This study set out to develop clothes made of electromagnetic wave shielding materials. Among the various worker groups exposed to electromagnetic waves for long hours, railroad workers were chosen for the study. After selecting the locations they worked, the investigator measured electromagnetic wave on the field. To examine the effects of electromagnetic wave shielding materials, I applied a lining made of electromagnetic wave shielding materials to the existing work clothes. The first experimental clothes had the silver fabric for the lining in the current working clothes, the second experimental clothes had the copper- and nickel-plate polyester placed between the outer and the lining to prevent the corrosive material from contacting the skin, and the third experimental clothes had the silver fabric for the lining and the copper- and nickel-plate polyester between the outer and the lining. The results indicate that even if a fabric is evaluated to shield electromagnetic waves after tests, it cannot completely shield electromagnetic waves emitting from everyday appliances of 60Hz. Therefore, there should be ongoing development and research efforts on fabrics that can shield electromagnetic waves to a certain degree in order to develop working clothes to alleviate fatigue for those who are constantly exposed to electromagnetic waves, relieve their anxiety, offer them psychological stability and thus help them increase job efficiency.
The purpose of this study was to develop the high value-added cultural product design with local cultural resources, and to contribute to promoting cultural tourism festivals. To accomplish this study, first, a preliminary survey is carried out the investigation of cultural product stores and visitors' questionnaire survey. Next, based on these survey and prior study, this study established the development direction and concept of fashion cultural products and to developed fashion cultural products using local cultural resources. Adobe Photoshop 6.0, and Adobe Illustrator CS Program were used for the standardization of patterns, textile design and illustration. The results of this study were as follows; First, based on preliminary research results, the problems of the design of cultural tourism festival products were derived. As one solution to solve this problem, this study established the development direction and concept of fashion cultural products to develop fashion cultural products. The concept of the Andong Maskdance Festival was 'Tribal-Holic'; the Boryeong Mud Festival, 'Get away form it all'; the Gangjin Celadon Festival, 'Timeless Memories'; the Jinju Namgang Yudeung Festival, 'Lighting up the River'; the Chungju World Martial Arts Festival, 'Next Ergonomics Gym'; and the Muju Firefly Festival, 'Eco-Purity'. Second, based on the desired items of festival organizers and the survey of visitor's preference for cultural products, 4 items were selected by festival type. Then a total of 96 designs of 4 kinds each were developed using logos or characters, traditional patterns, special products, symbolizing region, or festival as a motif. Third, the strategy for development of cultural products design for promotion of cultural tourism festivals were 'Place identity design strategy', 'Market oriented design strategy', 'Buyer-Based pricing strategy', 'Regional brand strategy', and 'Distribution networks expansion strategy'.
This study aims at applying Photoshop functions to digital make-up(DM) for aging effect based upon the knowledge of phrenology, comparing the result with that of the real or off-line make-up(OM) and identifying any possible difference between two methods: which contributes to understanding the potential and problems of DM at application level. This study aims at suggesting a method to apply computer graphics(CGs) to special effect make-up for aging effect through a case, contributing to attracting academic concerns and building theoretical frameworks for DM. It used 'Aging Process' in Adobe Photoshop CS4 Extended(CS4E) to change a young girl into a senior lady. In the process of DM, the study applies various tools and methods to making face wrinkled, finds the most effective way among them for each area of face, suggests a method to integrate the ways and shows the result of the method. Compared with OM, DM using CS4E is the less constrained work regarding procedure and time. Specifically, it can save the time tremendously because the reiterative operation of work can be omitted, when the same work is repeated, using 'Action' function which memorizes the history of the work. Once a DM work is produced, since it is durable, reusable and convertible to various images with additional operations, it seems very economical as well as highly promising to market the work through on-line sales. Regarding face features and skin, it reviewed literature in make-up and phrenology while it used Photoshop CS4 Extended tools to demonstrate a case of aging effect by combining and painting pictures of a young lady and a senior citizen.
This study is to examine the relation between self-consciousness and appearance management behavior; to grasp the appearance management behavior depending on self-consciousness which older women feel personally; to understand their needs more deeply; and to give support in planning and conducting marketing strategies effectively in the beauty and fashion market. The subjects of this study were aged women ranging 55 to 69 in age, living in Daegu and Geongsangbukdo. 500 questionnaires were distributed and 397 questionnaires out of 440 returned were used in the data analysis. The results through statistic analyses are following: 1. Among older women, the higher social self-consciousness group appeared to pursue six types of appearance management behavior(i.e., weight body-shape care, skin care, cosmetic behavior, hair care, cosmetic surgery, and clothing behavior) much more than the lower social self-consciousness group. 2. Compared with the lower private self-consciousness group, the higher private self-consciousness group appeared to care for not only weight body-shape care but also skin care, cosmetic care, and cosmetic surgery, clothing behavior with more interest in ordinary times. In terms of hair care, though, there was no significant difference between the higher private self-consciousness group and the lower private self-consciousness group. 3. There was no statistically significant difference between the higher social anxiety group and the lower social anxiety group in weight body-shape care, skin care, cosmetic behavior, hair care, cosmetic surgery, and clothing behavior.
The objective of this study is to analyze the characteristic of a functional design for a commercial outdoor brand jacket based on 3 types of functions : windproof, waterproof, and cold proof. To analyze the design and fabric characteristics of outdoor jackets by function, 903 men's and women's outdoor jacket images were selected from the catalogues during S/S 2009 - F/W 2011 of the 6 brands: The North Face, Columbia Sports Wear, Kolon Sports, K2, Arcteryx and Mont-Bell. These brands were selected based on their high market share and brand awareness of the outdoor brands in Korea. In this study, design elements analysis was conducted as following 8 elements: hood/collar height/central front flap/waistline/pocket location/ventilation for the body part/sleeve patterns/cuff for the sleeve part. Fabrics were analyzed by the frequency of fabric types used in the 3 jacket types. According to the result derived from the analysis of the six brands of outdoor wear jacket design trends by year, detachable hood and a co-use of velcro and elastic bands have been mainly designed for all of windproof, waterproof, and cold proof jacket to all in order to respond quickly to changes in the external environment. For reinforced storage function on trekking, the number of pockets has been gradually growing, and a function was being developed to connect an electronic device to a pocket. The method, result, and collateral observations relevant to each of these phases are described. Outdoor jacket design characteristics were investigated for outdoor brands, which can provide data to suggest more accurate functional design, and satisfy functional design needs. In this regard, this research was significant in the sense that it suggested preliminary data to reconsider competitiveness of the brand products.
The present study was made to contribute to thed improvement of the quality of jeans wear advertising, and to the establishment of more effective advertising policy by which the jeans wear advertisements can go well with the unique charateristics of jeans wear. The study analyzed the consumer's attitude and dimention of affective responses toward jeans wear advertisements by type of appeal. The research was implemented through the survery with a representative sample of 344 consumers residing in Seoul. Means, Standard Deviation, ANOVA, Duncan Test, Facor Analysis and Regression were imployed to analyze the data gathered. The results of the study are as follows : (1) There are four dimentions of affective responses toward jeans wear advertisements ; upbeat-activation dimention, erotic-activation dimention, calm-emotional dimention, negative emotional demention. (2) According to consumer's sex, there are significant differences in each dimention of their affective responses. Toward sex-appeal advertisements, men show high degree of affective responses in upbeat-activation dimen-sion and calm-emotional dimension. (3) There is a probability that non-sex-appeal advertisement covers wider range of consumer than sex-appeal advertisements. (4) There is no significant different in affective responses towards both sex-appeal and non-sex-appeal advertisement of jeans wear between and among sex·age and involvement level of consumer. (5) Men prefer sex-appeal advertisement to non-sex-appeal advertisement, while there is no significant differences between the attitude of female consumers toward sex-appeal adver-tisement and non-sex-appeal advertisement. (6) In particular, age of 15∼18 and 30∼35 group of female consumer show very positive attitude toward sex-appeal advertisement. Therefore, there is a need to segment female jeans wear market by age groups. (7) According to the age and the involvement level of consumers, there is a significant differences in their attitudes toward advertise-ment. In case of male consumers, group of low level involvement prefer sex-appeal advertise-ment to non-sex-appeal advertisement. While high level involvement group did not show any significant differences between the attitude toward sex-appeal advertisement and the attitude toward non-sex-appeal advertisement. And the age of 15∼24, low level involvement group of female consumers also more positive attitude toward sex-appeal advertisement than toward non-sex-appeal advertisements.
The purposes of this study were to classify the university women according to their life styles and to analyze the cosmetic consumption behavior of classified groups. The results of this study may suggest cosmetics production and sales plan to manufactures and distributers and to provide cosmetic consumption guides for the university women. For empirical study a questionnaire developed by researchers was distributed to 456 of university women in Chonbuk province from Aug. 26 to Sep. 17 1998. Frequencies and percentages were claculated. And factor analysis cluster analysis and $\chi$2-test were used. The results were as follows: 1. University women were clustered into 5 types of sound and self pursuit type realistic and fashion pursuit type external and liberal type delightful and enjoying type and passive and stagnate type according to their life styles. 2. Sound and self pursuit type was characterized by the faithfulness to school and home life and economical lining. They got cosmetics information through direct experiences by use of samples put on full make-ups to protect their skin and selected refill cosmetic products to save money. 3. Realistic and fashion pursuit type were sensitive to fashion and had a strong desire for material achievement. They put on full make-ups exchange unsatisfactory cosmetics at the store where they bought and had a lot of imported cosmetics experiences. 4. External and liberal type showed little concern with saving and had progressive thinking. They bought cosmetics at the department store got informations from market-oriented information sources. perferred shopping at department stores considerred price most important when selecting cosmetics exchanged unsatisfactory cosmetics at the store they bought when they were not satisfied with the flavor or skin troule. 5. Delightful and enjoying type showed the least faithfulness to their home and school life. They put on partial make-ups for the correction of facial defects or etiquette. 6. Passive and stagnate type enjoyed home life but were passive in real life and open-mindness They got cosmetics information from marketer-oriented information sources bought cosmetics at discount stores considered price most important when selecting cosmetics put on basic or at least mke-ups to protect their skin had the least experience in the imported cosmetics and refill products.
The purpose of this study is to analyze how the women´s fashion with the design elements(silhouette, material, color, detail and trimming) of androgynous image which has appeared on our specialized fashion magazine from 1986 through 2000. As a result of this study I drew the following conclusion. 1. The bon silhouette led the market in the first stage of mid 1980. The wool and leather with the masculine image, cotton and soft material with unisex image were used to express the androgynous image. The dark and mono tone with the masculine image were used a lot in color. In women´s fashion the minimalism style with simple image was expressed escaping from the decoration, in which the detail and trimming was not found as in men´s wear. 2. It showed that more and more feminine image was accepted in the second stage of early 1990. Women´s wear silhouette with the androgynous image has changed from masculine box silhouette boomed in the first stage to hourglass silhouette and slim silhouette. The wool and leather were used a lot as the materials in the first stage but the usage of the cotton with unisex image and soft texture were getting increased. The main colors were the black and the blue but the usage of the white and the red were on the increase showing the range of the use was extending. In the meantime, the detail and trimming were hardly used like in the first stage. 3. In the third stage of the late 1990, the silhouette has changed to slim style. The wool and leather were mainly used as the materials but the cotton and silk were on the increase showing that the materials of the feminine image were used in the women´s fashion with the androgynous image as well as the materials of masculine image. In color, the black and the white of the masculine image were used increasingly by the effect of the minimalism and the usage of the colors were various for the rising frequency of the trend colors usage.
The purpose of this thesis is to contribute to the fashion industry of Korea and China by providing the basic informations of Korean fashion company planning to launch into the Chinese fashion market, and also presenting the Korean fashion style to the China, by the way of searching the sameness and differences of the casual style. The direct picturing method and comparative analysis were applied for the methods of study. The whole body pictures were taken from the major fashion streets of Seoul and Shanghai, then clear 250 photos were selected in each city. The period for two weeks from 1st, July to 14th, July 2008, and from 10AM until 5PM. The results of study are as follows. The sequential order of frequency is easy casual, jean casual, romantic casual and character casual in Seoul and Shanshai. In case of easy casual, there were many similarities of the preferences in the items, colors and coordinations, while showing the differences in the styling of the clothing. Taking the jean casual, there were no specific differences in items between two cities except the styling of clothing in which the tidy style were more prevalent in Seoul, while the sexy style were more predominant in Shanghai. The main item of romantic style was the one-piece dresses. This was preferred in the style of A-line or H-line with short length, in Seoul while X-silhouette showing the body line with knee-length skirts were more popular in Shanghai. Finally the frequency of character casual is below 5% in both cities. In the items, the skirts were more preferred as a bottom in Seoul in contrast with the pants being more prevalent in Shanghai, the sleeveless top popular in both cities. The modest style were noted in Seoul, the sexy style were more prevalent in Shanghai. However many similarities between two cities were found in the speed of acceptabilities of fashion.
The purpose of this study is to apply fashion design to developing dress design of mobile-phone game characters. As for the research methodology, first, market research has been carried out to extract main images from dress designs of game characters and to understand their socio-cultural meanings. Second, the fashion design, which ran be compared to the extracted images of game characters were selected. Third, analyses were done to find out the gap between the game character's dress designs and the fashion designs. The main images of game characters are revealed as erotic, romantic, heroic, grotesque. These images have been formed by psychological and socio-cultural effects such as stimulation, empathy, compensation, increase of female game player. The differences between the game character's dresses and the fashion designs are as follows; With regard to style, game dresses have silhouette distinguished from background, but fashion collection have blurred silhouette. In the aspect of color, while strong colors are mainly used in game dress, neutral rotors are preferred in fashion collection. As for texture, the expression of 'textures in game character's dress is so far limited due to the insufficient level of the concerned technology. However, the fashion design applying drape of fabrics are well-developed. Mobile-phone game players want reality in game design. Therefore, the effort to overcome the gaps between game dress and fashion design can contribute to the growth of game character design.
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