• Title/Summary/Keyword: Digital Clothing

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Consumer Emotional Experience and Approach/Avoidance Behavior in the Store Environment with Digital Signage -Moderating Effect of Perceived Surprise- (점포내 디지털 사이니지 환경에서 소비자 감정체험과 접근/회피행동 -지각된 놀라움의 조절효과-)

  • Kim, Eun Young;Sung, Heewon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.41 no.2
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    • pp.266-280
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    • 2017
  • This study predicted consumer approach/avoidance behavior through consumer emotional experiences and examined the moderating effect of perceived surprises in the context of digital signage in store environments. A self-administered questionnaire consisted of consumer emotional experience (e.g., pleasure, arousal, and dominance), approach-avoidance behavior and perceived surprise by digital signage. A total of 278 usable responses were obtained from consumers who experienced digital signage at fashion retail stores. The findings support the Mehrabian-Russell model in the context of digital signage. Approach behavior was predicted by pleasure and arousal emotional experience, while avoidance behavior was predicted by dominance. The moderating effect of perceived surprise was also indicated in the effect of emotional experience on approach or avoidance behavior. In the high level of perceived surprise, pleasure and arousal had significant effects on approach behavior, whereas dominance had significant effect on avoidance behavior. This study discussed theoretical and managerial implications for creating emotional experiences and developing strategic store management by utilizing new digital technology within the fashion retail environments.

Fashion Trend Acceptance and Fashion Information Sources according to Clothing Shopping Orientation among Digital Generation Male Consumers (디지털세대 남성소비자의 의복쇼핑성향에 따른 패션트렌드 수용도와 패션정보원)

  • Kim, Yeo-Won;Choi, Jong-Myoung
    • The Research Journal of the Costume Culture
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    • v.17 no.2
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    • pp.238-254
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    • 2009
  • The purpose of this study were to examine fashion information acceptance and fashion information sources and to analyze the difference according to clothing shopping orientation among digital generation male consumers. The subject were 349 male who were belonging to digital generation as the digital era's new consumers familial with internet and various kinds of digital media. A self-administrated questionnaire was developed based on the results of previous researches. The data were analyzed by using frequency analysis, factor analysis, cluster analysis, ANOVA, Duncan test, $\chi^2$ test, multiple regression analysis by SPSS WIN 12.0 package. The results of this study are as follows: First, clothing shopping orientation of digital generation males were classified into 6 factors: fashion oriented, impulse buying, aesthetic pursuit, individuality pursuit, practical type and reasonable economy. Based on the factor scores, 3 clusters were identified; independent, unconcern, high involvement. Second, the high involvement shopping group utilized various information sources. On the other hand, the unconcerned shopping group was passive in utilizing information sources. Third, the fashion information acceptance of digital generation was classified into 5 factors: searching, leading, following, non-accepting, and delaying acceptance. All fashion information acceptance factors were affected by the information and communication media. Finally, The high involved type of shopping group accepted fashion information at its most and actively.

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Product Research for Digitization of Hawaiian Local Fashion Products: Focusing on Shirts and Dresses

  • Wolhee Do;Namsoon Kim
    • Fashion & Textile Research Journal
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    • v.26 no.3
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    • pp.265-272
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    • 2024
  • In the current era of rapid digitization of the fashion industry, this study aims to facilitate the digitization of local Hawaiian fashion products. The research compares and analyzes the patterns and colors of digital clothing products sold on Zepeto, a metaverse platform, and those of physical products sold both, online and offline, by six specialized brands with stores in Honolulu, Hawaii, or Hawaiian signature clothing products. The following results were obtained: First, physical products generally display various patterns, such as animals, plants, geography, regions, and beaches. However, the pattern diversity of digital products is relatively limited, with a tendency to focus on plant and animal designs, which are Hawaii's signature patterns. Second, the color analysis results demonstrate that chromatic color groups, such as blue and red, were the most popular in physical products, whereas digital products used mostly green and neutral colors. Considering that physical products are sold both, online and offline, this is presumed to be due to differences in expression techniques and customer responses to digital and physical products, rather than market differences. To facilitate the digitization of Hawaiian local fashion products, a library that accommodates physical products in a variety of patterns and colors must be secured, and continuous modifications must be made to match the overall fashion trends.

A study of parametric design methodology for 3D modeling parameters of biomorphic clothing sculpture (파라메트릭 디자인 방법론을 적용한 바이오모픽 의상조각 모델링 프로세스와 구성요소 분석)

  • Yoo, Young-Sun;Cho, Min-Jin
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.2
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    • pp.109-122
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    • 2019
  • The purpose of this study is to examine the clothing component information and attributes as the control parameters for the 3D modeling process of the biomorphic clothing sculpture using a parametric methodology. The 3D modeling parameters of biomorphic clothing sculpture were identified as exaggerated silhouette, surface texture, and digital color. The types of exaggerated silhouettes were shoulder and hip exaggeration, shoulder exaggeration, hip exaggeration, vertical exaggeration, and horizontal exaggeration. The types of surface texture were embossed, lacy, furry, and complex textures. The types of digital color were chrome, blur, blend, and acid colors. The characteristics of morphological representation due to the attributes of these control variables were identified as morphological variation, organic morphology, organizational morphology, and realistic morphology. As a result, it was found that the parameter attributes were applied to the biomorphic clothing sculpture parametric design process and developed into various shapes.

Quilting Effect and Appearance Change according to Fabric Properties and Surface Reconstruction Method based on 3D Digital Clothing System

  • Yoon, Jihae;Kim, Jongjun
    • Journal of Fashion Business
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    • v.16 no.6
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    • pp.36-51
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    • 2012
  • Quilting, a technique to join two or more layers of fabrics, has long been used in the textile and fashion sectors. To evaluate dimensional effect of quilting that changes according to the characteristics of fabrics, 3D scanning method is employed in this study. Goal of this study is to interpret how fabric's composition, stiffness, thickness, and weight affect the appearance when quilted fabrics are used in a garment. Surface reconstruction method based on 3D scanning is used as a research method to evaluate the changing appearance depending on the material properties quantitatively with the quilting method. Besides, exemplary virtual clothing is realized through a virtual quilting method in 3D digital clothing system based on the properties of fabrics.

The Development of School Uniform Design for the Post-digital Generation (포스트디지털 세대의 교복 디자인 개발)

  • Mun, Jihyun;Na, Hyunshin
    • Fashion & Textile Research Journal
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    • v.14 no.5
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    • pp.758-765
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    • 2012
  • As the 21st century is the post-digital era, a mix of the hard digital and the soft analog realm, the school uniform designs for the post-digital generation need to be changed within this paradigm shift. Thus, this study is conducted with the purpose of developing the school uniform design that reflects aesthetic value and sensitivity of the post-digital generation. The definition and background of the post-digital generation is reviewed and the values of this generation are drawn based on the theoretical research. Also, through the survey of 205 high school girls in Seoul, the purchase, wear & fit, and suggestions for improvement of present school uniforms are investigated. Based on the studies above, the guidelines for designing school uniforms for the post-digital generation are established and the products are developed.

A Study on the Tensile Deformation Characteristics of Knits and Appearance Using 3D Digital Virtual Clothing Systems (니트소재의 인장변형 특성과 3D 디지털 클로딩 시스템에 의한 외관표현에 관한 연구)

  • Choi, Kyoung-Me;Kim, Jong-Jun
    • Journal of Fashion Business
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    • v.16 no.2
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    • pp.151-162
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    • 2012
  • The industry-wide development of digital technologies has also affected the textile and fashion industries immensely. The applications of 3D technology, virtual reality, and/or augmented reality systems have helped to create novel fashion brands based on the marriage of IT and textile/fashion industries. 3D digital virtual clothing systems have been developed to help the textile and fashion industries in terms of the planning, manufacturing, marketing and sales sectors. So far, most of the development effort for the 3d virtual clothing systems has been focused on the woven fabrics. The characteristics of woven fabrics differ from those of knitted fabric. Since the physical structures and mechanical properties of the knitted fabrics are definitely different from those of woven fabrics, the simulation process for the knitted fabrics should follow different approaches. The loops in a knitted fabric deform easily. The deformation results in a readily stretchable fabric appearance. Cloth simulation mostly employs models that approximate the mechanical properties of linear elastic planes. This simulation scheme does not, however, describe well enough the behavior of knitted fabrics, which deviate largely from the linear isotropic material characteristics. This study aims at characterizing the tensile deformation and surface textures of a knitted fabric product. Tensile deformation curves for the wale, course, and bias direction are analyzed. The surface texture of the knitted fabric is analyzed by using a 3-dimensional scanning device.

Development of virtual upcycling fashion design based on 3-dimensional digital clothing technology (디지털 클로딩 기술 기반 가상착의 업사이클링 패션디자인)

  • Chen, Tianyi;Yang, Eun Kyoung;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.29 no.3
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    • pp.374-387
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    • 2021
  • The purpose of this study is to develop up-cycling fashion design methods centered on discarded denim material for the study of original up-cycling design methods. Up-cycling fashion design work was developed using digital clothing technology. This is a recent hot topic among sustainable fashion design methods. Up-cycling fashion design expression methods (categorized as dismantlement, collages, dépaysement, grafting, weaving, and tearing) were centered on design methods. These methods create various three-dimensional modeling effects in planar forms, whereby five pieces can be applied to the fabric and digitally produced. The results are as follows: First, the use of discarded denim fabric for the development of up-cycling fashion design pieces enabled the recycling of existing resources, provided solutions to environmental pollution problems, and provided expansion opportunities for design processes for sustainable fashion products that expand the design value of denim products and their utility. Second, new eco-friendly fashion designs that attempt to achieve diversity in modern fashion trends could be presented through formative contemporary fashion produced by up-cycling work products. Third, up-cycling fashion design work is expected to provide opportunities for eco-friendly fashion design methods. This will expand the value of sustainable fashion design by recycling simple waste materials through the use of three-dimensional digital clothing technology and further through the presentation of expanded life cycles that extend product planning, production, and life cycles.

A Study on 3D Virtual Clothing by Utilizing Digital Fashion Show (디지털 패션쇼를 통한 3D 가상 의상 표현 연구)

  • Wu, Sehee;Kang, Yeonkyung;Ko, Young-A;Kim, Anna;Kim, Naeun;Kim, Cheeyong;Ko, Hyeong-Seok
    • Journal of Korea Multimedia Society
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    • v.16 no.4
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    • pp.529-537
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    • 2013
  • *IT technology has been rapidly introduced to the clothing and fashion industry, and especially fashion shows have been changed very fast to keep up with the current digital era. In this research, the author designed virtual clothes, and investigated whether it is possible to make them similar to actual clothes and then performed a digital fashion show with these virtual clothes. This research discussed, based on case development and studies, whether a digital fashion show can express the designer's idea more creatively than the existing fashion shows and what needs to be improved for the effectiveness of digital fashion shows. As a result, the virtual clothes have been recognized to be very similar to actual clothes and facilitate creative expressions that are hard to be presented in actual fashion shows. The adaptation of 3D virtual clothes to real fashion industry in the future can make new contents through the innovation of distribution and industry.