• 제목/요약/키워드: Actual clothing styles

검색결과 36건 처리시간 0.018초

공상 과학 영화에 나타난 복식이미지 (Images of Costumes in Science Fiction Movies)

  • 김민자
    • 복식
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    • 제50권
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    • pp.51-68
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    • 2000
  • This study is intended to examine the common features of costume images in science-fiction (SF) movies that deal with current socio-cultural situations by examining their themes and tones about the future it can be generally concluded that costume images of SF movies are divided into two patterns : one inheriting traditional styles constructed on linear progress and the other based on dismantiling the tradition. this analysis is made through the research of actual cinematic contexts on the common features of multiple styles shaping the two patterns of costume images. The results can be summarized as the following: The former is related with the future built up on the basis of belief in reasonal progress rooted in the Enlightenment reasonable plan for ideal social order and strong faith in uniformity. So It shows functional uniformity disregarding wasteful competitiveness in consumption and luxuriousness and clothing that has the aesthetic value of purity without emphasizing human body or sensuality are presented. On the other hand SF movies which show the uncertain costume image as the meaning of dismantling of tradition take up a rather critical view of assumption that society can move toward utopian future as it searches future images in the notion of hetero-topia by emphasizing pluralism consequently as for clothing diversity and uncertainty in post-modern style are presented destroying modernistic dichotomy and the assumption of Utopian clothing made in the notion of modern progressivism.

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메타패션 시장 확장을 위한 메타패션과 실제패션 특성 비교와 그 방향성 예측 -Z세대 크리에이터의 제페토 스튜디오와 온라인 쇼핑몰을 중심으로- (Comparison of Characteristics of Meta-Fashion and Real Fashion to Predict the Expansion and Direction of the Meta-Fashion Market -Focused on Gen Z Creators' ZEPETO Studios and Online Shops-)

  • 박유정;이윤경
    • 한국의류학회지
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    • 제48권1호
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    • pp.50-65
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    • 2024
  • By analyzing the style of creator avatars in the world of Metaverse, which is emerging as a fourth-generation social media platform, this study aims to identify the meta-fashion tastes of Generation Z (Gen Z) creators (born in the late 2010s and early 2020s) and to analyze the extent to which current trends in the fashion market are influencing meta-fashion. The research method uses a case study to compare meta-fashion and current fashion trends. First, five Gen Z fashion creators on ZEPETO were selected to analyze the meta-fashion styles presented by this group. In the end, a total of 100 fashion styles were analyzed by combining 50 items each from the current meta-fashion and real fashion trends. The fashion styles were found to be hip-hop, easy-casual, punk, lovely feminine, and sexy, and the main fashion items were analyzed as jeans, hip-hop style pants, sneakers, tight crop tops, dresses, tattoos, chain accessories, and dyeing. Meta-fashion is the emergence of items similar in shape to those popular in the current fashion market, but are more exaggerated or show off the human body than actual fashion items.

중국 당(唐)나라 여성 전통 복식 특성을 활용한 디지털 패션디자인 (Development of Digital Fashion Design Utilizing the Characteristics of Women's Traditional Costumes in the Tang Dynasty of China)

  • 주자항;이연희
    • 한국의상디자인학회지
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    • 제26권1호
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    • pp.17-31
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    • 2024
  • The purpose of this study is to propose a modern use of traditional culture by developing creative fashion designs that combine modern and traditional styles based on an analysis of traditional costumes of women in the Tang Dynasty of China. The characteristics of the Tang Dynasty women's costume are as follows. The Tang Dynasty women's costume consists of a short coat (衫, Shan), skirt (裙, Qun), half-arm shawl (半臂, Banbi), and short embroidered cape (帔, Pei). The colors are succinct and elegant, commonly red, yellow, green and navy blue in its entirety. It may be classified by pattern that blend plant patterns, animal patterns, geometric patterns, and two or more mixed patterns. On the basis of the characteristics for traditional women's costume during the Tang Dynasty, the CLO 3D program is employed to develop digital fashion design for four pairs of 3D digital clothing and the production of two pairs of work product. The results are as follows. First, the development of fashion design reflecting the design characteristics of traditional women's clothing in the Tang Dynasty of China could be expressed as fashion design reflecting unique values while connecting tradition and modernity. Second, the 3D virtual clothing program displays an extremely important effect in design deployment and pattern arrangement by having efficiency and convenience in clothing production. The CLO 3D program is closely combined with the 2D design and 3D effect and heightened efficiency while being appropriate to realize sustainability while saving processing time and energy for the sample products. Third, the production of an actual product by facilitating the 3D virtual clothing design may lead to time savings and an effective economy and may allow for the comparison of digital fashion design and actual products as well as confirming the effects of digital fashion design.

온돌에서 수면시의 계절별 침실내 온열환경과 침상기후 (Thermal Environment and Bedclimate on Ondol during Sleeping in Each Season)

  • 이순원;권수애
    • 한국의류학회지
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    • 제21권7호
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    • pp.1162-1172
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    • 1997
  • The actual thermal environment and bedclimate on Ondol were investigated by the regions and housing styles in each season. The subject were sixty healthy men and women, 30 of them live in apartment, and 30 of them live in detached house. 20 of them live in Wonju, 20 of them live in Cheongju and 20 of them live in Pusan. The results are as follows: 1) The subject slept in this conditions; 23.1$\pm$2.4$^{\circ}C$ and 38$\pm$8.8% RH in spring, 27.1$\pm$1.5$^{\circ}C$ and 68$\pm$6.4% RH in summer, 27.1$\pm$1.7$^{\circ}C$ and 47$\pm$11.1% RH in autumm, and 24.9$\pm$3.3$^{\circ}C$ and 41$\pm$10.7% R.H in winter The temperatures of the floors were 38.6$\pm$5.$0^{\circ}C$ in the spring, 26.7$\pm$1.9$^{\circ}C$ in the summer, 29.4$\pm$4.7$^{\circ}C$ in the autumm, and 30.0$\pm$5.8$^{\circ}C$ in the winter. 2) Each thickness of the quilts was thinner in the summer than in any other season, but the differences in the thickness of each mattress was not significant by the seasons. 3) The differences of the bedclimate and the clothing microclimate were significant by the regions and housing in each seasons. The inside of temperature and humidity of sleepwrar were highest in summer. The bedclimate showed high correlation with the clothing microclimate. 4) The differences in the sensation which the subjects felt about temperature and comfort of the bedroom conditions were not significant by the seasons, regions, or housing styles. But the subjects felt more humid in the summer and spring than in the autumm and winter.

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20대 여성의 체형과 선호하는 디자인에 관한 연구 (Study on the Young Women's Preference for the Apparel Design and Their Somatotype)

  • 최인려;방혜경
    • 복식문화연구
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    • 제14권3호
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    • pp.381-386
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    • 2006
  • This research is to find out what type of young women's body and how young women perceived their body. What's the most favorable style of young women and how the degree of body satisfaction affect to choose their dresses. This was find out how 123 young women with age 20 to 22, live in Seoul perceive their body and how their body perception or body satisfaction affect when they choose the clothing, and also what clothing style they prefer the most. And also how their body size was classified up to KS drop method. All respondents are classified into 3 groups of somatotypes. N. H and A types are. N. H somatotype are bigger than A somatotype. Their body perception was 3.65. They are satisfied feel comfort. They love very body conscious styles, tightly fitted style. Actually when they choose the right style, the somatotype was very important considerable variable. When the degree of body perception or body satisfaction is high, they are positive and easy to accept the current fashion.

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트윈세대(Tween Generation) 아동복의 치수적합성에 관한 연구 -초등학교 5, 6학년, 중학교 1, 2학녕을 중심으로- (A Study on the Suitability of Sifting System for Children′s Clothing - focused on the Tween Generation from fifth grade to eighth grade -)

  • 김은경;최혜선;강여선
    • 한국의류학회지
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    • 제26권5호
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    • pp.691-702
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    • 2002
  • The purpose of this study was to provide basic information on the propriety of the ready to wear garment sizes of Tween Generation(ages from 5th grade to 8th grade) who has different clothing preferences in color, styles, and design and also different body sizes and shapes from younger and older students. The objectives of the study were to ascertain (a) the body figure changes occurring during Tween Generation; (b) the coverage of manufactures'garment sizes. The body measurements of elementary school students(5th & 6th grades) and junior high school students(7th & 8th grades) provide the basic statistics for this study. The mean differences of each size within each figure type are compared by using t-teats. The differences in various manufacturers'apparel sizing and figure size are investigated. Also the body measurements and the apparel sizes of the manufacturers are compared in order to evaluate the suitability of the garment size. Results indicate that the body type factors are different in each age group. And manufactures'sizes come out to be much smaller than the actual body measurements. Young casual wear can cover junior high school students satisfactorily but for elementary school students, because of low drop-value, the overall satisfaction with filling is low.

패션에 표현된 가상성 (Virtuality in Fashion)

  • 이민선
    • 한국의류학회지
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    • 제25권5호
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    • pp.981-990
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    • 2001
  • The purpose of this study is to review the concept of virtuality and analyze in which way virtuality is expressed in fashion. As for the research methodology, literary research was undertaken to study psychoanalytical and socioeconomic contexts in which virtuality has been formed. In addition, demonstrative studies on styles were undertaken through the analysis of photos in modern fashion magazine. With the explosive diffusion of the Internet since the 1990s, people have created a new identity in cyber space. Indeed, computers have made it possible for human beings to make virtual bodies in any way they want. Through the experiment of creating the figures that they dreamed of in their childhood buy could not embody in their actual life, people are making up for their narcissistic ego of their childhood. With the advent of the cyber society, dreams have been realized in cyber space, which in turn has influenced reality and finally had an effect on fashion. In cyber space, People try to break away from their bodies by combining elements of a different nature from them. They are dying hair and skin, and using holographic fabric for fashion, metallic color and geometric pattern for cosmetics. In pursuit of omnipotent beings, people have depicted models as flying in a weightless state and floating in the water within dress of undefined silhouette, so that they can be shown as transcending the law of nature. Furthermore, a variety of cultures newly appearing as dominant in cyber space have constantly interacted with actual life and formed an collage of heterogeneous cultures in fashion.

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니트웨어의 소비자성향 실태 및 업체에 관한 조사연구 (A Research Study on the Actual Conditions of Propensity to Consume and Enterprises of the Knitwears.)

  • 김경희;이순홍
    • 복식
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    • 제23권
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    • pp.131-150
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    • 1994
  • Knitwears are originated earlier than textiles in human beings life. And then human beings life. And then human beings have been continuously developing as life patterns of human beings are becoming various and society is rapidly changing. Recently , changing life styles of the consumer emphasize the importance of the high quality , individuality , variety , and activity of knitwears. In this study , university women and housewives livings in Seoul have been surveyed in the cause of analyzing of the consumer's actual conditions. And eight brands of th specialized knit enterprises also have been surveyed, though it is imperfect . The purpose of this study lies in giving a help to the rational clothing habits of consumer and presenting some courses for aiming of korean knit industry. I made use of percentage and $x^2$-test for the analysis of the data and analyzed the contents of the question papers.

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30~50대 남녀의 아웃도어 웨어 착용실태 및 인식조사(제 1보) (Actual Wearing Conditions and Attitude: An Initial Report on an Outdoor Wearing Survey for Man and Woman in their 30s to 50s)

  • 백경자;황영미;이정란
    • 한국의류산업학회지
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    • 제15권5호
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    • pp.787-796
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    • 2013
  • This study is an initial report of actual wearing conditions and attitude based on a survey of wearing outdoor wear for men and women in their 30s to 50s who enjoy daily leisure sport activities. Most middle-aged men and women who enjoy outdoor activities were interested in new trends and clothing styles. The greatest area of interest was health(42.9%), followed by leisure and sports(38.4%); in addition, hiking(40.2%) was the most popular outdoor activity. The majority of subjects participated in outdoor activities for over 5 years(34.4%). The highest frequency of outdoor activities was conducted once or twice a month, and it took one to three hours for each activity. Nearly half of the respondents( 47.7%) answered that the goal of outdoor activities was to maintain their health. Subjects in their 40s and 50s were more equipped in their outdoor activities and in their 50s made ongoing investments despite costs. When wearing clothing, the subjects placed a priority on design(in the case of subjects in their 30s) and comfort(for subjects in their 40s and 50s). This survey shows that the subjects emphasized access to outdoor wear and equipment. In all age groups, the biggest complaint about outdoor wear was price; in addition, they were unsatisfied with the length and the sleeves of outdoor jackets. Outdoor wear will draw a positive attention for its practical use of clothing if it is developed according to consumer demands based on functionality for outdoor activities and convenience in daily life.

중국 당나라 여성 호복의 특성을 활용한 패션디자인 - 3D 가상착의를 활용하여 - (Development of fashion design applying the characteristics of women's Hu clothing from Tang dynasty in China - Utilizing the 3D virtual clothing program -)

  • 주자항;이연희
    • 복식문화연구
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    • 제31권1호
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    • pp.124-140
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    • 2023
  • This study analyzes traditional women's Hu costumes of the Tang dynasty, and deploys a creative fashion design to converge contemporary and traditional styles. In this costume, women wear a robe with striped or plain patterns in the lower part of the pants, and it appears frequently in red and yellow colors. Depending on the sleeve, it is either a round collar or a turn down collar robe. In the Hu hat, the huntuomao and juanyanxumao were leather and mili and weimao were used to prevent the sand from flowing. This study uses the CLO 3D program with the "moment" theme based on the Hu costume for women to deploy 4 pairs of fashion design and to produce works for 2 pairs. The 3D virtual clothing program demonstrates important effects in design deployment and pattern arrangement through its efficiency and convenience of clothing production. The CLO 3D program was closely combined with the 2D design and the 3D affect, and it heightened the efficiency in saving the processing time and energy of the sample clothes. Through facilitating the 3D digital fashion design, the production may reduce time needed and contribute to an effective economy, and it may compare digital fashion design to actual products as well as illustrate the potential of digital fashion design.