• Title/Summary/Keyword: 패션 캐릭터

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The Ways in which Clothes worn by Game Characters as Expressed in Contemporary Fashion (현대패션에 포함된 게임 캐릭터 의상의 조형성)

  • Lee, Hyo-Jin;Yang, A-Rang
    • Journal of the Korean Society of Costume
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    • v.58 no.4
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    • pp.86-98
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    • 2008
  • This study is purposed to determine the correlation between contemporary fashion and game characters' clothes and to analyze the formative property of the game characters' clothes expressed in the contemporary fashion. The temporal scope of this study is from 2004 to 2007 based on general online game ranks, while the game type is limited to 3D-online role playing game. The most popular clothes of game characters are analyzed and found to have imaginary, sensualistic, and cross-sexual features. These are also expressed as Cyber resistance image, Femme fatal image and Asexual image in the contemporary fashion. Firstly, the Cyber resistance image in the recent fashion is shown as belligerent, destructive and surrealistic image in contemporary fashion. Secondly, the Femme fatal image represents bewitching, brutal and narcissistic image with sleek materials and glowing colors in contemporary fashion. Thirdly, the Asexual image means the concept of sex as the neuter gender. Especially, this image has been introduced by simple and straight silhouette, black, silver, khaki colors in fashion. Accordingly, the clothes of game characters with the popularity and formative property have close correlation with contemporary fashion even if they do not pursue for practical creativity. In this respect, they can consolidate the position as a new fashion trend if they are developed with various design ideas.

A Study on Fashion Design Using Korean-Style Emotional Characters I - Design of Children's Wear Based on Korean Traditional Patterns - (한국적 감성 캐릭터를 활용한 패션 디자인 연구 I - 한국 전통색상과 문양을 응용한 아동복 디자인 개발 -)

  • Han, Gyung-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.11 no.2
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    • pp.131-142
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    • 2009
  • In response to the need of developing children's wear design using traditional elements, this study purposed to develop fashion designs emphasizing contemporary images based on the symbolism and formativeness of traditional dresses. For this study, we reviewed the definitions and symbolism of traditional colors and traditional patterns using previous research, and classified them according to formative shape. In addition, this study made three pieces of dress and developed unique designs by applying the traditional patterns and elements of Korean traditional dress styles. The research methods were as follows. First, we examined the images of Korean traditional colors and classified the symbols and meanings of the colors. Second, we identified the types of patterns, and classified them into shapes and symbols. Third, we designed and made actual works by applying traditional patterns. Based on the theoretical studies as presented above, we developed contemporary casual hanbok designs for children by applying symbolic and formative traditional patterns and using DTP (digital textile printing).

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A Study on the Character Fashion in the Viewpoint of the Cultural dependency (문화종속적 관점에서 본 캐릭터 패션)

  • 이민경;한명숙
    • The Research Journal of the Costume Culture
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    • v.7 no.5
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    • pp.93-103
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    • 1999
  • The objective of the present study was trying to explain the phenomenon of the character fashion using famous character of America and Japan as a cultural dependency of mass culture in Korea. Today, the cultural situation of the Korean society was influenced much from foreign countries, especially America and Japan in every culture. It means the penetration of foreign cultures, the cultural domination of them and it could be explained by the cultural imperialism approach and the cultural imperialism approach presented the theoretical framework of cultural dependency of mass culture. In this viewpoint, I emphasized the influence of the motives used character fashion as an important phenomenon to analyize the cultural situation of Korea.

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The Study on the Characteristics of Cultural Storytelling in the Graphic of Avartars (아바타의 그래픽 표현에 나타난 문화적 스토리텔링의 특징에 관한 연구)

  • 장호현
    • Archives of design research
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    • v.17 no.2
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    • pp.157-170
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    • 2004
  • As a virtual identity on the virtual space, Avata is expressed in the various graphic forms such as 2D and 3D. Avata is not just combination of characters, but it also reveals the cultural Avitus of the times or the society, which often represents the discrimination according to the generation or social stratum or the unconscious choice of popular culture The modern days are absolutely influenced by the popular culture. And, it is also the case in the virtual space as well as the real world, influencing the fashion trend, cultural taste, and even the behavioral pattern of individuals. Hereupon, through an analysis of cases of using Avata character graphic, we are going to look into the technical ways of expressing Avata and the overall pop culture trend and individual life pattern and taste which are shown in the choice of outfit, necessaries, and background. And, we will also find out the kitsch characteristics in the consumption of Avata. And, we also expect that the image of Avata would be developing into a positive identity demonstrating one's existence on the virtual space, not simply a meaningless choice and combination of image in expressing and consuming Avata.

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Expression Types and Characteristics of Cartoon and Animation Characters in Contemporary Fashion (현대패션에 나타난 만화와 애니메이션 캐릭터의 표현유형과 특성)

  • Kim, Sun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.11
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    • pp.1912-1922
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    • 2010
  • This paper examines the types and characteristics of cartoon and animation characters in contemporary fashion in order to provide the basic data necessary for the development and use of fashion character designs that develop creative designs and culturally high values. This study examined the relevant literature, reviewed local publications, foreign fashion magazines, and Internet data from 2000 to 2009. In this way, it analyzed various visual images that reflect cartoon and animation characters in case studies. This paper found some expression types, which are the direct expression of characters through print or collage, the borrowing of character images, the use of cartoon expression techniques, and the use of characters for the composition of clothing forms. Those expression types had some similar characteristics. The first is the expression of a kidult-like entertainment that reflected the inner psychology of adults trying to escape from a complicated modem society and returning to their childhood. The second is the expression of satire. Cartoon and animation characters were used as a medium for pointing out social irregularities and evil deeds that taught the lesson of good triumphing over the evil in fashion; they expressed the satire of the modem society and delivered a message of purity and hope. The third is the use of a decorative factor. Each character was printed in primary colors or expressed in colorful beads, and serial cartoon scenes were printed on clothes and used to make a decorative effect of fashion designs.

An Analysis of the Consumer's Behavior on the Fashion Brands Applying the Characters (캐릭터 활용 패션브랜드에 대한 소비자행동 분석)

  • Yu, Ji-Hun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.9 no.1
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    • pp.173-187
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    • 2007
  • The purposes of this study were to examine the consumer's behavior on the brands applying the characters by gender, age and residential district, and then to propose the future planning of brands applying the characters and distribution strategies. From Junior on middle school to forty-year olds were selected for this study and areas were grouped to five for comparing the residential distinction. The questionnaire was consisted with 25 questions. Nominal scale and 5-interval scale were used for analysis. The SPSS 12.0 was used to analyze the technical statistics such as average, frequency, t-test, ANOVA, and $x^2$. The results of this study were as follows : 1) The characters influenced on remembering the brand's name regardless gender, agen and residential district. 2) When consumer bought the brand with character, the most important factor is the brand name recognition. 3) It would be desirable to use the one or two mixed methods which express the characters on the clothes. 4) When they distribute the character brands, they would supply more feminine characters in 3rd district, more manly one in 4th district and less quantities in the 3rd and 4th district for lowering inventory. The next must be follow to succeed the character using strategy of fashion brands. It is needed to segment the target for new character creation of specific generation, and to grasp the point of the trend which oriented by the target, and to reflect what they like and what they feel sympathy on character image and brand concept.

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A Study on the Costura and Color Image of the Movie - focusing on Scottie, Madeleine, Judy - (영화(映畵) <현기증>(<眩氣症>)에 나타난 복식(服飾)과 색채(色彩)Image -스코티, 마들렌, 주디를 중심으로-)

  • Park, Hye-Jun;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.11 no.5
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    • pp.1-14
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    • 2007
  • The purpose of this study is to study the movie costume and color image through the movie"Vertigo". Firstly, looking into the clothing style and the color image of the characters expressed in the movie, Scottie who had the physical limitation had phobia of height, and he was expressed with the gray color to show his lethargic feeling from his physical limitation. And, after the death of Madeleine, it expressed his sense of loss and depressed mind through the blue color. The comparison of green and red color that was used to link the two characters in Madeleine and her substitution, Judy, mystified her, and the image of dreamy Madeleine has been inscribed to Scottie. In addition, the green color expressed her unstable mind. The clothing expression of Judy is expressed with her unstable mind through the detailed clothing, unlike Madeleine. And, the black color expressed the false identity of her and the Madeleine image of his own for Scottie. The type of clothing is expressed in separates suit and overcoat that are representative ones in 1950s, and black dress with the square neckline and others expressed the silence on conspiracy of Gavin and the false identity of her. Secondly, the color image expressed in the background in the movie as a special space for Scottie and Madeleine. The blue color image for Scottie was shown to be as space for death and the green image for Madeleine as a fantasy.

A Development on the Cultural Products Using Dinosaur Characters (공룡 캐릭터를 이용한 문화상품 개발)

  • Lee, Kyung-A;Bae, Soo-Jeong
    • Journal of Fashion Business
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    • v.12 no.1
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    • pp.147-163
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    • 2008
  • This research aims to develop cultural products for professional sales after producing creative products utilizing dinosaur characters, which are the representative exhibited item of dinosaur-centered museum. There are seven museums in Korea whose theme is dinosaur. There are three dinosaur museums among them, Goseong Dinosaur Museum at Kyungnam, Mokpo Natural History Museum, and Seodaemun Museum of Natural History. While inspecting cultural products within the museum shops of these three museums, general products occupy more than 80% of all the products rather than products related to dinosaurs, and has a problem that most products are decorative ones. This resulted from that enterprises supplying these products are not professional ones and are irrelevent to cultural industry; as result, purpose of conveying culture through products is lost. This research develops dinosaur characters utilizing computer 3D techniques in order to imbue unique characteristics to dinosaur museums and informing cultural speciality of our country. In addition, this research presented design method of cultural products by grafting traditional symbols onto these characters, and actually produced 11 items of 5 kinds: toys(dolls), clothes(T-shirts, pajamas, socks), stationery(notebooks, memo), accessaries (bags, umbrellas, handkerchief), and others(cups). On the items above, dinosaur characters are variously utilized in form of printing, embroidery, and stickers by using computer 3D technique. A cultural product is a tangible form which could show variety of cultural characteristics of our nation that could spread the culture through the consumers, and such type of purchasing could increase values of cultural industry by creating economic profits; such points are the significance of this study.

A Study on the Relationship between Customers and Shop Managers according to Line of Brands (브랜드 군에 따른 고객과 숍 매니저간의 관계 특성 연구)

  • Ahn So Hyun;Lee Kyoung Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.25 no.9
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    • pp.1669-1680
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    • 2001
  • 본 연구는 의류점포의 고객과 숍 매니저 사이의 관계를 보다 포괄적인 관점에서 심층적으로 이해함으로써 대 고객 관계마케팅에서의 우위를 점하기 위한 전략도출에 기여하고자 하는 목적에서 이루어졌다. 이를 위해 백화점에 입점해 있는 디자이너 브랜드와 캐릭터 브랜드 의류점포 각 4곳의 고객 9명과 숍 매니저 8명에 대한 문화기술적 면접과 이들 점포에 대한 참여 관찰을 통한 질적 연구가 2000년 5월부터 8월말까지 행해졌다. 연구 결과에 대한 내용분석에 따르면 브랜드군 간에는 관련변인이나 관계 형성 과정 등 장기적 관계 형성 메커니즘에 차이가 있는 것으로 밝혀졌다. 또 관계에 대한 관점에 따라 추구이점이 다름으로써 관계에 대한 관여 수준, 관계의 질, 관계지속기 간, 신뢰에 대한 관점에 차이가 발생하는 것으로 나타났는데 관계에의 관점과 추구이점의 차이는 가격의 차이에서 연유하는 것으로 보인다. 따라서 제품수준에 따라서 상이 한 접근방법이 요구된다. 한편 패션상품의 특성으로 하여 의류의 경우에는 고정고객 유지 뿐 아니라 신규고객 창출이 중요하기 때문에 기존의 관계 마케팅과는 다른 접근방법이 요구된다.

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An Usability Evaluation of the Pattern Making Software for Virtual Cloth of 3D Character: A Case Study of "Looks Tailor X" (3D 캐릭터 가상의상 제작을 위한 패턴제작 소프트웨어의 사용성 평가 : "Looks Tailor X"을 사례로)

  • Kim, Sook-Jin
    • Journal of the Korean Home Economics Association
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    • v.47 no.2
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    • pp.111-123
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    • 2009
  • This study is to explore the usability of a pattern making software 'Looks tailor X' developed recently by the Digital Fashion in line with the cloth simulation software 'DressingSim'. When the software engineers develop software for clothes and clothing simulations, most often they lose touch of real-world craftsmanship of pattern making. As such, the software evaluation of the functionality and the usability is a crucial step in the field of virtual clothing. We carried out a detailed evaluation of the software via the process of making some basic types of pattern including tight skirts, pants, jackets, and one-piece dress. In this paper, we documented a step-by-step scenarios of making clothes using the Looks tailor X, and listed both the advantages and limitations of the software from the perspective of an enduser, i.e., a professional fashion designer. We also briefed suggestions on the refinement of the future software in the field.