• Title/Summary/Keyword: 패션 사진

Search Result 61, Processing Time 0.032 seconds

Trend Changes of Domestic Swimwear Design (국내 수영복의 디자인 트렌드 변화)

  • Kang, Sun-A;Cho, Ju-Yeon;Chung, Su-In
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.4
    • /
    • pp.104-113
    • /
    • 2015
  • Sports wear in relation to sports life is being developed in fashion industry with increasing leisure time. However, design development for swimwear including trend analysis is still required. In this research, we analyzed design trends in domestic social and cultural environment, and fashion design elements for the development for swimwear. We collected 9,549 picture images totally through 138 swimwear product catalogues in 1970s to 2014, and 8 web sites. We analyzed formative characteristics such as silhouettes, materials, colors, and textile designs. Because of the shorter cycle of social changes, and various trend, design changes of swimwear are getting diverse. Especially, color and textile design are remarkable. Also, new materials and printing technology make the design of swimming wear more comfortable and fashionable. This research would be a basic research for the design development of swimming wear.

Korean Costume shown on 'The Journey of Duty in 1954~55' ('The Journey of Duty to Korea in 1954~55'를 통해 본 한국패션)

  • Cho, Woo Hyun;Kim, Mijin
    • Journal of the Korean Society of Costume
    • /
    • v.65 no.7
    • /
    • pp.129-144
    • /
    • 2015
  • This study is aimed to better understand the lifestyle and fashion trend of Korea in 1954 and 1955, a period right after the Korean War. The study examined "The Journey of Duty", which was a color slide film of Seoul and Suwon made by a US soldier stationed in Korea during that time, as well as various documents. The films are assumed to be outcomes of the US Army wanting to record the situation in Korea, and the study was able to use 110 of the slides to examine the fashion trend of the times. There are three noticeable trends shown on "The Journey of duty". Koreans in western clothes, women wearing work pants called Momppae, and black color being in fashion. Most of the men and the children either wore only western clothes or western clothes with the Hanbok. But women rarely wore western-style clothing, such as blouse with skirt. They usually wore Hanbok or wore reformed Hanbok. The work pants, Momppae, becoming an everyday wear is the most unique finding from the slides. Women either wore just the pants or over the traditional Korean skirt. Black-colored clothes were in fashion. This color first spread after the Costume Reform Movement in the 1920s' and the prohibition of white robe. The wearing of white clothes did increase after the Korean liberation in 1945, as national spirit was promoted. However, many people still wore black due to economic reasons, as we as practical reasons. So the Korean fashion in 1954-1955 was in a transition period, as people were beginning to change their daily wears from traditional Korean costumes to western-styled clothes. The reasons for this change could be attributed to people only having access to western goods, as well as their awareness of western-styled clothes being more practical.

Information Components of Social Commerce Websites -Focusing on Product, Price, Service, and Seller Information- (소셜커머스 웹사이트의 정보구성요소 -상품, 가격, 서비스, 판매원 정보를 중심으로-)

  • Park, Minjung
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.9
    • /
    • pp.369-381
    • /
    • 2013
  • The purpose of the study was to divide social commerce websites' information into components of product, price, service, and seller information, and to systematically analyze each component of information. A content analysis was used as a research methodology, and 100 webpages from social commerce websites were analyzed. As results, the social commerce websites provided basic information (front view, fabric contents, country of origin, care, color, size) for product information and emphasized price information, including discount rates, sales dues, product quantity, and the amount of products sold. They basically provided expected delivery date, delivery company, Q&A, and return/refund service for service information. In addition, they basically presented brand logo and brand name but need to add information about brand concepts, history and volume as seller information. This study suggested diverse theoretical and practical implications of social commerce information.

A Study about Game Character Fashion Design of Three East Asia Countries (Korea, China and Japan) (동아시아 3국(한중일)의 게임캐릭터 패션디자인에 관한 연구)

  • Ha, Jun;Ryu, Seuc-Ho;Kyung, Byung-Pyo
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.05a
    • /
    • pp.211-214
    • /
    • 2006
  • 현대인들의 생활에서 없어서는 안 되는 것 중의 하나가 바로 핸드폰이다. 핸드폰은 사람과 사람의 커뮤니케이션의 도구로서의 기능만이 있었다. 하지만 지금의 핸드폰의 기능에 있어 멀티미디어화 되어가고 있다. 음악을 듣고 사진도 찍고 게임도 한다. 2005년 1월 조사에 따르면 이동통신3사의 가입자의 수가 전체 인구 중 3,600만 명이었으나 2006년 1월 조사에 216만 명이 증가한 3,816명으로 나타났다. 핸드폰의 기능 중에 청소년들의 가장 선호하는 것이 모바일게임이다. 모바일게임은 핸드폰의 작은 액정 속에서 어디서나 쉽고 간단하게 사용 할 수 있는 점에서 많은 인기를 누리고 있다. 이에 전용 모바일 게임 폰이 나왔을 정도이다. 플렛폼의 통합으로 다양한 게임을 즐길 수 있게 되었다. 모바일게임 캐릭터는 대부분이 2등신 이다. 화면의 뷰(view)가 작기 때문에 4등신 이상으로 했을 때에 캐릭터의 감정표현이나 동작 표현에 있어 표현이 안 된다는 단점이 있다. 그러기 때문에 모바일 캐릭터의 표현이 2등신의 캐릭터로 많이 사용한다. 이번 연구에서는 이러한 캐릭터의 디자인요소인 캐릭터의 소재, 형태, 액세서리 동작의 프레임에 있어 어떻게 쓰이고 있는지에 관한 연구를 하였다.

  • PDF

An Analysis of Oriental Dress Aesthetics Shown in the 197us Western Dress (1970년대 서양복식에 나타난 동양 복식미의 다각적 분석)

  • Nam-Kyung Jang
    • Journal of the Korean Society of Costume
    • /
    • v.53 no.1
    • /
    • pp.143-157
    • /
    • 2003
  • 본 연구의 목적은 (1) 1970년대 서양복식에 존재하는 오리엔탈리즘의 반향에 대해 정의하고, (2) 서양 복식을 통해 표출된 오리엔탈리즘의 의미를 당시 정치, 사회, 문화적인 측면과 연결하여 탐구하는데 있다. 이론적 틀로는 문화인류학 이론에서 유래된 Hamilton의 Unifying Metatheory of Clothing and Textile(1987)이 적용되었다. 연구 방법으로는 1970년부터 1979년까지 미국에서 발행된 총 142권의 VOGUE 잡지 중 80권을 분석하여, 오리엔탈리즘이 보여지는 45장의 패션사진을 자료로 추출한 후, 연도, 디자이너의 소속 지역. metatheory에 따라 분석하였다. 각 연도별로 오리엔탈리즘이 표현되는 정도와 방법은 다양하였다. 서양디자이너들은 동양의 전통의상을 거의 그대로 모방하거나 하나 이상의 국가들의 전통의상 디자인 요소들을 하나의 복식에 혼합, 표현하는 방법을 주로 보여주는 반면, 동양 디자이너는 전통의상을 포함한 자국의 다양한 문화적 요소들을 서양복식에 도입하여 표현하였다. 또한, 본 연구에서는 복식에서 보여지는 시각적인 면의 분석과 더불어, 1970년대 당시 미국의 정치. 사회, 문화전반의 상황과 복식에 있어서 오리엔탈리즘의 도입과의 영향관계가 파악되었다. 따라서, 복식을 연구함에 있어서 문화인류학적 이론과 같은 다른 분야의 이론의 적용은 복식을 새로운 측면에서 이해하는 넓은 안목과 통합적인 틀을 제공한다는 측면에서 가치가 있다고 사료된다.

The Implementation of e-Learning System for the Dress Unit in the Subject of Technology & Home Economics in the Middle School (중학교 기술.가정과 옷차림 단원 학습을 위한 e-러닝 시스템 구현)

  • Lee, Young-Lim;Cho, Hyun-Ju
    • Journal of Korean Home Economics Education Association
    • /
    • v.21 no.2
    • /
    • pp.45-60
    • /
    • 2009
  • This study is intended to implement an e-Learning system assisted class for the dress unit in the subject of technology & home economics in the middle school. This class is aimed at making teaching-learning in the dress unit effective, triggering students' interest in it, enhancing their understanding and offering basic materials for the e-Learning development about clothing instruction in the subject of technology & home economics. To make the concrete situational learning effective and provide realistic learning environments, learning contents were implemented so that the learners themselves could manipulate the contents by clicking. How to wear clothing according to learners' individuality was presented in order to trigger the learners' attention and motivation using the latest clothing pictures from the Internet shopping mall, and the dress fashion pictures of their peers. The result of this study can be summed up as follows. First, the implementation of learning materials with which simulation manipulation and visualization were possible could make the students reach the learning goals easily. Second, teaching-learning activity could be made more effective using audios, images and moving pictures rather than written texts. Third, learning the dress unit, which is especially related with a new fashion, made the most of the advantage of e-Learning by providing realistic and lively learning materials in a timely manner. And it triggered learners' motivation by providing pictures or moving pictures related with their real life. Based on these research results, this study suggests further research to develop e-Learning contents using various multimedia authoring tools as well as the ones applied to this study in learning the dress unit. It also suggests that the database of teaching-learning materials be constructed to securely prepare abundant instruction materials.

  • PDF

A MORPHOLOGICAL STUDY ON THE SOFT AND HARD TISSUE FACIAL PROFILE OF HARMONIOUS KOREAN YOUNG ADULT FEMALES (조화된 측모상의 연경조직의 형태학적 연구 - 한국인 성인여자에 대하여 -)

  • KANG, GOO-HAN;Kinoshita, Z.
    • The korean journal of orthodontics
    • /
    • v.16 no.1
    • /
    • pp.7-34
    • /
    • 1986
  • 본 연구목적은 여자성인교정을 위한 치료목표를 수립하기 위한 기준을 설정하는데 있다. 이용된 연구자료는 96명의 한국인 TV탈랜트와 영화배우 또는 패션모델중 교합과 안모를 평가하여 선정된 30명의 측모두부X선규격사진이었으며 선정된 표본의 평균연령은 20.16세였다. 연구방법은 측모경조직분석을 위해 Downs분석, Northwestern분석, Steiner분석, Wylie분석, Tweed분석, Dimensional linear분석법이 이용되었고 측모연조직분석을 위해 Holdaway연조직분석법이 적용되었다. 조사된 계측치들은 Apple II 48K system을 이용하여 각항목에 대한 평균치와 표준편차를 산출하였으며 백인, 한국인, 일본인의 기존계측치와 비교하였다. 그 연구결과는 다음과 같다. I. 경조직분석 (1) 본 연구와 백인과의 비교 본 연구에서는 백인에 비해 하악이 후퇴되었고 상${\cdot}$하악절치는 순측경사를 보였다. 또한 하악하연경사가 심했다. (2) 본 연구와 한국인정상성인여자(이 연구)의 계측치 비교 이의 연구계측치에 비해서 상악이 후퇴되어있고 상${\cdot}$하악절치는 설측경사를 보였다. 따라서 본 연구의 안모형태는 이의 한국인정상성인여자에 비해서 직선형안모를 보였다. (3) 본 연구와 일본정상인의 계측치 비교 일본정상인에 비해 하악이 돌출되었고 상${\cdot}$하절치는 설측경사를 보였다. 또한 안모의 상부고경과 하악크기는 일본정상인에 비해 크게 나타났다. II. 연조직분석 연조직분석의 11항목중 H-선에 대한 연조직 subnasal과 하순의 계측치가 Holdaway의 acceptable range를 벗어났다. 그 이유는 본연구에서 하악이 상대적으로 후퇴양상을 보였기 때문이라고 사료된다. 이외항목의 계측치들이 acceptable range내에 있다는 것은 연조직이 경조직의 이동에 따라 움직이고 있음을 의미한다. III. Downs분석, Northwestern분석, Steiner분석, Wylie분석, Tweed분석, Dimensional linear measurements분석을 위한 평균치, 표준편차, Polygon도표를 작성함으로써 한국성인여자교정의 진단과 치료목표를 정하는데 지침이 된다고 사료된다.

  • PDF

Representation of women in visual representation system of fashion photography structuralized by male gaze (남성적 응시에 의해 구조화되는 패션사진의 시각적 재현체제에 기반 한 여성의 재현)

  • Lee, Younghee;Yim, Eunhyuk
    • The Research Journal of the Costume Culture
    • /
    • v.23 no.6
    • /
    • pp.1038-1050
    • /
    • 2015
  • This study is a theoretical research to investigate a methodological framework for analyzing the representation of women in fashion photography. For this study, this article attempts to develop a conceptual framework of the visual representation system through Lacan's gaze theory, and analyze the representational aspects of women configured by gendered characteristics in the visual representation system. Structuralizing the visual representation system based on that theory, the gaze, the image/screen, and the subject of representation in the Lacan's triangle diagram are replaced by the camera as the signifier of gaze, the representational image, and the seeing subject respectively. In the visual representation system, the camera creates a male-oriented visual field and structures a relationship of gendered power between male gaze as the seeing subject and female eye as an object to be seen. Looking into the representational aspects of women in this visual representation system structuralized by male gaze, women are represented in a way that reflects male desire through masquerade to comply with the patriarchal gaze, or differences that emphasizes the uniqueness and autonomy of women released from a patriarchal discourse. This study would be significant in that it provides theoretical basis for an analytic approach to the representation of women in fashion photography which we accept as a fixed one through the ideology of naturalization.

The Usefulness of Product Display of Online Store by the Product Type of Usage Situation - Focusing on the moderate effect of the product portability - (사용상황별 제품유형에 따른 온라인 점포 제품디스플레이의 유용성 - 제품 휴대성의 조절효과를 중심으로 -)

  • Lee, Dong-Il;Choi, Seung-Hoon
    • Journal of Distribution Research
    • /
    • v.16 no.2
    • /
    • pp.1-24
    • /
    • 2011
  • 1. Introduction: Contrast to the offline purchasing environment, online store cannot offer the sense of touch or direct visual information of its product to the consumers. So the builder of the online shopping mall should provide more concrete and detailed product information(Kim 2008), and Alba (1997) also predicted that the quality of the offered information is determined by the post-purchase consumer satisfaction. In practice, many fashion and apparel online shopping malls offer the picture information with the product on the real person model to enhance the usefulness of product information. On the other virtual product experience has been suggested to the ways of overcoming the online consumers' limited perceptual capability (Jiang & Benbasat 2005). However, the adoption and the facilitation of the virtual reality tools requires high investment and technical specialty compared to the text/picture product information offerings (Shaffer 2006). This could make the entry barrier to the online shopping to the small retailers and sometimes it could be demanding high level of consumers' perceptual efforts. So the expensive technological solution could affects negatively to the consumer decision making processes. Nevertheless, most of the previous research on the online product information provision suggests the VR be the more effective tools. 2. Research Model and Hypothesis: Presented in

    , research model suggests VR effect could be moderated by the product types by the usage situations. Product types could be defined as the portable product and installed product, and the information offering type as still picture of the product, picture of the product with the real-person model and VR. 3. Methods and Results: 3.1. Experimental design and measured variables We designed the 2(product types) X 3(product information types) experimental setting and measured dependent variables such as information usefulness, attitude toward the shopping mall, overall product quality, purchase intention and the revisiting intention. In the case of information usefulness and attitude toward the shopping mall were measured by multi-item scale. As a result of reliability test, Cronbach's Alpha value of each variable shows more than 0.6. Thus, we ensured that the internal consistency of items. 3.2. Manipulation check The main concern of this study is to verify the moderate effect by the product type of usage situation. indicates that our experimental manipulation of the moderate effect of the product type was successful. 3.3. Results As
    indicates, there was a significant main effect on the only one dependent variable(attitude toward the shopping mall) by the information types. As predicted, VR has highest mean value compared to other information types. Thus, H1 was partially supported. However, main effect by the product types was not found. To evaluate H2 and H3, a two-way ANOVA was conducted. As
    indicates, there exist the interaction effects on the three dependent variables(information usefulness, overall product quality and purchase intention) by the information types and the product types. As predicted, picture of the product with the real-person model has highest mean among the information types in the case of portable product. On the other hand, VR has highest mean among the information types in the case of installed product. Thus, H2 and H3 was supported. 4. Implications: The present study found the moderate effect by the product type of usage situation. Based on the findings the following managerial implications are asserted. First, it was found that information types are affect only the attitude toward the shopping mall. The meaning of this finding is that VR effects are not enough to understand the product itself. Therefore, we must consider when and how to use this VR tools. Second, it was found that there exist the interaction effects on the information usefulness, overall product quality and purchase intention. This finding suggests that consideration of usage situation helps consumer's understanding of product and promotes their purchase intention. In conclusion, not only product attributes but also product usage situations must be fully considered by the online retailers when they want to meet the needs of consumers.

  • PDF
  • 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
      • /
      • v.13A no.4 s.101
      • /
      • pp.371-380
      • /
      • 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.