Journal of the Korea Fashion and Costume Design Association
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v.17
no.2
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pp.11-25
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2015
This study analyzed features in contemporary men's collection to provide data for characteristics of kitsch in men's collection. The research method was to see background of the concept of kitsch through the domestic and international publications, the Internet, paper. Five designers' collections that have characteristics of kitsch were selected. The range of collection is from the 2000 S/S to 2011 F/W in Men's collection. The results are as follows: kitsch characteristics could be classified by amusements, inappropriateness, satire. First, exaggerative amusements in men's collection appeared exaggerated form, large size, which is ridiculous at the same time. Infantile amusements represents the image of a pure concentric matching accessories such as toys to the children express. sensual amusements reveals the sexual instincts and desires and people can feel satisfaction through sensual amusements. Second, inappropriateness is characteristic of kitsch to escape from normal life. Clothing does not fit the body and destroyed the design or design of this feature appears. It looks clumsy and strange. Inappropriateness characteristic in men's collection can be divided into inadequate performance and sexual inappropriateness. Third, satire can be divided into resistant satire, imitative satire, and popular satire. Resistance satire with anti-social tendencies through their clothing is achieved by expressing their needs. It was affected by sub-culture like Hippie or Punk. Imitative satire is to imitate other culture, customs and race. It is to resolve complaints through the consumption of things in disparities of wealth and materialism in the society. Popular satire is to express emotions that are free using materials that can recycling like can, bottle or paper.
Humans are social existences who connect with others and live together. Communication between human has evolved into diverse formats and contents beyond time and space. Social Network Service builds social relationship based on web and its users increase rapidly in a global environment due to the user-friendly web circumstances, easy access and wide-spread supply of the smart phones. One of the aspect that is taking the center of Social Network Service is a Social Game. Social Games are based on web that has simple rules to play in fictional time and space background. This research is to analyze the relationship between social game, Social Network and user behavior through the Social Games Farm Villand Cafe World.This paper, firstly, is going to observe the characteristics of people who participate in the two social games 'Farm Ville' and 'Cafe World'. It, then, attempts to analyze individual and social human desires depicted in the games. In the social games, personal perception is revealed through an image of "possession", while one's social activity is displayed by an image of "consumption."
Journal of the Korea Fashion and Costume Design Association
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v.19
no.3
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pp.17-32
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2017
Modern society has been transformed into a digital emotional society that could gradually be seen, felt, and enjoyed by the diversification of personal consumption desires due to digital development. Accordingly, in fashion, an original fashion sense that arose out of classical and conventional thinking has become important and there is an increasing interest in patchwork quilts. The purpose of this study lies in contributing to the development and utilization of creative and emotional fashion design by expanding the mental changes that have emerged in modern society to creative areas after analyzing the classification and expression characteristics of the type cases of patchwork quilt techniques expressed in modern fashion. In addition, it is meaningful to examine how the expressive characteristics of patchwork quilts are expressed in the digital emotion era. This study paralleled literature research and empirical case studies. In the scope and method of research, the theatrical research was centered on literature data. For visual data, website photos were collected, limited to women's clothing among the collections from Fall & Winter 2014 to Spring & Summer 2017. After drawing the expression types of patchwork quilts extracted from the previous research based on the design formative factors, the fashion-related expert group analyzed the expressive characteristics of 501 photographs in which the patchwork quilt of the designer clothing collection were reflected. As a result of analysis, the expressive types appeared in the order of diversification of techniques and materials, extended dual images, new formative composition, and reconstruction of traditional patchwork. In this study, the expressive characteristics of patchwork quilts expressed in contemporary fashion are analyzed and drawn as variability, compromise, convergence, and playfulness. Through this, it is hoped that this study can be used variously in the development of fashion design by expanding the interpretation of costume culture.
The aim of this research is to propose the final shirt design modified for new senior women that fulfills their emotional and physical needs. The modifications were based on the results of in-depth interviews and literature search, and the study was conducted in order to understand the desires and preferences of senior women, as consumption of outdoor-wear by the group continues to increase. To develop the design of outdoor-wear that satisfies the physical and emotional qualities and preference of the new senior women, six different designs with lines, combined materials, as well as materials that were layered, pleated and draped were proposed using virtual-dressing simulation software. Then, the modified designs were derived from the six original designs by reflecting the opinions collected in the in-depth interviews with eleven women in their 50s. The responses in the interviewed showed a preference for lines, pleats and layers, as these features made the clothes look trendy, gave it a slender-look, and improved the body shape of the women. As the color is the critical factor for outdoor-wear, there was an overwhelming preference for primary colors by the women, which was in contrast to their color preference in general clothes. A sleeve design modification was proposed to convert the half-sleeves to 3/4-long sleeves in order to account for changes in body temperature at menopause, and to satisfy the aesthetic needs for covering wrinkles. Research of new senior outdoor-wear designs will help segment and differentiate strategies for the increasingly fierce competing outdoor market, as well as l provide directions in the design creation process using the simulation of 3D virtual model.
A study was performed on the consumption of prepackaged meals (Dosirak) sold by food service providers through Importance-Satisfaction Analysis (ISA) to determine the factors that consumers seek in quality Dosirak. According to the analysis, food service providers need to concentrate on food freshness and temperature while maintaining food taste. As for food packaging, consumers were found to prefer microwaveable plastic containers the most (29.3%). Nonetheless, they found that packaging needed improvements in securing food content during transportation and in food labeling, especially for expiration dates. The study also investigated which factors, including menu selection and advertising, affected the sales of food service provider Dosirak the most. The most important factor was determined to be price. Regarding menu selection, the quality of food seasoning and ingredients, daily specials and the variety of combination sets were found to be important. Availability of delivery (3.83/5.00), advance ordering (3.82/5.00) and discounts (3.75/5.00) were important factors in advertising. The conclusions of the study point to a consumer base that recognizes the ease and benefits of Dosirak but desires high quality food items at low cost. To expand the consumer base, food service providers must continually develop new menu items that satisfy consumer tastes and trends, maintain sanitary conditions and improve food labelling.
This study examined what meaning East Asian women showed in their costume history through a discourse of hair adornments such as wigs and that Gache was not just a luxury decoration. In addition, we examined Gache hair trends with Eonjeun-meori (braid wraps around the entire head) in the Joseon dynasty (Korea), Gigye(旗?) hair in the Quing dynasty (China) and Mage(?) hair in the Edo period (Japan) during the $18^{th}$ and $19^{th}$ centuries. The significance of the phenomenon of East Asian Gache culture in the $18^{th}$ and $19^{th}$ centuries was analyzed from the internal desires of women. The details are as follows. First, the magnification by the hair decoration was identified with self-authority and used as a sign to express self-respect or a desire for self-esteem. The extended Gache was an external body extension to raise self-authority and increase activeness. Second, self-satisfaction through showing off was associated with a women's search for identity. There was excessive consumption to boast status, wealth and femininity, but the mania continued because women obtained psychological satisfaction by feeling that their sacrifices for the Confucian order were compensated. Third, the frenzy of Gache was accepted as a way for women to resist social regulations and find themselves as main participants in social activities. Showing their appearance in East Asian Gache culture was a way of inner self-searching and a process for women to find themselves as a social entity.
With rise in economic activity of fandoms, fashion brands often collaborate with K-pop stars such as BTS to enhance brand preference and sales. This study analyzes why people engage in fandom activity and its effects on collaboration fashion brand preference by focusing on 'BTS' and fandom 'Army'. This study aims to provide information to establish marketing strategies by identifying the influence of fandom culture related to the Korean Wave and the fashion industry, and empirically analyzing factors affecting active customer formation for long-term growth. The data were collected from BTS fan club 'Army' and a total data sets were analyzed using SPSS25.0 statistics program. The findings of this research were as following. Frist, BTS fandom motivation were identified as Need for Approval, Communication Need, Professionalism Need, Need to Belong, Consumption Need and the BTS fan groups were categorized into 3 groups. Third, comparing BTS goods values and collaboration brand preference an excess in each group was revealed. This study is significant because it provides essential data for the marketing strategy of fandom market by comparing marketing effects of BTS with the characteristics of fandom consumers and identifying the different desires of each group. As a result of this research, it can be seen that BTS an influential leading brand, has been adopted, and the research direction of empirical analysis has been presented. In practice companies can select specific fandom targets by using the sub-levels of fandom types that have become clear and implement marketing strategies of the fandom market.
The sharing economy has emerged as a new form of consumption pattern along with the advancement of information technology and the changes in the consumers' desires for economic spending. In a C2C-sharing economy platform, the user side and supplier side share the same assets, thereby making both sides of the market closely related. However, an information asymmetry exists within the platform that makes the players from one side reluctant to participate. This information asymmetry warrants a strategic approach for solving the fundamental "chicken and egg" problem for platform development. Motivated by this phenomenon, this study aims to analyze how the participation intentions from both sides of the platform are influenced by certain anteceding factors, such as trust, perceived risk, and perceived economic profit. Our findings show that the anteceding factors affect the participation intentions in different paths for both sides of the platform. As a managerial implication, these findings highlight the necessity of employing different approaches for each side of market development.
A study on the seafood consumption was conducted from 1902 adolescent students (1110 boys and 792 girls) attending middle or high school to assess the attitude and degree of satisfaction for seafood being served in the school lunch program and ultimately to promote greater seafood consumption. A self-administered questionnaire was used to record the results. The results were as follows: Sixty percent of the respondents appeared to like or not to be reluctant to seafood. The main reasons for favoring seafood were its nutritious effect and taste. On the other hand, the reason for disliking seafood was due to its peculiar smell. In terms of cooking methods, the subjects preferred raw, fried, and grilled seafdod, whereas they disliked salt-fermented, seasoned and stewed dishes. The highly preferred seafood were crab, shrimp, tuna and squid. Only 6.6% of middle school students (MS) and 3.7% of high school students (HS) liked the seafood served in school lunch program, whereas the others responded 'so so'or disliked it. The reasons for disliking seafood being served in school lunch program were poor taste (14.7% of MS, 23.5% of HS), lack of freshness(6.3% of MS, 13.9% of HS) and unattractable cooking methods(3.4% of MS, 11.1% of HS). To promote seafood consumption in school lunch program, subjects anticipated the taste improvement (37.7% of MS, 48.5% of HS), use of a variety of seafood (19.8% of MS, 24.0% of HS) and cooking methods(12.6% of MS, 22.4% of HS). Above results suggested that further efforts are needed to provide preferred cooking methods and seafood items as a way of increasing seafood acceptability.
In the past, consumers sought utilitarian and defensive consumption in an attempt to move to a balanced state. However, today's consumers go beyond this to consume more for hedonic and creative reasons if not for sheer pleasure. There is an obvious shift from the type of consumption that satisfies basic desires through the characteristics, convenience and quality of goods and services to an era of 'experiential consumption,' in which consumers pursue distinctive value systems and way of life along with a total 'experience' provided by such goods and services. Such a sign of the times has given birth to the experience design that aims at maximizing the strategic use of experiences in design. Research on this subject is gradually increasing. The research and application peformed even without the proper understanding about the concepts and purposes of experience design, however, is likely to deviate from the true nature in its process or method. Also, they are likely to cause rather than solve problems. Accordingly, this study examined the meaning of experience from a spatial aspect, focusing on areas that recognize the experience as economically valuable, making the most of it substantively. The main concept of experience practical used on-line is enhancement of the usability of a medium by reflecting the experience of users accustomed to both off-line and on-line environments and materializing the environment doser to and more familiar with the users, thus allowing them to comfortably use the medium. This is to allow the users to feel more comfortable. The experience practical used pertaining to off-line is a tool to fulfill the sensitivity of users, with efforts to create new, future-oriented consumer values. This, based on the understanding of consumer behavior, seeks to maximize the consumption experience of consumers by providing a combination of sensual and sensitive experiences as well as to enhance the existing experiences by permitting users to create new, extended experiences from the fixed characteristics of products. Furthermore, it aims to provide consumers with the hedonic experience of play through the joy, fun and uniqueness of alternate experiences.
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