• 제목/요약/키워드: Digital Clothing

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미디어 문화에 나타난 청소년 패션의 상징적 의미 (A Symbolic Meaning of Youth Fashion in Media Culture)

  • 김소영;양희영
    • 한국의상디자인학회지
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    • 제10권3호
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    • pp.73-88
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    • 2008
  • The media culture influences upon young people while introducing new cultures by every hour. Considering the mainstream culture, in which media has the greatest effect on young people, this article examines the symbolic significances of youth fashion through media culture. The results of this study can be summarized as the following: First, young people's popular culture ("pop culture") is becoming the medium that leads to the creation of similar cultures of the young people globally through various routes. Culture is being created by integration of diverse media, and not by what is seen through a single medium. Typical young people's culture, which is formed due to the influence of media culture, includes community culture, pun culture, virtual culture and fandom culture. Second, in order to examine youth fashion that is seen in those media, the survey has been conducted on media stars, tecktonik dance groups, fashion models, avatars and online communities, which are fashion icons influencing young people. Third, youth fashion, which has been formed centering on media culture, has the flexible property that varies the symbolic significance according to which culture becomes the main axis. The symbolic significance in fashion, which is seen on media culture young people are contacting, has been examined in the aspects of value orientation, diversity orientation, speed orientation and digital orientation.

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골프장 캐디를위한 스마트 유니폼 프로토 타입 제안에 관한 연구 (A Study on a Proposal for Smart Uniforms for Caddies at Golf Courses, including a Study of Prototypes)

  • 김선영;김미현
    • 복식
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    • 제61권3호
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    • pp.111-121
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    • 2011
  • This paper intends to improve caddies' vocational efficiency, to increase the quality of caddies' services for customers, and further, to widen the application of smart clothes by proposing prototypes of smart uniforms in which caddies' vocational characteristics are reflected. The smart uniforms proposed by this study were restricted to those for spring and fall seasons and three types for a jacket, a turtle neck shirt, pants, and a jumper were proposed. Each design was developed to contain functionality and aesthetic, and also to be transformed subject to weather or other conditions. In addition, the uniforms were designed to carry not only a two-way radio and a remote controller for a cart that caddies necessarily carry, but also i-Pod, a distance meter, and other digital tools by use of solar cells. That is, this paper proposed the designs that can meet with caddies' vocational characteristics and different conditions. This paper is regarded meaningful in that smart clothes, which are forecasted as a future high value-added business, are applied to the uniforms of various job types so they can expand me existing functions of uniforms and further, think about the ways of being used for higher value-added products through the fusion with technologies.

Musical Identity Online: A "Netnographic" Perspective of Online Communities

  • Strubel, Jessica;Pookulangara, Sanjukta;Murray, Amber
    • International Journal of Costume and Fashion
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    • 제13권2호
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    • pp.15-29
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    • 2013
  • Today's technology enables consumers to trade millions of dollars, conduct online banking, access entertainment, and do countless other activities at the click of a button. Online social networks (OSN) have become a cultural phenomenon that allows for individualistic consumerism. Consumers are increasingly utilizing OSN to share ideas, build communities, and contact fellow consumers who are similar to themselves. The relevance of online communities to the music is immense especially because musicians are now using social media to build global audiences. Not only is information about music and performance disseminated online, but musical commodities are sold and traded online. Online music communities allow consumers to elect and create new identities online through the purchase of subcultural commodities. Given the growing economic importance of online music communities it is important to get a holistic view of subcultural communities online. This study utilized content analysis of online music community websites using the Netnography methodology as developed by Kozinet for data collection to analyze consumers' purchasing and consumption behavior of subcultural commodities online as related to the formation of subcultural identities. Findings showed that subcultural items are predominantly purchased online, especially digital music, and there is a need for more custom craft items. The authors presented a new conceptual taxonomy of online subcultural consumer classifications based on online behavior patterns.

사이클 전문복 착용실태에 관한 연구 (A Study of the Current State of Cyclist Wear)

  • 김은경
    • 복식
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    • 제60권5호
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    • pp.88-105
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    • 2010
  • The purpose of this study is to grasp the actual wearing conditions, inconvenience and problems with cycle wear. To attain this purpose, a questionnaire was completed by direct observation and by interviewing bicyclists. The questionnaire was given to 273 bicyclists. The questionnaire consisted of items that are related to concerns with dressing appropriately and enhancement of physical performance through dress. Following are the results of this study. According to the survey, many of them purchased imported cycle wear rather than national cycle wear, and the satisfaction according with purchase rate was low. Bicyclists were uneasy with finding right size cycle wear especially for women. It turned out that the area of the knee and elbow are mostly the areas that they get hurt while riding. Even though the knee and elbow are the mostly hurt area, bicyclists do not prefer to wear appropriate protector for the knee and elbow to excel in their performance in cycling. In material related questions, lower dissatisfaction was indicated for the lints caused by fraction. Average satisfaction was indicated for the distortion after washing, changes in color, touch of the fabric, matters with static and sweat. With regard to the areas where the bicyclists felt discomfort was highly indicated with lower-body clothing. Discomfort was highly indicated with crotch area when riding long period of time. Also when riding a cycle, discomfort was indicated with the leggings cuffs when it comes upward with riding motion. Most of the bicyclists felt the tight fitting leggings were embarrassing.

아이폰을 이용한 모바일 패션 피팅 서비스 시스템 (Mobile Fashion Fitting Service System using I-phone)

  • 탁명자;김치용
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2012년도 추계학술대회
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    • pp.355-356
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    • 2012
  • 최근에는 패션 분야에서는 컴퓨터 그래픽을 이용하여 의상을 재현하는 디지털 클로딩 기술이 활성화되고 있고, 패션의 흐름을 3D 기술과 접목하려는 연구가 많이 진행되고 있다. 패션산업에서 스마트폰을 이용하여 트렌드 변화를 정확하게 파악하여 감성적인 요인들을 추가시켜야 성공적인 패션산업을 이룰 수 있다. 기존의 3D 피팅 서비스는 아바타나 가상 거울이 설치된 매장이나 인터넷 사이트에서 가능하였다. 본 논문에서는 아이폰을 이용하여 소비자 입장에서 시간적, 체력적 소모가 줄일 수 있는 패션 피팅 서비스 시스템을 제안한다. 본 시스템은 기업측면에서는 마케팅을 쉽게 할 수 있고, 소비자는 제품을 다양하게 선택하여 어울림을 확인하였다.

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한글 캘리그래피를 활용한 업 사이클링 문화상품 개발 (Development of up-cycling cultural products using Hangul calligraphy)

  • 한연희
    • 한국의상디자인학회지
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    • 제21권4호
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    • pp.153-163
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    • 2019
  • This study is designed to present a direction for the development of an up-cycling design applied with Hangeul calligraphy on outdated clothing materials, and recreating them as eco-friendly high value-added cultural products. The results of this study are as follows. First, Hangeul calligraphy enhances creativity and scarcity by expressing an unformatted analog sensibility in the digital era and further emphasizes the differentiated high value-added aspect of the products. Second, the characteristics of the up-cycling design products represent eco-friendliness, handcrafting, non-fabrication, originality, scarcity, storytelling, and customization. Third, the author made 11 up-cycling cultural products using Hangeul calligraphy, applying it to discarded jeans and pieces of cloth. Fourth, the phases of making cultural products are divided into planning and production. In the planning phase, items and materials are decided upon, design sketches are made, and in the production phase the items go through partial dismantlement, separation, reconstruction, collaboration, and the application of calligraphy printing. Along with the beautiful and lyrical sensibility of Hangul, it was shown that up-cycling using Hangeul calligraphy, which has excellent originality and practicality of design, can be expanded to a variety of cultural products.

Development of a Distributed Representative Human Model Generation and Analysis System for Multiple-Size Product Design

  • Lee, Baek-Hee;Jung, Ki-Hyo;You, Hee-Cheon
    • 대한인간공학회지
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    • 제30권5호
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    • pp.683-688
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    • 2011
  • Objective: The aim of this study is to develop a distributed representative human model(DRHM) generation and analysis system. Background: DRHMs are used for a product with multiple-size categories such as clothing and shoes. It is not easy for a product designer to explore an optimal sizing system by applying various distributed methods because of their complexity and time demand. Method: Studies related to DRHM generation were reviewed and the RHM generation interfaces of three digital human model simulation systems(Jack$^{(R)}$, RAMSIS$^{(R)}$, and CATIA Human$^{(R)}$) were reviewed. Results: DRHM generation steps are implemented by providing sophisticated interfaces which offer various statistical techniques and visualization methods with ease. Conclusion: The DRHM system can analyze the multivariate accommodation percentage of a sizing system, provide body sizes of generated DRHMs, and visualize generated grids and DRHMs. Application: The DRHM generation and analysis system can be of great use to determine an optimal sizing system for a multiple-size product by comparing various sizing system candidates.

대중문화에서 보여지는 신체표현과 복식디자인 연구 - 미국과 국내 영화를 중심으로 - (The Study of Human Body Expression and Fashion Design Appeared in Popular Culture -Focused on Movies in Korea and American-)

  • 권기영
    • 복식문화연구
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    • 제12권4호
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    • pp.676-690
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    • 2004
  • The purpose of this study is to investigate the symbolic meaning in body image and fashion style portrayed in Korea and American movies in aspects of sex, race, nature, and technology. The researcher analyzed movies in Korea and USA, and the results were as follows. In aspects of sex, movies portrayed new masculinity and femininity escaped from previous gender stereotypes, and the clothing styles characterized sex identity and sex roles. In aspects of race, more various races appeared in America movies than Korea's, and the appearance and stereotypes related with race were blurred by the globalization and the change of film market environments. In aspects of nature, Korea movie portrayed the human being as lyrical appearance in nature, and America movie expressed the human as a strong men conquering the nature in adventure movie or super human image combined with nature thing which endowed nature's superior characteristics to human body in fantasy and science fiction movies. In aspects of technology, the human bodies were described as cyborg, alien, or super human, which symbolized the do-identification in digital world, de-boundarization between human and machines, and the human's uncertainty.

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A Study on the Patent Map of Apparel Design using Computer Technology

  • Lee, Keum-Hee
    • The International Journal of Costume Culture
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    • 제5권3호
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    • pp.151-163
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    • 2002
  • This study attempted to creat patent map 163 cases of patent for technology of apparel design using computer technology and researched the trend of Patent application by count교, technologies, applicant and filing date. In regard to application by country, the United States mark the first place with 99 cases (61%), Japan marks the second with 34 cases (21%), Korea the third with 19 cases (12%). Comparing the patent applications in specialized technologies, we find the United States is overwhelming the technologies for garment Production Process, Patterning Process and preparatory process, and Japan is currently undergoing development work in this area, while most of Korean applications are focused in the technologies for selection or substitution methods related to Purchase and sale of apparels, body image and design service Therefore, it is required to preoccupy and defend patent rights as well as develop technologies aggressively and extensively in preparation for the expansion of e-commerce market. Analysing the speed of progress in technology in terms of number of applicants and application cases, we can say it entered into developing stage from the middle of 1990s and it seems that they will continue the development work from now on. in case of Korea, they began in 1996, somewhat late, but reached a similar level with the United States in 2000.

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패션필름에 나타난 햅틱(Haptic)지각 -로라 막스(Laura Marks)의 이론을 바탕으로- (Haptic Perception in Fashion Film - Drawing on the theory of Laura Marks -)

  • 정수진;임은혁
    • 한국의류산업학회지
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    • 제21권4호
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    • pp.379-389
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    • 2019
  • Fashion brands have traditionally conveyed emotions through brand image and images such as fashion photos; however, fashion films play an important role in conveying emotion to consumers due to changes that have resulted from the development of digital technology. This study investigates haptic perceptions in fashion films based on Laura Marks' theory. The study concurrently conducted literature and case studies. Haptic and is a condition of touching an object without actually touching it. Marks describes haptic theory as an embodied perception of physical effects that occur as images affect the body. Haptic perceptions that cause a sense of touching when looking at a fashion film can be understood as a formality embodied in the body of the object and spectator created by the object and spectator's clothing experience. Our bodies and apparel can be seen as being perceived and imprinted in our bodies by constantly experiencing and maintaining relationships in an inseparable relationship. Thus, when we look at fashion films, the haptic image invites feeling embodied in our body and provide a haptic perception. As a result, factors for the haptic perception in fashion film are ambiguity of images, fetish image, and non-narrative. Fashion companies are expected to make active use of haptic elements as an era of artificial intelligence arrives and the size of the e-commerce market grows.