• Title/Summary/Keyword: 패션 캐릭터

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UX Elements and Effects of Fashion Shopping Apps Based on Multipersona Characteristics of MZ generation (MZ세대의 멀티퍼소나 특성을 반영한 패션 쇼핑 앱의 UX 요소에 대한 연구)

  • Lee, Se-Yeon;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.8
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    • pp.123-129
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    • 2021
  • MZ Generation has multipersona and characteristics that create various egos depending on the situation, and fashion styling is also expressed differently by each persona. Thus, this study investigates how to provide a multipersona or characteristic user experience to fashion shopping applications. Traditional fashion shopping apps, which focus on items, colors, and advertisements, have difficulty solving the problems of MZ generation fashion, so it is necessary to actively utilize their characteristics. We investigate the definitions and characteristics of multipersona and generation MZ, and identify the shopping behavior of generation MZ through prior research. We also analyze cases and improvements that indirectly utilize multipersona in fashion shopping apps. Four UX elements were derived through user interviews to identify needs and It was possible to derive positive effects, such as providing a shopping experience by forming one's own fashion characters in a personalized fashion beyond the existing fashion recommendation frame, which helps to worry about styling and gives a different experience.

Design and Implementation of Garment Resizing Knowledge-base Regarding Body-Shape for 3D Hanbok Animation (3D 한복 애니메이션을 위한 체형별 크기 조정 지식베이스의 설계 및 구현)

  • 오수정;이보란;남양희
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.04b
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    • pp.490-492
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    • 2004
  • 영화, 애니메이션, 게임 등 디지털 문화 컨텐츠에서 의상을 입은 캐릭터들의 사실성이 강조되는데, 기존의 패션 CAD나 의상 애니메이션 소프트웨어들은 디자인에 있어서 여러 단계의 작업을 거쳐야 하고 의상 디자인의 전문성을 요구한다 특히, 최근 우리 문화 원형의 디지털 컨텐츠화로 디지털 한복의 수요가 증가하고 있으며, 한복은 재단이나 착용방식 등에서 양복과는 구성학적 차이점을 지님에도 불구하고 디지털 한복 제작을 위한 전문 시뮬레이션 도구는 전무하다. 따라서, 본 연구에서는 전통적인 한복의 제작에서 사용하는 신체 치수 측정방법과 옷본 및 체형에 따른 사이즈 조정 방법을 지식베이스로 구축하였다. 이를 통해 한복에 대한 사전 지식이 업는 사용자들도 가상 캐릭터에 쉽게 한복을 착용 시킬 수 있는 지식 기반 한복 드레이핑 방법을 제안한다.

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A Knowledge based Approach for Hanbok Draping Simulation (한복의 드레이핑 시뮬레이션을 위한 지식 기반 접근법)

  • Lee, Bo-Ran;Oh, Sue-Jung;Nam, Yang-Hee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.05a
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    • pp.1615-1618
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    • 2004
  • 영화, 애니메이션, 게임 등 디지털 문화 컨텐츠에서 의상을 입은 캐릭터들의 사실성이 강조되는데, 디지털 의상 제작에 있어서 기존의 패션 CAD나 의상 애니메이션 소프트웨어들은 여러 단계의 작업을 거쳐야 하고 의상 디자인의 전문성을 요구한다. 특히, 최근 우리 문화 원형의 디지털 컨텐츠화로 디지털 한복의 수요가 증가하고 있으며, 한복은 재단이나 착용방식 등에서 양복과는 구성학적 차이점을 지님에도 불구하고 디지털 한복 제작을 위한 전문 시뮬레이션 도구는 전무하다. 따라서, 본 연구에서는 전통적인 한복의 제작에서 사용하는 신체 치수와 체형특징에 따른 옷본의 크기 조정 방법을 지식베이스로 구축하고, 이를 사용하여 한복에 대한 사전 지식이 없는 사용자들도 가상 캐릭터에 쉽게 한복을 착용시킬 수 있는 지식 기반 한복 드레이핑 시뮬레이션을 제안한다.

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A Study of the Beautiful Girls' Fashion Styles in the Japan Animations (일본 애니메이션에 나타난 미소녀 캐릭터 패션 연구)

  • Choi, Yoo-Jin
    • Journal of the Korean Home Economics Association
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    • v.49 no.3
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    • pp.67-77
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    • 2011
  • The purpose of this study was to clarify the symbolic meanings of the beautiful girls' character fashion in modern Japanese animations. This study investigated the currency and characteristics of the beautiful girls' characters from the 80's to the present. The fashion style of a beautiful girl's character was categorized into four styles: trendy style, adult style, Lolita style and fantasy style. These fashion styles were analyzed, and as a result, three symbolic meanings of the fashion style of a beautiful girl's character are discussed. Firstly, these occidentalized body styles represented idealized body images that are not traditionally Japanese. Secondly, the adult style (growth) represented coming out, i.e. the desires to develop from a child into an adult. Thirdly, the adult (transformation), Lolita and fantastic styles appealed to maniac consumers, having a "Moe" feeling.

A Study on women illustration between Korea and China (한·중 여자 일러스트레이션 대비 분석)

  • Xu, yajie;Yoon, Youngdoo
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.331-332
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    • 2012
  • 일러스트레이션은 사회성과 대중성이란 특성으로 말미암아 각종 교육, 출판, 그림동화, 리플릿, 광고, 잡지, 패션, 캘린더, 팸플릿, 팬시, 애니메이션, 게임 캐릭터 등의 매체에 활용되고 있다. 일러스트레이터는 작가 개인의 정서뿐만 아니라 사회와 가치, 생각, 감각, 감정, 정신, 이상향 등을 형상화하여 대중들과 커뮤니케이션을 그 목적으로 작품을 제작한다. 본 연구는 한 중 여자 일러스트레이션 비교 분석을 통해 국가별 여자 일러스트레이션의 유사점과 차이점을 분석하고 그 이유에 대한 이론적인 배경을 찾아내는데 그 목적이 있다.

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The Analysis of Body-Image on the On-Line Game Lineage II Character Fashion (온라인 게임 리니지II 캐릭터 패션에 나타난 바디 이미지 분석(分析))

  • Jin, Kyung-Ok;Seo, Jung-Lip
    • Journal of Fashion Business
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    • v.8 no.5
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    • pp.144-154
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    • 2004
  • The purpose of this study is to consider the characteristics of character's body-image throughout the on-line games and with this study we researched the symbolic meaning reflected by the character's body-images throughout the fashion. The characteristics of the body-images presented in modern fashion is expressed in 4 features on Lineage II game. First, it adopts the ways in which modern fashion expresses the erotic image and represents various sexual stimulation, which can not be represented in the real world, in cyberspace. Second, it expresses the beauty and taste in sensitivity by exchanging the items, which are the features of body-image, each other as the neutral body-image and pursuits for the double side feature between males and females by dismantling the point of view to sex. Third, it shows the new value system different from the existing one by using extraordinary items and materials that you've never seen in real fashion as the abnormal body-image expressed in informal and inaccurate principal of deformation. Fourth, it show the body with the items which induces more interest and curiosity than the real world do as the humorous body-image accompanying with childish amusement and pleasure.

The Effects of Mothers' Childrearing Attitudes on Consumer Socialization and the Evaluation of Children's Character Fashion Products (어머니의 양육태도가 소비자사회화와 아동용 캐릭터 패션제품의 평가에 미치는 영향)

  • Kang, Keang-Young;Jin, Hyun-Jeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.37 no.5
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    • pp.704-714
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    • 2013
  • Diverse characters have been recently used in fashion products for children. The degree to which parents accept children's opinions or attitudes when they engage in dialogue may be connected with consumer socialization and affect the criteria for the evaluation of character fashion products. This study examined the effects of mothers' childrearing attitudes on consumer socialization and the evaluation criteria for character fashion products for children. A questionnaire was conducted via the Internet on 310 mothers with children aged between four and twelve. The results of the study showed: First, childrearing attitudes were divided into four dimensions: hostility, autonomy, acceptance, and control. Consumer socialization was divided into communication in regards to consumption, consumption control, and the awareness of social relations. The evaluation criteria for character fashion products for children were divided into educational/utilitarian values, emotional values, and social values. Second, mothers were divided into an acceptance group, a moderation group, and a hostility group based on childrearing attitudes. The group with hostile childrearing attitudes had control over their children's consumption and were conscious of others in the process of consumption. The group with accepting childrearing attitudes considered educational/utilitarian values and emotional values when they purchased character fashion products for children. The group with hostile childrearing attitudes considered social values. Third, autonomous childrearing attitudes had the largest influence on communication in regards to consumption. Controlling childrearing attitudes had the largest influence on consumption control and the awareness of social relations. Controlling childrearing attitudes had the largest influence on social/utilitarian and emotional values; however hostile childrearing attitudes had the largest influence on social values.

A Study on Fusionization of Woman Characters in Fusion Traditional Drama (사극드라마의 여자캐릭터의 분장특성 연구)

  • Kim, Yu-Gyoung;Cho, Ji-Na
    • Journal of Fashion Business
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    • v.13 no.4
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    • pp.60-76
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    • 2009
  • Expression of woman characters in fusion traditional dramas plays a role of making the progress of dramas not bigoted and new. Especially, woman characters have a high weight as a heroine by an increase in their image in fusion traditional dramas. Expression of characters harmonizing modern with tradition has also given a help in reflecting a trend of the present times. Hair style and face makeup of woman characters in fusion traditional dramas are in the process of fusionization getting an effect from postmodernism. They are expressing the hair style of symbolization modern elements of hair style to traditional hair styles. They also expressed a neutral image with faded hair styles in the shaggy cut style and dye of neoplaticism. Neo-hippie style was changed into the style of naturalism and nationalism and the hair style braided in various branches as the one of Indians was changed into a primitive and national feature. It is producing a new style by permitting even a long-hair permanent wave hair style. Expression of straight hair style, a long-hair shaggy & bulging wave style and a hair style of neoplaticism, was distinguished. In the side of face makeup, they expressed its luxurious and splendid style by attaching great importance to its luster and are exposing images of characters by a smoky makeup emphasizing eye lines. Their face makeup was almost never separated from present dramas as using pearl shadow in a glossy lips makeup and color, which made it possible to express it more dramatically in fusion traditional dramas than in present dramas. In the event of the makeup element of fusion traditional dramas permitting diversity, the character makeup of fusion traditional dramas made a foundation to show people diverse elements of makeup by mix & match a present elements and past elements of historical research, which made it possible to express a unique makeup or a special makeup. Diverse makeup expressions were limited by reflection of illumination even in the existing videos. Therefore, 'Fusion' made it possible to express it more freely in fusion traditional dramas than in present dramas.

A Study on Make-up Expression of Horror Character in Horror Movie (공포영화에 나타난 공포 캐릭터의 분장표현 연구)

  • Kim, Yu-Kyoung;Cho, Ji-Na
    • Journal of Fashion Business
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    • v.12 no.5
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    • pp.77-93
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    • 2008
  • The purpose of the study was to examine make-up expression elements of horror characters as an evil spirit, a vampire, a zombie, a monster and a psycho murderer through make-up, focused on horror movies of the United States after1960s. First, an evil spirit was expressed that the pupil grew dim without a focus and the skin was torn by going bad and rot completely. Also, it was expressed that its teeth was changed to pointed canine teeth as a wild beast and its pale and bloodless face showed blood vessels clearly. To express its bloodless and pale skin, air brush was swept into the skin over several times. Its canine tooth was made acryl powder into its shape and was harden to make its shape smooth. Also, it was colored to show people like the real thing. Second, a vampire was expressed by make-up elements as long nails, a sharp canine tooth, a pale skin with a blood vessel and dead eyes. Its rough skin and long nails were manufactured with latex foam, which was colored like the skin. Third, a monster image as a werewolf was expressed by make-up elements as fur, sharp teeth, changed nails and toenails, a rough skin and a face changed to a wolf. Rubber mask and rubber body suit were manufactured as a make-up of special character and so all its body was changed. Fourth, a psycho murderer and body-deformed man were expressed by make-up elements as a distorted mask, swelled-up and deformed skull and face form, terribly deformed body, discolored and hang down skin and teeth with an indeterminate form. Its body and face were manufactured by the foam latex technology according to make-up design as a make-up of special character.

Impact of Recollection on Brand Relationships -Focusing on Character Collaboration Fashion Products- (추억 회상이 브랜드 관계에 미치는 영향 -캐릭터 컬래버레이션 패션상품을 대상으로-)

  • Joon-Ho Seon;Sumin Kim;Kyu-Hye Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.4
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    • pp.793-807
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    • 2024
  • In response to the growing focus on products utilizing character IP in retail, this study investigated the impact of consumers' recollection of character IP fashion products on brand relationship formation. Furthermore, it explores the moderating effect of consumer preferences for collaboration series on this relationship. Participants were consumers who recalled character IP fashion products, and the analysis was conducted using PLS-SEM. The findings show that consumer recollection associated with character IP in fashion products positively affects brand attachment, leading to a positive impact on brand attitude and brand loyalty. The study also highlights the effectiveness of repeated exposure to similar products as an effective marketing strategy. Furthermore, a positive synergy between brand attachment and preferences for collaboration series enhances brand loyalty by influencing consumer attitudes. The study suggests that collaboration series marketing strategies affect consumers' perceptions of novelty and alter their expectations. This research has significant academic and practical implications, demonstrating the effectiveness of marketing through collaboration series and revealing how character IP in fashion products, commonly used by fashion brands, shapes brand-consumer relationships. The findings provide a robust theoretical foundation for marketing strategies leveraging character IP.