'Shipping', and 'Size' in order of biggest to the smallest. The dissatisfaction rate was higher among the groups of 'Thrifty', 'Personality/Trend worshipping', 'Convenience seeking', girls and highschool goers.

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크로스오버 디자인 연구 -확대와 과장을 중심으로-

  • 양숙희;김미현
    • Proceedings of the Costume Culture Conference
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    • 2003.04a
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    • pp.106-107
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    • 2003
  • 오늘날 국제화, 다양화, 다원화 현상으로 각 문화영역들이 상호 교류하면서 크로스오버라는 새로운 문화 현상이 나타났다. 서로 다른 장르가 만나 새로운 것을 만들어 내는 것이다. 동ㆍ서양 복식에 나타나는 힙에 대한 확대와 파장의 크로스오버 연구는 다양한 의복구성과 미의식에 대한 새로운 해석 방법이라는 점에서 그 의의가 있다. 이에 본 연구는 복식에서 힙의 확대와 과장의 의의와 그것에 내재된 조형미를 크로스오버의 공간적ㆍ시간적 관점에 맞추어 고찰하였다. (중략)

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테일러드 칼라 재킷의 브레이크 포인트 위치에 따른 앞.뒷목너비치수 설정에 관한 연구

  • 최진희
    • Proceedings of the Korea Society of Costume Conference
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    • 2004.05a
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    • pp.49-49
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    • 2004
  • 현대는 대량생산에 의한 기성복이 보편화됨에 따라 불특정 다수인 소비자의 체형과 요구에 적합한 의복을 빠른 시간 내에 생산하기 위해서는 정확한 패턴제작과 소재 및 봉제 요소들이 충분히 고려되어야 한다. 패션산업 현장에서 패턴을 이해하지 않고서는 디자인이 제 기능을 발휘하기 어렵다. (중략)

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