• Title/Summary/Keyword: Brand fit

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A Study on Actual Conditions and Sizing Systems of Domestic Glove Production Companies (국내 장갑 제조업체의 실태조사 및 치수체계에 관한 연구)

  • Choi Hei-Sun;Kim Eun-Kyong
    • Journal of the Korean Society of Costume
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    • v.55 no.2 s.92
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    • pp.116-128
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    • 2005
  • The aim of this study is to understand problems with both fit and sizing system of gloves by analyzing the glove production industries with an emphasis on the sizing system, production measurement system, and general marking situation. Also, to suggest the basic raw materials for improving sizing system for gloves, actual glove control sizes were compared to the anthropometric data of the previous study Fifteen domestic production companies were participated in this study-Domestic glove production companies established their own sizing system by copying inter-national brand's glove sizing system or by their experience. The Korean Standard of gloves and the 1997 Korean Standard Anthropometrics Measurement for producing glove patterns are not considered because of its discordance with the reality of the required measurements. Domestic glove production companies used different size designation and labeling system. Size measurement unit also showed difference among the glove production companies. Some companies used 'cm', some used 'mm', some used 'inch' for the measurement unit. In general, companies produced 5 to 4 sizes in one design of glove and the production was the highest in M and L size. In 9 out of 15 companies preferred control size as hand length and hand circumference. For reference size, most of the companies preferred finger circumference, finger length, palm length, hand breadth, crotch height, and hand thickness. Actual glove sizes were compared to the anthropometric data of the previous study. The results indicated that most of the measurements of actual glove sizes were significantly larger than the anthropometric data.

A Comparative Study on the Clothing Wearing Conditions and Fit for Middle-aged women in their 40s and 50s (40대와 50대 중년 여성의 의복 착용 실태 및 맞음새 비교 연구)

  • Nam, Young-Ran;Choi, Hei-Sun;Kim, Eun-Kyong
    • Journal of the Korea Fashion and Costume Design Association
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    • v.15 no.3
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    • pp.137-156
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    • 2013
  • The purpose of this study is to analyze the general status of wearing clothes and clothing purchase of middle-aged women in the 40's to 50's, the patterns and colors of clothes they prefer, clothing preference related with fitting or such, and also complaints. And this paper also divides the middle-aged women into those in the 40's and 50's to analyze how they differ in terms of the apparel brands and fitting they prefer and also the status of wearing clothes. For the research, a survey was performed to 350 women, and the survey data went through x2 and t-test analysis by using SPSS 20.0 to examine significant difference. The results of this study are as follows: the women in the 40's included as the subjects showed a high frequency of clothing purchase from casual brands or SPA brands and regarded design to be important at the clothing purchase. Meanwhile, the women in the 50's indicated a higher frequency of clothing purchase of middle-aged women's apparel brands, outdoor brands, madam clothes, or designer brands and thought activity to be crucial at the clothing purchase. As the women in the 40's and 50's showed difference in the brands they preferred, particularly the fitting indicated difference in terms of dissatisfaction. While those in the 40's preferring and buying young casual showed particularly more fitting problems in the arm-hole girth, upper arm circumference, bust size, and thigh or hip area, those in the 50's indicated fitting problems in the hip circumference or waist measurement. It is expected that this study will be used as foundational data to set up the target age by related apparel companies or develop clothes with great size fitting and design satisfaction.

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The Influences of Shopping Orientation on Selection Criteria, Attitudes, and Preference of Collaborated Fashion Products (쇼핑성향이 패션 콜라보레이션 제품의 선택기준, 태도 및 선호도에 미치는 영향)

  • Yang, Hyo-Jin;Kim, Chil-Soon;Kim, You-Young;Kim, Tae-Eun;Bae, Yeon-Jin;Chan, Sun;Yang, Hee-Soon
    • Fashion & Textile Research Journal
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    • v.14 no.4
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    • pp.567-577
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    • 2012
  • This study investigates how the type of fashion shopping orientation influence the selection criteria, attitudes, and preference of fashion products developed through collaboration. For data collection, the study conducted a survey in the Seoul and Metropolitan areas. The results are as follows: 1. Shopping orientation was identified with seven factors: pursuit of pleasure, trend, planning, uniqueness, famous brand, economic efficiency, and conspicuous consumption. Attitudes toward the collaborated of fashion products could be classified into two factors of reasonable ostentation and aesthetic value orientation. 2. The shopping orientation of the pursuit of trend is related to reasonable ostentation; in addition, the shopping orientation for the pursuit of uniqueness and economy is positively associated with an aesthetic value orientation. 3. The factors of fashion pursuit had a great positive effect on their preference for collaboration type among fashion brands and the factors of uniqueness and pleasure pursuit had a positive effect on the preference for collaboration type with fashion designers and artists. This showed that the pleasure pursuit factor had a positive effect on the collaboration type preference for celebrities. Fashion companies may be able to establish effective merchandising and marketing strategies that fit the characteristics and types of fashion collaboration.

Market Survey and Motion Characteristics Research on Fitness Compression Wear to Improve Muscle Efficiency for the Elderly (고령자 근효율 향상을 위한 피트니스 압박웨어 시장조사 및 동작특성 조사)

  • Jeon, Eun-Jin;You, Hee-Cheon;Kim, Dong-Mi;Kim, Hee-Eun
    • Fashion & Textile Research Journal
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    • v.20 no.3
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    • pp.343-352
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    • 2018
  • The objective of this study is to investigate the market of fitness compression wear as well as to design an optimal fitness compression wear by analyzing the muscle and movement characteristics of the elderly women in Korea. In this regard, research for functional garments is needed to increase muscle activity of elderly people during physical exercise. Firstly, we investigated the brand, design, size, material, and pattern of fitness wear based on the market survey. Secondly, we identified preference, evaluation items, evaluation method, and pattern design method based on the literature review. Finally, in addition, the motion type, range, angle to improve the muscle strength of the elderly were investigated and the maximum muscle strengths of each motion were analyzed by using 2007 Size Korea data (n = 386). It is also designed for muscle fatigue through exercise and rapid fatigue recovery after exercise. The evaluation methods for fitness compression wear were classified as motor functionality, physiological comfort, pattern and material suitability evaluations. The muscle strength at leg (pushing force) and waist (lifting force) of the ages of 60 to 69 years old showed 239.3 N and 274.5 N, respectively, which were the lowest forces compared to younger age groups. By applying these results to the design process of fitness wear, it is anticipated that the fitness wear will have a proper fit to the body shape of elderly people in South Korea as well as it can increase muscle efficiency to promote physical capability and healthy life for senior people.

The Strategic Ambidexterity of Online Game Companies: The Exploitation and Exploration of NCsoft (온라인 게임회사의 전략적 양면성: 엔씨소프트의 활용과 탐험)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.115-124
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    • 2015
  • This research analyzed the case of Ncsoft to study the organizational learning, exploitation and exploration that create dynamic capability in hypercompetitive environment. First of all, we demonstrated the activities of exploitation and exploration in Ncsoft according to the life cycle of online game industry. An exploitation related to routine, learning and fit with existing environment brings about incremental innovation. In contrast, an exploration associated with non-learning, flexibility with changing environment results in radical innovation. We examined them based on the life cycle of its various game services. NCsoft that built the leading position in online game industry focused the exploitation activities at the stage of beginning period and growth, whereas NCsoft has increased the activities of exploration at period of mature. In addition, the firm conducts an exploration for its brand new game services and R&D. Conversely, An exploitation is conducted for sustainable updating of patch service and marketing and system building. The result implies that online game companies create sustainable competitive advantage using the balance between exploitation and exploration.

The Case Study on the Commercial Space with Space Collaboration -Through 4 Case Studies in Heyri Village - (공간 콜래보레이션이 적용된 상업공간사례 검토 -헤이리 마을의 4사례 검토를 통하여-)

  • Shin, Jee-Hyun;Shin, Kyung-joo
    • Korean Institute of Interior Design Journal
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    • v.24 no.3
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    • pp.15-29
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    • 2015
  • Social and cultural impact of postmodernism in the seek for diversity and to respect the individual's personality and character was the center of human-centered thinking. This also affects the design area, as well as architecture, interior design. It is because of interactive interior design that reflects the lives and relationships with people. Thus, in modern society, people to meet the diverse needs have created a third space. Today's commercial space in the flow to a variety of users and is trying to provide comfort. To go to stores often offer lifestyle and proceeding to the next stage of life. Space for the creative force is trying to become getting better space. Collaboration is refer to phenomenon that two or more objects meet to collaborate. Collaboration is can be classified of space, art, low/high, high concept and star collaboration. And this study has been studied mainly collaboration. Space collaboration is can be classified of experiential, the third space, brand passes and landmark. Space collaboration elements rearranged to the standards of interior design theory, analysis, and marketing of space, commercial space, with previous studies of the spatial elements were extracted. The purpose of this study in the field of interior design space analysis method for the verification of collaboration theory is that to develop. Thus, the space collaboration has been developed to fit the field of interior design, and commercial interior spaces will be helpful for applying.

Analysis of Wearing Propensities, Wearing Comfort, Mobility of Movement, and 3D Shape for Advanced Baseball Leg Guards Design (야구 다리보호대 디자인을 위한 착용실태 및 착용감, 운동기능성, 3D 형태분석)

  • Lee, Hyojeong;Eom, Ran-I;Lee, Yejin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.1
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    • pp.63-76
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    • 2015
  • This study conducted a survey to gauge the buying and wearing propensities of wearers of leg guards made for baseball catchers, as well as product characteristics of preferred leg guards. Data from the survey were analyzed to obtain basic data for the development of an advanced leg guard design. Degree of compression, horizontal distance, cross section view and outline 3D sketch were also analyzed from the 3D data of leg guards; in addition, mobility and kinematic analysis were conducted through a wearing test. The survey indicated that imported products dominate the current retail market because they are appreciated by customers in terms of fit, price, brand, and protection. Representative complaints of products were discomfort, pressure, and the heavy-weight of the leg guards in general attributed to overall structure and 3D shape. When the pressure was lower on the front area of knee, it feels better to wear and the average knee angular velocity during the up and down motion increased, which suggests a better design from a kinematic point of view. The knee is the primary part of the body responsible for any movement of the lower limbs; consequently, the degree of compression and support stability of the leg guards near the knee area are important factors to evaluate the performance of leg guards. The results of our study indicate significant opportunities for improvement in product design and the development of baseball leg guards along with an ergonomic design that considers the mobility of the knee, skin deformations is necessary to improve performance. The process followed in this study will be applicable to studies on other personal protective equipment for sports.

The Product Information in Online Jeans Shopping by Consumers' Evaluation Criteria

  • Choi, Eun-Ha;Chun, Jong-Suk
    • The International Journal of Costume Culture
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    • v.13 no.1
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    • pp.42-50
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    • 2010
  • The purpose of this study was to find differences in evaluation criteria and product information based on jeans products consumers. The participants of this study were women age of 19 to 30 years. This study was implemented by descriptive survey method using questionnaires. A total 182 questionnaires were analyzed in this study. The subjects were grouped by the evaluation criteria of purchasing jeans through an online shopping. Finding of the study showed that, Group 1 was high involvement group. They conscious of both style feature and practicability of jeans when they bought jeans. Group 2 was low involvement group. They are not conscious of those features. The important factors were different by groups. The most important factors of purchasing jeans for Group 1 were fashion trend and practicality. Price was the most important factor for Group 2. They bought jeans at extremely low or high price. On the other hand, Group 1 bought jeans of diverse prices range. The popular shopping sites were different between two groups. The department store was the most important place purchasing jeans for both groups. The second important place was specialty stores for Group 1, and online shopping for Group 2. The usefulness of product informations were also examined when they evaluated the jeans at online shopping. The most useful product informations were leg cut style and rise length. Fit information was very important for Group 1. Group 1 considered that the function of zoomming the picture image was important. The material characteristic and name of brand were also useful than Group 2. But the size and care instruction were not highly useful.

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A Study of April Greiman's Work (에이프릴 그레이만의 작품에 관한 연구)

  • 홍석일
    • Archives of design research
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    • v.9
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    • pp.1201-1208
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    • 1994
  • During the 1970s, as Los Angeles-based designer April Greiman made her professional way, her work was popularly labeled "New Wave: The term no longer seems to fit. Today, Greiman refers to her brand of design as "hybrid imagery." For combining photography, drawing, video, computer-generated images and typography in her designs, she creates a crossbreed that blends but is unlike any of its parts. To her credit, Greiman was one of the first designers who saw potential in the "textures" of video and computer-based imagery, and was brave enough to integrate this new visual language into the mainstream design work she was creating. She was also one of the designers to use the Macintosh computer as her primary design tool. Despite her pioneering work, she refuses the label of "experimental" designer. She prefers to say she, is interested in process, in layering images to evoke both a thoughtful and emotional response. thoughtful and emotional response.

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A Study on High School Girls' Uniform Designs in Korea (여고생(女高生) 교복(校服) 디자인 연구(硏究))

  • Yoon, Hyun-Jung;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.6 no.5
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    • pp.27-40
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    • 2002
  • The purpose of this thesis is presenting desirable design of uniform which could reflect high school girls' demands with the researches on their consciousness of fashion and actual state of uniforms. Methods to accomplish this research include first, examinationson characteristics of high school girls and their consciousness of fashion with relevant articles, second, interviews with designers from major domestic uniform brands - ELITE, IVY, SMART - and third, analysis on related internet sites. Practical researches are followed by design analysis and proposal of improvement on high school girls' uniform, accompanied by collection of photographs from field studies, major uniform brands' shops and uniform related internet sites. Korean high school girls in the digital era are able to express themselves in each different fashion with own individuality, preference or intention, as they are particularly interested in clothes or their appearances. Their consciousness of fashion became visible in a shape of negative attitude and dissatisfaction with uniforms due to its out-of-date design, lack of features and inconvenience in action. Besides more than half of high school girls already experienced reforming it for better looks. As a result of current analysis on references of uniform designs, various levels of refinement were noticed even in uniform of similar details, design, fabric textile and color due to differences on size & length of jacket collar, dart, cutting line, size of details, decorative line, easiness in fit, length of clothes, and etc. To provide students of more refined and desired designs which reflect their demands, current uniforms are to begin acquiring delicate changes with present vogue and feature such as size of details, silhouette, cutting line, decorative line and etc. In addition newly designed uniforms are to present desirable design with image of refinement and neat as they actively comprehend students' needs within its symbolic, functional, economic and aesthetic characteristics by nature.