• 제목/요약/키워드: 패션 모델

검색결과 204건 처리시간 0.022초

Challenge Zone_Health people - 가수와 방송인을 넘나드는 모델 장윤주

  • 윤희성
    • 건강소식
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    • 제36권4호
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    • pp.14-15
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    • 2012
  • 장윤주가 정말로 다재다능하다고 느낀 것은, 그녀가 코미디언들 사이에서 당당하게 자신의 농담을 밀어붙이는 모습을 볼 때였다. 기타를 치고, 노래를 부르고, 연기를 하거나 사업을 하는 모델들은 많았다. 하지만 장윤주는 여러 가지 일을 맛본 것에 더해 웃기기 위해 승부욕을 발휘하고 그것으로 예능인들과 어깨를 나란히 한 거의 최초의 모델이다. 그리고 그녀는 한 손에 다 꼽을 수 없을 만큼 많은 일을 하면서도 여전히 런웨이와 패션화보에서의 존재감을 잃지 않는 최고의 모델이기도 하다. 모델이라는 꼭짓점으로부터 가능한 멀리까지 다리를 뻗어 커다란 원을 그리는 장윤주는 그래서 자유로운 동시에 고집스러운 사람이다. 둥글둥글한 그녀의 이야기에도 갈피를 잃지 않는 단단한 심지가 있었다.

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광고를 통해 본 여대생의 서구 이미지 선호경향 (Preference Tendency to Western Images through Advertising Pictures)

  • 임진영;나영주
    • 감성과학
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    • 제7권4호
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    • pp.1-6
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    • 2004
  • 본 연구는 동서양 문물 이미지 사진에 대한 여대생의 선호도와 패션잡지에서 의류광고 사진에 등장한 모델의 동서양 국적에 따른 소비자의 긍정적/부정적 인식 정도의 영향을 조사하고자 하였다. 100명의 여학생이 설문에 응답해 주었으며 20개 사진이 자극물로 제시되었다. 자극물은 주택, 실내, 식품, 미인도, 음료수로 하고, 패션 광고사진으로는 남성복 정장, 여성복 정장, 여성복캐주얼, 여성복 속옷, 여성손목시계 등으로 하여 동서양 모델 사진을 각 1점씩 선택하였다. 여대생들은 간식과 미인도에서는 서양이미지보다 동양이미지를 선호하였으나, 패션잡지의 의류광고 사진의 광고에는 모든 경우에서 서양모델이 사용된 경우에 긍정적인 인식정도를 나타냈다. 이러한 사실로서 여대생의 서양이미지에 대한 인식은 긍정적이며 이것은 의류제품 브랜드의 소비자 선호도에 영향을 미칠 것을 추측할 수 있었다.

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천연 아로마 향이 갈천의 패션이미지에 미치는 영향 (Effects of Natural Aroma Fragrance on Fashion Images of Galchon)

  • 양영애;;이은주
    • 한국의류학회지
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    • 제45권1호
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    • pp.180-199
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    • 2021
  • This study investigated natural aroma fragrance on the fashion image of Galchon, a traditional natural dyeing textile made with immature persimmon from the Jeju area, Korea. Nine fabric pairs consisting of differently colored cotton and silk Galchon with various tones and fabric types were used for subjective evaluation. Thirty five female college students evaluated the specimens using a 7-point scale questionnaire for fashion image-related adjectives. A specimen with three different presentation types that included fabric without fragrance (FO), fabric with citrus fragrance, and fabric with chamaecyparis (FCP) were randomly provided to a subject. As a result, color variables of Galchon were found to be the primary influence on fashion images for both cotton and silk Galchon that showed interaction effects with presentation types. The citrus fragrance increased the feeling of 'Active' while chamaecyparis tended to contribute to a stronger perception of 'Elegance' for cotton Galchon. Finally, these results were used to develop prediction models for fashion images of Galchon that employed color variables and presentation types.

패션 모바일 커머스 품질 평가에 대한 비즈니스 모델 연구 (A Study on the Business Model of Fashion Mobile Commerce by Quality Evaluation)

  • 나윤규
    • 패션비즈니스
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    • 제18권1호
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    • pp.1-21
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    • 2014
  • This study exceeds the view on the fragmentary fact-finding surveys related to the application of mobile commerce which further develops the evaluation model of fashion mobile commerce website and considers the validity of comprehensive fashion mobile commerce with quality evaluation factors according to the Task-Technology Fit. To fulfill the study objectives, a total of 433 questionnaires are being conducted to the customers with first-hand experience on fashion merchandises through mobile commerce. The judgement sampling method is employed according to the sample population ages from 20s to 30s during two months period. Based on the results of the above-mentioned path analysis, we have observed the following: First, the path relation analysis results show that the M-marketing (M-marketing) between perceived usabilities had effects to the perceived usability and the M-sales had effects to the perceived usability. Second, as seen from the fashion mobile shopping conformance (TTF), the perceived usability, customer satisfaction, and path pipe analysis result conformances between perceived values and immersions have effects of perceived usability, customer satisfaction and perceived value, and thus, indicate that the perceived usability had effects on the customer satisfaction and immersion. Third, the customer satisfaction, perceived value and immersion all have effects on the purchasing intention.

RP-ISD모델을 활용한 참여적 패션디자인 교육프로그램 개발 (Participatory Fashion Design Education Program based on RP-ISD Model)

  • 이지현;안지원;김지은;고정민
    • 복식
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    • 제66권1호
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    • pp.73-89
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    • 2016
  • This study aimed to develop an education program for fashion design that can deliver knowledge and techniques to enhance the capability of participatory fashion designers. The framework for education program was established based on the RP (Rapid Prototype) model, and the developing process of education program was structured and systemized. As a result, this study proposed the circulated RP-ISD model, which is designed to revise and complement the educational objectives, strategy and evaluation tool by iterative prototype, and purposed to be consistent in carrying out the instructional systems design. Furthermore, the systematic developing process and the assessment criteria of design education program for ten weeks was proposed. This result could be used as a base study of participatory fashion design and contribute to systemization of education programs in design field. Furthermore, it could foster the possibility of an alternative education model in fashion design.

MZ세대 소비자의 패션상품 구매의사결정여정의 반복순환모델 (Iterative Cyclic Model of Generation MZ's Consumer Purchase Decision Journey for a Fashion Product)

  • 이정우;김미영
    • 한국의류학회지
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    • 제46권4호
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    • pp.638-656
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    • 2022
  • This study aimed to identify characteristics of Generation MZ's consumer purchase decision journey to develop the new fashion CDJ model. The initial stage was affected by habit, online community, social media, aesthetics, circumstantial need, and proxy. In the search and consideration stage, mobile channels were used actively. In the active search and evaluation stage, online media, experiential data, and personal information were employed. In the purchase stage, zoomers took plenty of time in search and evaluation before spending, contrary to millennials who made their purchases more quickly. In the post-purchase experience stage, zoomers actively displayed follow-up behaviors depending on their satisfaction, such as retaining or deleting the app. While, millennials did not turn away from the store or brand, but followed up on their purchases even when they had an unsatisfactory experience. Based on the characteristics of CDJ, iterative cycle CDJ models were developed. Zoomers CDJ model was presented as a search loop that consists of the search and evaluation process, in which information accumulates, and a purchase loop in which the actual purchase occurs. The iterative cycle CDJ model was presented connected to the loyalty loop as the main section, which is accelerated in millennials' CDJ model.

의류 인터넷 쇼핑몰의 가상 아바타 피팅 모델이 소비자 구매행동에 미치는 영향연구: 기존 온라인 쇼핑몰 모델과 가상 피팅 아바타 모델 비교 (The Effects of the Virtual Avatar Fitting Models for Apparel e-Commerce in Consumer's Purchasing Behavior: Comparing Traditional Model with Virtual Avatar Model)

  • 황수연;신상무
    • 패션비즈니스
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    • 제17권5호
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    • pp.57-69
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    • 2013
  • The purpose of this study is to compare the traditional shopping model and virtual avatar fitting model with regards to credibility and favorable impression effects on shopping mall satisfaction, product preferences, and purchasing intentions of apparel e-commerce. Questionnaires are distributed to 10-30s years old consumers who live in Seoul. Data are analyzed by descriptive statistics, Cronbach's ${\alpha}$, and regression analysis. The results are that the provoked credibility and favorable impression from the traditional shopping model affects the consumers' shopping mall satisfaction and buying intention in descending order. In additional, the credibility from traditional shopping model affects the product preference. The provoked credibility from the virtual fitting model influences the consumers' product preferences, and buying intentions. The favorable impression from the virtual fitting model affects shopping mall satisfaction. In general, provoked credibility from virtual avatar fitting model and traditional shopping model play key roles which could influence the consumers' buying intention.

CLO 3D와 Vuforia를 활용한 증강현실 기반 디지털 패션 콘텐츠 제작 (Production of Digital Fashion Contents based on Augmented Reality Using CLO 3D and Vuforia)

  • 강태석;이동연;김진모
    • 한국컴퓨터그래픽스학회논문지
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    • 제26권3호
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    • pp.21-29
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    • 2020
  • 본 연구는 패션에 대한 첨단 시뮬레이션 기술로 가상 의류 시각화를 지원하는 3D 패션 디자인 소프트웨어인 CLO 3D와 증강현실 어플리케이션 제작을 위한 모바일 플랫폼 증강현실 개발 도구인 vuforia를 활용하여 유니티 엔진 개발 환경에서 대화식 구조의 디지털 패션 콘텐츠 제작을 위한 공정을 정의한다. CLO 3D 소프트웨어를 통해 패턴, 재봉선, 텍스쳐 등의 작업을 거쳐 가상 의류 모델을 제작하는 방법과 유니티 엔진 개발 환경에서 vuforia 개발 도구의 기능과 속성 들을 활용하여 컴퓨터 비전 기술 기반의 증강현실 콘텐츠를 제작하는 방법을 정리한다. 그리고 패션 디자이너, 디렉터 등 실무 사용자의 관점에서 현실적으로 활용 가능한 새로운 방식의 증강현실 디지털 패션 콘텐츠를 정의한 제작 공정의 흐름으로 직접 제작함으로써 활용 방법을 제시한다.

캐주얼 의류 브랜드에서 브랜드와 광고 모델의 개성요인과 개성 일치성이 브랜드 자산에 미치는 영향 연구 (The Effect of Personality Factors of Brand and Advertising Model and Personality Congruence on Brand Equity in Casual Apparel Brands)

  • 전형진;신상무
    • 패션비즈니스
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    • 제15권4호
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    • pp.16-27
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    • 2011
  • Consumers fill up not only their needs but also their own identity through apparel product and company. From this point of view, Brand personality is essential to convey customer's personality through advertizing influencing on buying behavior. This study investigates how personality factors of brand and advertising model and personality congruence influenced upon brand equity in casual apparel brands. The research methodology was questionnaire distributed to individuals who used to buy casual apparel brand. A total of 58 returned questionnaires were analyzed by internal validity, factor analysis and regression analysis with SPSS 12.0. The results of this study are as follows: in casual apparel brands, personality factors of brand and advertising model influence on personality congruence. Personality congruence influences on brand recognition and brand loyalty among brand equity.