• Title/Summary/Keyword: 티셔츠 디자인

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A Study on Aesthetic Characteristics of T-shirt Design (티셔츠 디자인의 미적 특성)

  • Choi, Jung-Hwa
    • Fashion & Textile Research Journal
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    • v.9 no.4
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    • pp.363-372
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    • 2007
  • T-shirt has changed into advanced and stylish outwear by new paradigm, taste of consumer, awareness of recycling, spread of subculture, DIY culture, refusal of standardization and pursuit of high quality goods, etc. The purpose of this study was to analyze aesthetic characteristics of t-shirt designs that changed into diverse designs in world fashion college since 2000. The method of this study was to analyze documentaries, fashion magazines and internet fashion site. Aesthetic characteristics of t-shirt designs were expressed in deconstruction, mixture, integration and imitation. And each of external expressions and internal meanings was as follows: First, deconstruction was expressed in partial cutwork and three dimensional texture by sewing and construction drape. It means breaking the conventional structure and break-ing the boundary of t-shirt and another item and possibility of multi-vocal analysis. Second, mixture was expressed in collage of diverse ornaments, diverse fabrics and diverse patterns. It means exceeding the limit of material, elaboratenes and high quality of handwork, reflection of self-identity, brand image, fashion trend, consumer's psychology and mind of experimentation and couture. Third, integration was expressed in extension of length, width, use and style. It means unification of functions, deconstruction of items and extension of meanings and images. Forth, imitation was expressed in stain of dye, irregular and ripped sign, cut out, rough warp, drawing and washing, etc. It means subculture, rarity value, monopolization, diversity, familiarity, yearning and uniqueness.

A Research on 1990's Fashions Applying Photomontage Image - Focusing on T-shirt Design - (포토몽타주 이미지가 표현(表現)된 1990년대(年代) 의상(衣裳)에 관(關)한 연구(硏究) - 티셔츠 디자인을 중심(中心)으로 -)

  • Kim, Sun;Yang, Sook-Hi
    • Journal of Fashion Business
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    • v.4 no.2
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    • pp.95-111
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    • 2000
  • The purpose of this research is to investigate the concept of the photomontage technique, one of the various photographic techniques, and to analyze the photomontage image through the patterns that appeared in 1990's fashions. Moreover, by making clothes using the photomontage image, the intention of this study to apply the technique in real life is achieved. The results of this thesis for making clothes utilizing image of the photomontage are as followings. First, the photomontage expands the variety of materials that can be used, because the clothes using the photomontage image are able to take any photo images. Second, two different eras can co-exist in a piece of work since a photomontage work can uses two images from different eras. Third, it allows greater adaptability by expressing variety and utility in the making of the casual styles using conventional photo materials. The conclusion of this study is that the clothes appearing in the late 20th century using the photomontage image have been developed corresponding to the accelerated development of photography, machinery, and technical skill in civilization. Trends break away from the conventional expressions of art. This is a new trend and direction in art that will effect culture in the 21st century. The photo montage image would show the possibility of a good unification between human being and machines.

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Standardization and Evaluation of Performance Textiles through the Consumer's On-line Reviews - Focused on Summer Knit Shirts Containing Cellulose Fibers - (인터넷 구매후기를 통한 의류제품 소재평가표준화와 소재성능평가 - 셀룰로오스 섬유를 함유한 여름용 니트 티셔츠를 중심으로 -)

  • Kwak, Soo-Kyung;Lee, Ji-Yeon;Park, Myung-Ja
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.2
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    • pp.177-190
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    • 2016
  • On-line consumer reviews are good references for consumers to evaluate and buy apparel products. The objective of this study is to facilitate communication about performance textiles between consumers and merchandisers who buy and sell apparel products on online. The survey was based on standardizing words used in consumer reviews written after purchase of summer knit t-shirts at internet shopping mall and evaluating the performance textiles including cellulose fibers. We collected reviews of five sorts of the clothing products including cotton/modal, tencel/polyurethane, polyester/rayon, linen, cotton and selected 1000 reviews related to textiles. For classifying each word used in the reviews by the performance textiles, they were quantified applying same standards. The results were as follow: First, the standard for consumer to consider importantly was tactile sensation, appearance, pilling, thickness, dimensional stability in washing. Second, the important category of performance textiles was healthy-comfort and psychological-comfort. Third, there were difference performance textiles for consumer to recognize, e.g. cotton/modal was important to air-permeability, tencel/polyurethane was noticed about tactile sensation, polyester/rayon was perceived about pilling unlike other things, linen had a problem of clothing care-convenience, then cotton was familiar fiber to important for appearance. The last, consumers usually focused on writing the most positive or negative online reviews. Although not familiar with professional terminologies, consumers are sensitive to physical properties of textiles. Therefore, standardizing and evaluating performance textiles are expected to improve satisfaction as providing objective information to consumers considering in buying apparel products at online shopping mall and increase in revenue to manufacturer.

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A Study of Fashion Cultural Product Design applying the Form of Traditional Fan (전통 부채의 형태를 응용한 패션문화상품 디자인 연구)

  • Kim, Sun-Young
    • Fashion & Textile Research Journal
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    • v.14 no.2
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    • pp.173-183
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    • 2012
  • This paper intends to find out any possibility that a traditional fan can be continuously used for design development of fashion cultural products which highlight the differentiated uniqueness of Korean traditional cultures. For this purpose, this paper will newly reinterpret design-based formative factors that the shape and the line of a traditional fan shows, and then, make a pattern. This paper studied the existing literatures of a traditional fan, made the shape of a traditional fan into a motif, using computer graphic programs, like Adobe Illustrator CS 2 and Adobe Photoshop CS2, and then, applied it to neckties, T-shirts, and scarves. Among various kinds of traditional fans this paper set 4 basic motifs of new formative images by use of the shapes of Dan-Seon and Jeob-Seon, and then, developed them into two basic motifs each. Pink, blue, purple, green, yellow, orange, and gray were used as the basic colors of the motifs, through which splendid, but calm images were planned. The design of a necktie, which used a developed motif design, was applied in the form of a repeated pattern, through which a calm image was expressed. 45o turn was applied to this design to make a striped pattern image or a refined and cheerful image. The scarf design was developed into a rectangular long scarf so it can be used like a shawl. The design of T-shirt was developed into three types: a round neck-lined half-sleeved box type; a round neck-lined sleeveless type; and a V neck-lined, tight half-sleeved type.

A Study on the Development of Children's Clothing Design as a Cultural Korean Wave Product -Focusing on the Production Work (한류 문화상품으로써의 아동복 디자인 개발에 관한 연구 -작품 제작을 중심으로)

  • Byun, Mi-Yeon;Baek, Min-Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.11
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    • pp.7485-7493
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    • 2015
  • With the popularity of Korean Wave, making cultural goods specific for Hallyu tourists is getting more important. However, there are mainly daily life goods using celebrity character-based ones. Remarkably, there are only a few cultural goods especially in practicality-based clothing category. In particular, few cultural goods related to children's wear have been developed. Therefore, if children's wear is developed as Korean Wave cultural goods considering Chinese consumers' pattern and Korean Wave cultural goods, it will be helpful for revitalizing the Korean Wave and Korea's fashion market. In this regard, the purpose of this study is to develop children's wear design as Korean Wave cultural goods, thereby presenting empirical research results and fulfilling its following objectives: First, it is to identify the concept of Korean Wave cultural goods, to analyze the current status to finally establish data to develop Korean Wave cultural goods needed at this time. Second, it is to make real-life size works through development of designs to provide the empirical data for Korean Wave cultural goods market. For the research method and contents the review of the previous research, in-depth interview for qualitative research, and empirical research using market research and development of work were performed. Through the final research outcomes, Korean Wave cultural goods, the children's wear that can meet the consumer's needs were presented as empirical data. The study can be used as basic data for domestic fashion market and cultural product market and it is meaningful as a reference for the analysis on the Chinese consumers' needs.

Design and Implementation of Immersive Media System Based on Dynamic Projection Mapping and Gesture Recognition (동적 프로젝션 맵핑과 제스처 인식 기반의 실감 미디어 시스템 설계 및 구현)

  • Kim, Sang Joon;Koh, You Jon;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.3
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    • pp.109-122
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    • 2020
  • In recent, projection mapping, which has attracted high attention in the field of realistic media, is regarded as a technology to increase the users' immersion. However, most existing methods perform projection mapping on static objects. In this paper, we developed a technology to track the movements of users and dynamically map the media contents to the users' bodies. The projected media content is built by predefined gestures just using the user's bare hands without the special devices. An interactive immersive media system has been implemented by integrating these dynamic projection mapping technologies and gesture-based drawing technologies. The proposed realistic media system recognizes the movements and open / closed states of the user 's hands, selects the functions necessary to draw a picture. The users can freely draw the picture by changing the color of the brush using the colors of any real objects. In addition, the user's drawing is dynamically projected on the user's body, allowing the user to design and wear his t-shirt in real-time.

A Study on the Prediction Model for Sales of Women's Golfwear with Data Mining: Focus on Macroeconomic Factors and Consumer Sales Price (데이터마이닝을 적용한 여성 골프웨어 판매 예측 모델 연구: 거시경제요인과 소비자판매가격을 중심으로)

  • Han, Ki-Hyang
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.445-456
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    • 2021
  • The purpose of this study is to identify the importance of variables affecting women's golf wear sales with macroeconomic variables and consumer selling prices that affect consumers' purchasing behavior, and to propose a price strategy to increase sales of golf wear. Data of domestic women's golf wear brands were analyzed using decision tree algorithms and ensemble. Consumer selling price is the most significant factors in terms of sales volume for T-shirt, pants and knit, while categories were found to be the most important factors in addition to consumer sales prices for skirt and one piece dress. These findings suggest that items have different economic variables that affect consumers' purchasing behavior, suggesting that sales and profits can be maximized through appropriate price strategies.

A Case Study of an Elementary Science Teacher's Emotionally Responsive Teaching (한 초등 과학 교사의 정서적 반응적 교수의 실천 사례 연구)

  • Han, Moonhyun;Oh, Phil Seok
    • Journal of The Korean Association For Science Education
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    • v.42 no.2
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    • pp.227-238
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    • 2022
  • One of the main roles of the science teacher is to help students become active agents in their learning of science. This study described how an elementary science teacher used students' emotional resources to conduct emotionally responsive teaching and what were the learning outcomes of this approach. The participants of the study included the teacher himself and his 6th grade students, and emotionally responsive teaching was applied in the science unit of 'Various Living Things and Our Human Lives'. Multiple types of data, including the teacher's teaching logs, video recordings of the lessons in the unit, and interviews with the students, were collected. The data were analyzed qualitatively, and the results were described using a self-study method. The teacher took advantage of three kinds of students' emotional resources (i.e., character drawing, t-shirt design, and raps) to organize his emotionally responsive teaching. The learning outcome included the students' positive emotions and active participation in science lessons, their epistemic practices such as explorations and justifications of knowledge, and the students' reconstruction of knowledge in consideration of their everyday lives. It was suggested that emotionally responsive teaching can promote elementary school students' active participation in science learning, resulting in meaningful learning outcomes in emotional, cognitive, and conceptual aspects. Further studies should thus be conducted to understand the characteristics of emotionally responsive teaching and its detailed teaching strategies.

A Study on the animation music video production for the viral marketing purposes A case study of project (바이럴 마케팅용 애니메이션 뮤직비디오 제작 연구 : 월드컵 응원가 <일어나라 대한민국> 사례를 중심으로)

  • Han, Sang-Gyun;Kim, Tak-Hoon;Kim, Yu-Mi
    • Cartoon and Animation Studies
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    • s.22
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    • pp.47-63
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    • 2011
  • Recently, contemporary cultural contents have been shown its diversity changes followed by the birth of new media platforms with consumers' new needs in the global market. Also, developments of Internet and computer system networks are the main contributors of making this changes happened rapidly. This study aims to know that how to usefully use those new media platforms through the great example of stop-motion animation music video by analyzing its production and marketing process. The music video production had been focused to be completed with high quality by adjusting the production process economically in spite of the relatively short period(less than one month)from its crank-up to the deadline. Because the production was planned that main characters lead the whole story, the creative team had been tried to reduce the production hours by commonly use the same mold when they make original clay models by collecting the similarities of characters' appearances. By using CG technic, could overcome the visual monotonous from the similarities which inferred above. Also, the repeated rhythm in the music video, the similar scenes of backgrounds were commonly used by copy of the original scene. At the point of directing, the creative team considered both economical and art aspects for the quality work. In details, they divided the scenes into foreground and background, and removed unnecessary parts to save the production hours and budget but make depth of fields in the scenes. Except the viral marketing purposes, was searching for the methods to compensate the production cost. For this, the characters in the music video dressed the same T-shirts which are world-cup logo on, and those were designed for the sale after released the music video. Even the result of the sales was not enough to satisfied, it was estimated a great attempt to the domestic animation industry.

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A Study on the Development of Sleep Monitoring Smart Wear based on Fiber Sensor for the Management of Sleep Apnea (수면 무호흡증 관리를 위한 섬유센서 기반의 슬립 모니터링 스마트 웨어 개발에 관한 연구)

  • Park, Jin-Hee;Kim, Joo-Yong
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.89-100
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    • 2019
  • Sleep apnea, a medical condition associated with a variety of complications, is generally monitored by standard sleep polysomnography, which is expensive and uncomfortable. To overcome these limitations, this study proposes an unconstrained wearable monitoring system with stretch-fiber sensors that integrate with the wearer's clothing. The system allows patients to undergo examinations in a familiar environment while minimizing the occurrence of skin allergies caused by adhesive tools. As smart clothing for adult males with sleep apnea, long-sleeved T-shirts embedding fibrous sensors were developed, enabling real-time monitoring of the patients' breathing rate, oxygen saturation, and airflow as sleep apnea diagnostic indicators. The gauge factor was measured as 20.3 in sample 4. The maximum breathing intake, measured during three large breaths, was 2048 ml. the oxygen saturation was measured before and during breath-holding. The oxygen saturation change was 69.45%, showing a minimum measurable oxygen saturation of 70%. After washing the garment, the gauge factor reduced only to 18.0, confirming the durability of the proposed system. The wearable sleep apnea monitoring smart clothes are readily available in the home and can measure three indicators of sleep apnea: respiration rate, breathing flow and oxygen saturation.