• 제목/요약/키워드: Digital Clothing

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유비쿼터스 환경의 발전 단계에 따른 패션 제품 구매행동 연구 -의복쇼핑성향 집단별 구매의사 결정의 차이를 중심으로- (Fashion Product Purchase Behaviors in the Development Stages of Ubiquitous Environment -Focusing on Clothing Shopping Orientation and Consumer Purchase Decision Making-)

  • 정미재
    • 복식
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    • 제56권4호
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    • pp.33-47
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    • 2006
  • In 21 century, the ubiquitous environment is advanced fast through the so-called digital convergence. This research experts what is the next generation of traditional fashion product purchase behaviors. The purpose of this study is to analyze the fashion product purchase decision making in the development stages of ubiquitous environment. The quantitative Investigation was executed for 487 collegians and the data were analyzed with Frequency, percentage, ANOVA, Duncan test and multiple regression by using SPSS win version 10 package. The results of this research were as followed: First, in the 1st stages of ubiquitous developmental environment, using internet pc or mobile phone was analyze the difference between fashion shopping orientation group and purchase restricted factor Second, as a result of the factor analysis of the ubiquitous 2nd stages, four lower dimensions were made: giving information; wearable effect, buying facility; interest from purchase. as a result of ANOVA, there were any differences between fashion shopping orientation group and ubiquitous 2nd stages. Third, in the 3rd stages of ubiquitous developmental environment, there are differences between fashion shopping orientation group and ubiquitous 3rd stages. And the result from regression analysis of the ubiquitous 2nd stages and 3rd stages showed that buying facility factor in increasing need recognition, wearable effect factor in fashion information acquisition, giving information factor in have a intention to buy in ubiquitous #3 rendition are most influential.

옴니채널 리테일링에서 패션 제품 소비자의 인식 및 행동 특성 탐구 (A Study on the Consumers' Perceptions and Behavioral Characteristics toward Fashion Products in Omni-channel Retailing)

  • 김윤정;이유리
    • 한국의류학회지
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    • 제41권1호
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    • pp.170-183
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    • 2017
  • The rapid growth of digital consumption has significantly changed the shopping behavior of consumers. The consumption paradigm is changing; subsequently, an omni-channel has been introduced that empowers consumers to interact with firms through a myriad of touch points in multiple channels. This study is to understand the perceptions and behavioral characteristics of consumers in the purchase process (e.g., information search and purchase phase). A qualitative method was adopted for this study and data were collected through semi-structured in-depth interviews with 15 omni-channel consumers. The results of this study were as follows. At the information search stage, consistency was the most important consideration for consumers who also wanted to retain channel-specific benefits. Consumers also searched for differentiated information among distribution channels. At the purchase stage, participants choose a shopping channel according to shopping values. They utilized newly introduced services (e.g., "online purchase, offline pick-up", FinTech) that combine retail channels. Our findings provide significance in managing omni-channel services. First, it is recommended that fashion retailers provide seamlessly integrated experience to consumer and adopt a consumer-centered channel choice strategy. Second, fashion retailers must maintain a constant attitude toward shopping experience to fashion, such as shopping enjoyment and exclusiveness.

패션 브랜드가 비밀을 밝힐 때 -패션 브랜드의 CSR 정보 투명성과 소비자 평가- (When Fashion Brand Reveals a Secrete -A Fashion Brand's CSR Information Transparency and Consumer Evaluation-)

  • 김송미;박선양;김하연
    • 한국의류학회지
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    • 제44권3호
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    • pp.385-399
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    • 2020
  • Corporate social responsibility is a consistently discussed theme in many industries. Most corporations engage in CSR activities and now inform consumers in detail on what they have been doing for society. It has become a critical tool of consumer communication; however, little is known regarding the role of information transparency in the context of the fashion industry. This study discusses information transparency of fashion corporations which means revealing information regarding cost and garment making processes. The research proved that the higher consumers perceive a fashion brand's CSR performance (CSP), the more they think the provided CSR information is substantial; consequently, there is a favorable evaluation of the brand. The result provides insight regarding the relationship between CSP perception, perceived information substantiality, and brand evaluation. There was a significant partial mediation effect of perceived information substantiality. Moreover, the moderated mediation effect of information transparency appeared significant on the impact of CSP perception for brand evaluation via CSR information substantiality. The process model 7 was used as an analytical tool. The results of this study implies the importance of information transparency in the fashion industry context in the digital era.

인체 골격의 X-ray 투사 이미지를 활용한 패션디자인 (Human Skeletal X-ray Projection Images Applied Fashion Design)

  • 박정인;이연희
    • 한국의상디자인학회지
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    • 제17권3호
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    • pp.13-27
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    • 2015
  • The purpose of this study is to understand the general process from textile design till fashion design and to understand the relation between the body structure by using the x-ray technique. The research method was to see background of the anatomic feature and human skeletal X-ray projection through historical aspect of publications, the Internet, and paper. In terms of production, in order to present a design that takes into account the unique silhouette of the human body without distorting the shape of the human skeleton, X-ray images that were reconstituted using a computer graphic tool (Photoshop CS) were reproduced into the fabric as intense images through the digital Textile Printing technique that is capable of expressing fine and delicate details, and applied into the design. An original design was developed that emphasized the impression of the human body being projected and the shape of the human skeleton realistically expressed in terms of silhouette and detail. The results are as follows: First, Body has a anatomic formative characteristic and its formativeness becomes as a great motive for the artistic expression and thereby it becomes more unique and available for new design expression. Second, Using the 'body frame' as the motive of the research, there's mainly tried to make an unique expression. Third, according to reconstructing human skeletal X-ray projection by using Adobe Photoshop CS2, it can be expressed strong and unique design. Forth, DTP which is being used as an essential technique, expresses the body frame realistically and being used the special type of functional product and silk. Likewise by discovering the diverse formativeness of our body frame and reflecting the sense of humanity into the pieces there's been able to make and develop an unique fashion design. I sincerely hope there is a hug progress in this research in this area.

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백제 무령왕릉 출토 금동리(金銅履) 수착 직물 연구 (The Study on the fabrics of Gilt-Bronze Shoes Found at the Tomb of King Mu-Ryeong of Baekje)

  • 조효숙;이은진;전현실
    • 복식
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    • 제57권1호
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    • pp.93-104
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    • 2007
  • This study is considered about the fabrics culture of Baekje Period by analyzing the fabrics pieces at a inner part of the It-bronze shoes found at the tomb of King Mu-ryeong in 1971 AD. The analysis methods of the fabrics pieces are a photographing of fabrics pieces surface by VMS, Digital camera(Nikon Coolpix 995) and the analysis of samples by SEM, XRD and FT-IR. It is assumed this fabrics pieces are the inner shoes, which consisted of compound woven silk at outward, some of tabby and a hemp at inward and the braids for decoration, of the gilt-bronze shoes. The features are as follows. 1. All of compound woven silk are the warp-faced compound tabby of plain fabrics and the density is various from high to low one. Compound woven silk which is attached the gilt-bronze shoes of the tomb of King Mu-ryeong weaves in high density by a thick thread. The fibers material of compound woven silk prove to be a silk by the analysis of wrap samples by SEM, XRD and FT-IR. 2. Tabby are excavated under the condition which attached on reverse side of compound woven silk. Those ran classify two types. First, the fine weaving by high density of wrap and weft. Second, the loose warp weaving with one warp and some of weft. 3. Hemp is almost ramie by SEM analysis and the density is different. Ramie which supposed to be attached Guem has the very low density. In addition to, Ramie pieces, excavated in condition and weaved finely, proved the conspicuous weaving skill in Baekje period. 4. Various kinds of braid are found and these ones classifies by fiber material and entwining way. Two types out of these are the one of silk thread, decorates the upper, middle parts of compound woven silk shoes and the other of hemp thread, decorates the lower parts.

MMORPG 디아블로 III 캐릭터 의상에 나타난 미메시스 특성 (A Study on the Mimesis Type of the Costume in MMORPG Diablo 3)

  • 유선아;고현진
    • 복식
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    • 제64권3호
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    • pp.126-141
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    • 2014
  • The purpose of this study is to analyze the specific mimesis types of common character costumes in MMORPGs, which have stories that are very similar in structure to ancient myths and fantasy novels. As the subject of the research I have selected "Diablo 3" created by the American video game developer, Blizzard Entertainment Images of 5 characters, for both genders - Barbarian, Witch Doctor, Monk, Demon hunter, Wizard - were compiled for a total of 10 images, and these images were compared to popular archetypes in mythology, religion and literature. analyzed them separately according to the mimesis type. For this study, Articles and books containing the Aesthetics, Mimesis and Digital culture were researched in order to study the costume features and the Mimesis types and compare them to the costumes in the MMORPG. Firstly, the character Barbarian is a successor of the barbarian character of the previous product. The outfit worn by the game figure is based on the common images expressed in the movie . The makers created an analogous-imitation mimesis by replicating the image in an exaggerated and grand form. Second, the character Witch Doctor derived its motif from the Voodoo cult, and was expressed in analogous-imitation mimesis, using the very shades and patterns used in real life. Third, the character Monk, blending the image of a priest in Eastern Europe and images of its oriental counterparts, was expressed in transposition-diversion mimesis. Fourth, the Demon Hunter took the source of its inspiration from the image of a Witch hunter in the medieval times. The game character has a sharper sleeker figure than its model, and uses more acute shapes and darker gloomier colors expressed in an analogous-imitation mimesis. Finally, the character Magician took a formless character and expressed it in transposition-diversion mimesis taking as its basis some fantasy novels.

청년층과의 비교를 통한 노년 여성 발의 형태 (Characteristics of Elderly Women's Foot Shape Compared with Young Women)

  • 박재경;남윤자
    • 한국의류학회지
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    • 제28권11호
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    • pp.1495-1506
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    • 2004
  • This study was attempted to clarify the characteristics of elderly women's foot shape by examining the various measurements of women over 60 years old as compared with those of women in twenties considered as reference group. The subjects were 321 elderly women and 181 young women. Their right feet were measured directly and indirectly by using scanner and digital camera. The anthropometric measurements were composed of 62 items. They were measured during the months of July and August in 2001. As a result of comparing actual measurements of foot between the two groups, it was found that the elderly women tended to have shorter and lower foot than those among the young women. Among the elderly women, in addition, it was revealed that many deformities related to toes or legs led to the toes concentrated to the central axis of feet resulting in relatively steeper lateral angle of toe, and the heels and legs slanting forwards. As a result of comparing index values of foot between the groups, the elderly women's foot had the relatively wide width and low height in comparison with the length, showing more elliptical flattening than those of the young women. And, the width of the inside was wider than that of the outside, and the toe width was relatively short in comparison with the foot width resulting in severe deformities on the toes or the central axis of foot. Therefore, it was found that there were several deformities including flat foot or deformed toes among elderly women. It is expected that the characteristics of elderly women's foot shown in the results mentioned above will be used as the basic data in designing the footwear for elderly women.

시접 처리 방법이 직물의 드레이프성에 미치는 영향 (The Effects of the Seam Finish on Fabric Drape)

  • 송영은;추미선
    • 한국의류산업학회지
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    • 제11권3호
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    • pp.453-459
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    • 2009
  • The purpose of this study was to provide the basic knowledge to determine the proper seam finish according to the design of sewing products. Four seam finishes(no seam finishes, over-edged seam finishes, turned-and-stitched seam finishes, and bias-bound seam finishes) were constructed with seams in warp, weft and bias directions of the fabric. Using a drape measurement system involving two 18cm diameter supporting disks and a digital camera, the images of draped specimens were captured and processed. Drape behavior was evaluated in terms of drape coefficient, node number, and drape profile. Drape coefficients of the fabrics increased with seam formation and varied by the seam finishes, however no significant differences in drape coefficients by the seam finishes were observed on the heavier fabric. Node numbers of heavier fabric were more deeply affected by the seam finishes than those of lighter fabric. The specimens with turned-and-stitched seam finishes and bias-bound seam finishes showed significantly smaller node numbers compared to the specimens with no seam finishes and over-edged seam finishes on heavier fabric. The length of the seamed part showed positive correlation with the weight of the specimens and negative correlation with the number of nodes in each seam direction. The maximum length of all draped specimens was found in the same direction as the seam direction. In the case of the lighter fabric, the seam and the seam finish had a great influence on the shape of the draped profile.

팬데믹 상황에서의 패션제품에 대한 소비자의 인식 변화 분석 - 코로나19 확산의 영향 - (Changes in consumer perception of fashion products in a pandemic - Effects of COVID-19 spead -)

  • 최영현;이규혜
    • 복식문화연구
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    • 제28권3호
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    • pp.285-298
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    • 2020
  • This study aimed at examining fashion consumers' awareness during the COVID-19 pandemic. Big data analysis methods, such as text mining, social network analysis, and regression analysis, were applied to user posts about fashion on Korean portal websites and social media during COVID-19. R 3.4.4, UCINET 6, and SPSS 25.0 software were used to analyze the data. The results were as follows. In researching the popular fashion-related topics during COVID-19, the prevention of infection and prophylaxis were significant concerns in the early stage (Jan 1 to Jan 31, 2020), and changed to online channels and online fashion platforms. Then, various topics and fashion keywords appeared with COVID-19-related keywords afterwards. Fashion-related subjects concerned prophylaxis, home life, digital and beauty products, online channels, and fashion consumption. In comparing fashion consumers' awareness during COVID-19 with SARS and MERS, "face masks" was the common keyword for all three illnesses; yet, the prevention of infection was a major consumer concern in fashion-related subjects during COVD-19 only. As COVD-19 cases increased, the search volume for face masks, shoes, and home clothes also increased. Consumer awareness about face masks shifted from blocking yellow dust and micro-dust to the sociocultural significance and short supply. Keywords related to performance turned out to be the major awareness as to shoes, and home clothes were repurposed with an expanded range of use.

21세기 현대 패션에 나타난 타영역과의 상호텍스트성에 관한 연구 - 애니메이션, 음악, 무대예술, 테크놀로지를 중심으로 - (A Study on Intertextuality with Other Domains in the 21C Contemporary Fashion - Focused on Animation, Music, Performing Arts and Technology -)

  • 김혜정
    • 복식
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    • 제54권2호
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    • pp.105-119
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    • 2004
  • Cultural hybridization and global cross-fertilization, begun since the 1990s, mean the hybrid mixture of the low-class popular arts and the high-class fine arts and have found expression in intertextuality by means of the thinking system of de-constructuralist post-modernism. This study was intended to investigate the artistic intertextuality between fashion and art frontiere, especially between such fields as 'animation', 'music', and 'performing arts' and 'fashion', which shows the greatest characteristic of the phenomenon that the non-mainstream culture flows into the mainstream culture. It also aimed to investigate the intertextuality between 'technology' and 'fashion' as the delivery room of the youth culture and copycat culture due to the benefit of technologies since the 20th-century digital revolution. Animation as the neo-pop art with the popular code coming to the forefront in the 21th century integrated high-class fashion and low-class fashion into one through the combination of fashion and humor, and the musical element referring to the social difference of the cultural field and the social strata is becoming the 21th-century fashion icon through its fusion with the pictorial tendency along with the leisure-time life of the non-mainstream strata. In terms of intertextuality in performing arts, fashion style performs an important role in the presentation of performing arts and since the de-construction of the fin-de-ciecle form and its fusion with media have taken place, fashion works become and element of the origin that has an influence on a series of film, dance, dramatic elements and the like. The paradigm of technology made it socially and culturally possible to achieve the architecture of clothing system necessary for fashionable technical clothing by allowing the possibility of imitation, the function of technology to form popular culture. The intertextual tendency in the 21th-century fashion began from the de-constructive phenomenon of existing norms and now takes the multicultural character of surpassing a certain domain or concept. And it positions itself as the total art of spearheading the low-class culture and the non-mainstream culture as the hybrid domain of mainstream and non-mainstream cultures or high-class and low-class cultures.