• Title/Summary/Keyword: Digital Clothing

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How Short-form Videos Influence Customer Intention Toward Fashion Product Purchase and e-WOM - Focusing on Generation Z - (숏폼 비디오 콘텐츠의 특성이 패션 제품 온라인 구전의도 및 구매의도에 미치는 영향 - Z 세대를 중심으로 -)

  • Jiyeong Park;Eunju Ko
    • Fashion & Textile Research Journal
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    • v.25 no.6
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    • pp.690-703
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    • 2023
  • With the emergence of digitalization and environmental changes, such as those caused by COVID-19 and high-speed networks, online video platforms have changed how people communicate and created new marketing opportunities. The unique characteristics of mobile short-form videos are causing more people to consume and produce diverse content in the digital environment. The study focuses on two story types (product essential and relative information) to examine the effectiveness of short-form videos for fashion marketing. This study verified the influence of the common traits of short-form video content (informativeness, expertise, familiarity, and playfulness) on fun, e-WOM, and purchase intention and the mediation effect of fun using video samples categorized by story type. In this study, 300 Gen Z men and women responded to a survey after watching a 30-second short-form video sample. All the traits of short-form video content were found to have a positive effect on fun. Moreover, all the traits excluding playfulness had a positive effect on e-WOM and purchase intention as well. Fun had a positive effect on both e-WOM and purchase intention as well as a partial mediating effect. These findings are expected to provide insight and reference for planning short-form video marketing from the perspective of the fashion industry.

Impact of SNS Beauty Influencer Characteristics on Trust and Word-of-Mouth Intentions: The Moderating Effect of Engagement (SNS 뷰티 인플루언서 특성이 인플루언서 신뢰 및 구전 의도에 미치는 영향: 관여도의 조절 효과)

  • Zhang Qin;Yubeen Kim
    • Fashion & Textile Research Journal
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    • v.26 no.1
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    • pp.88-98
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    • 2024
  • With the growing preference among Chinese consumers for purchasing beauty products through social media networks (SNS), influencer marketing has recently emerged as a crucial strategy for maximizing word-of-mouth effects. This study aims to ascertain the impact of SNS beauty influencers' characteristics on trustworthiness and consumers' intentions to engage in word-of-mouth promotion. Furthermore, the study seeks to explore the moderating role of consumer involvement in the relationship between SNS beauty influencer characteristics and the trust consumers place in them. As part of an empirical analysis, an online survey was administered to 259 Chinese female consumers who had previously purchased beauty products through influencers on SNS. The data gathered were scrutinized by conducting multiple and hierarchical regression analysis to test the proposed hypotheses. The findings indicated that the attributes of "expertise,"' "intimacy," and "homogeneity" in SNS beauty influencers significantly affect influencer trust, whereas "charm" does not have a significant impact. Moreover, consumer involvement was found to moderate the relationship between SNS beauty influencer characteristics (expertise, intimacy, charm, and homogeneity) and influencer trust. Additionally, influencer trust positively influenced the intention to engage in word-of-mouth activities. These findings signify that leveraging influencers possessing qualities such as expertise, intimacy, and homogeneity can help enhance product exposure, popularity, and sales of the beauty industry. This study contributes valuable insights into the strategic utilization of influencer characteristics in the beauty industry and digital marketing, highlighting their pivotalrole in consumer engagement and the success of marketing strategies.

An exploratory study on fashion criticism in social media using text mining - Focusing on panel discussion of fashion show in YouTube - (텍스트 마이닝을 이용한 소셜 미디어의 패션 비평에 관한 탐색적 연구 - 유튜브의 패션쇼 Panel discussion을 중심으로 -)

  • Dawool Jung;Se Jin Kim
    • The Research Journal of the Costume Culture
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    • v.32 no.2
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    • pp.215-231
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    • 2024
  • The changing media landscape has diversified how and what is discussed about fashion. This study aims to examine expert discussions about fashion shows on social media from the perspective of fashion criticism. To achieve this goal objectively, a text mining program, Leximancer, was used. In total, 58 videos were collected from the panel discussion section of Showstudio from S/S 21 to S/S 24, and the results of text mining on 24,080 collected texts after refinement are detailed here. First, the researchers examined the frequency of keywords by season. This revealed that in 2021-2022, digital transformation, diversity, and fashion films are now commonly used to promote fashion collections, often replacing traditional catwalk shows. From 2023, sustainability and virtuality appeared more frequently, and fashion brands focused on storytelling to communicate seasonal concepts. In S/S 2024, the rise of luxury brand keywords and an increased focus on consumption has been evident. This suggests that it is influenced by social and cultural phenomena. Second, the overall keywords were analyzed and categorized into five concepts: formal descriptions and explanations of the collection's outfits, sociocultural evaluations of fashion shows and designers, assessments of the commerciality and sustainability of the current fashion industry, interpretations of fashion presentations, and discussions of the role of fashion shows in the future. The significance of this study lies in its identification of the specificity of contemporary fashion criticism and its objective approach to critical research.

A Study on The Influencing Factors of Purchase Intention for Smart Mountaineering Garments : An Extended Technology Acceptance Model (스마트 등산복에 대한 구매의도와 영향요인 분석 : 확장된 기술수용모형(TAM)을 바탕으로)

  • Park, Jaemin;Lee, Jung-Soo
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.261-275
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    • 2012
  • An increasing number of mountaineers are recently creating diverse consumer needs for mountaineering garments, thereby leading to a production of smart mountaineering garments with diverse-functions. Smart mountaineering garments are increasingly adding to comfort and safety, boosting their market size. This study researched on the Technology Acceptance Model (TAM) to examine factors that influence the intention of consumers to purchase buy mountaineering garments. For that purpose, 641 people aged 20-61 years who experienced in mountaineering were surveyed online. An extended TAM was designed by adding new variables such as fashion involvement and garment involvement associated with the characteristics of clothing products to the variables such as self-efficacy sense, technological innovativeness, perceived enjoyment. The findings of the study suggested that self-efficacy sense influenced perceived usefulness, perceived easiness of use, and perceived enjoyment, while garment involvement and fashion involvement influenced the perceived easiness of use and the perceived usefulness, respectively. Also, the perceived easiness of use influenced perceived usefulness and perceived enjoyment, while the perceived usefulness and perceived enjoyment directly influenced the intention of purchase. Based on the findings of this research, this study seeks to determine factors variables of smart garments purchase intention, and to explore measures to enhance such purchase intention, thereby offering working implications for developing smart mountaineering garments.

A Comparative Study on Korea and China consumer of counterfeit attitudes and satisfaction and dissatisfaction factors (한국과 중국 소비자의 위조품 태도와 만족과 불만족 요인 비교연구)

  • Kim, Koosung
    • Journal of Digital Convergence
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    • v.11 no.5
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    • pp.169-178
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    • 2013
  • How do Korean and Chinese consumers to use counterfeit behavior? Began to research the question. Among consumers in Korea and China, Counterfeiting Usage and counterfeit attitude, counterfeit satisfaction and dissatisfaction factors were investigated. Differences in perception and for each what was confirmed. The results of this study are as follows. First, it showed significant difference for the Korean and Chinese consumers prefer to counterfeit brand, high preference, Louis Vuitton for consumers, while consumers in China also showed high preference for Chanel. Second, Korean and Chinese consumers prefer to counterfeit brand clothing and shoes there was a significant difference. In particular, The North Face brand of high preference, while Korean consumers, Chinese consumers a higher preference for the Converse brand. Third, the Korean consumer counterfeit compared to the Chinese consumer attitudes to higher moral awareness is interpreted. Fourth, South Korea and China all counterfeit consumer satisfaction factors showed the highest response rate of the price will be cheaper. Finally, South Korea and China all counterfeit consumer dissatisfaction factors showed the highest response rate of quality is not good enough. Future through an in-depth understanding of Korea and China of counterfeit consumer behavior, these findings will be useful to formulate a campaign strategy, to reduce the use of counterfeit.

Examining the Functions of Attributes of Mobile Applications to Build Brand Community

  • Yi, Kyonghwa;Ruddock, Mullykar;Kim, HJ Maria
    • Journal of Fashion Business
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    • v.19 no.6
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    • pp.82-100
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    • 2015
  • Mobile fashion apps present much opportunity for marketers to engage consumers, however not all apps provide enough functions for their targeted audience. This study aims to determine how mobile fashion apps can be used to build brand community with consumer engagement. Qualitative data on fashion mobile apps were collected from the Apple app store and Android market during the spring and summer of 2015. A total of 110 fashion mobile apps were collected;, 50 apps were identified as apparel brands that either manufacture or sell apparel to consumers, which we categorized as "brand" fashion apps, and the remaining 60 were categorized as "non-brand" fashion apps. The result of the study can be summarized as below. The 60 non-brand fashion apps were grouped into 5 app types: shopping, searching, sharing, organizational, and informational. The main functions are for informational use and shopping needs, since at least half (31 apps) are used for either retrieving information or for shopping. However, in contrast, social networking and location were infrequent and not commonly utilized by these apps. The most common type of non-brand fashion apps available were shopping apps;, many shopping apps enable users to shop from several different websites and save their items into one universal shopping cart so that they only check out once. Most of these apps are informational and help consumers make more informed decisions on purchases;, in addition many offer location services to help consumers find these items in store. While these apps perform several functions, they do not link to social media. The 50 brand apps were grouped into 5 brand types: athletic, casual, fast fashion, luxury, and retailer. These apps were also checked for attributes to determine their functionality. The result shows that the main functions of brand fashion apps are for information (82% of the 50 apps) as well as location searching (72% of 50 apps). Conversely, these apps do not offer any photo sharing, and very few have organizational or community functions. Fashion mobile apps and m-marketing elements: To build brand community, mobile apps can be designed to motivate consumer's engagement with brands. The motivations of fashion mobile apps are useful in developing fashion mobile apps. Entertainment motives can be fulfilled with multimedia attributes, functionality motives are satisfied with organizational and location-based features, information motives with informational service, socialization with community and social network, learning and intellectual stimulation from informational attributes, and trend following through photo sharing. The 8 key attributes of mobile apps can correspond to the 4 m-marketing elements (i.e., Informative content, multimedia, interactions, and product promotions) that are further intertwined with m-branding elements. App Attributes and M-Marketing aim to Build Brand Community;, the eight key attributes can impact on 4 m-branding elements, which further contribute to building brand community by affecting consumers' perceptions of brands preference and advocacy, and their likelihood to be loyal.

Comparative Study on Size and Type of Lower Body of Women in Their 20s and 30s-40s - Focusing on Determining Problems by the Phenomenon of Purchasing Down-aging Clothes - (20대와 30-40대 여성의 하반신 신체치수 및 체형 비교 연구 - 다운에이징(Down-aging) 의복구매 현상에 따른 문제점 파악을 중심으로 -)

  • Kim, Eun-Kyong
    • Journal of the Korea Fashion and Costume Design Association
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    • v.16 no.3
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    • pp.201-217
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    • 2014
  • There is likely to be a fit problem when women aged in their 30s-40s purchase down-age clothing from brands that target women in their 20s. To identify the part of the lower body that causes the fit problem, the sizes and types of lower body of women in their 30s-40s were compared with those of women in their 20s. The data for this study was from the 2010 Size Korea survey of body measurements of 1675 female adults in their 20s-40s. To examine differences in the average sizes of the lower body between women in their 20s and 30s-40s, descriptive statistics and t-tests were conducted. Factor and cluster analysis were used to classify body types by age groups. On the whole, compared to women in their 30s-40s, women in their 20s were found to be higher for all height items and smaller for size, thickness and width items. The result of the Glycemic index analysis showed that the body type of women in their 20s was generally larger than that of women in their 30s-40s. In addition, women in their 20s had a large drop value compared to those in their 30s-40s, whereas flatness of body cross section was bigger in the group of women in their 30s-40s. Four factors related to the lower body type of female adults in their 20s-40s were identified in the factor analysis, and three categories of body type were identified by cluster analysis. A Type 1 individual had abdominal obesity and chubby lower limbs, Type 2 had short legs and slightly chubby lower limbs, and Type 3 had long legs and a skinny lower body. A significant number of women in their 30s-40s were included in the Type 1 group, which was the least common category for women in their 20s.

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A Study on the Aesthetics of death in Alexander McQueen's works (알렉산더 맥퀸(Alexander McQueen) 작품에 나타난 죽음의 미학)

  • Wang, Xin-yu;Kim, Hyun-joo
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.455-463
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    • 2020
  • This researcher has sorted out the development process of death aesthetics contained in human art through advanced research. This research is a follow-up study of related research, which studies the aesthetic meaning of death in Alexander McQueen's fashion works. This study first classifies the aesthetic characteristics of death, and then analyzes and sorts out the aesthetics of death in Alexander McQueen's clothing works based on this. The results of this study are as follows: first, the aesthetic manifestations of death are divided into three categories: reproducibility, symbolic and religious. Among them, the representation of reproducibility includes the representation of real objects and the representation of virtual objects, and the symbolic performance includes two types of external performance and internal performance. Second, in Alexander McQueen's works, the reproducibility of death was mainly reflected by virtual stage scenes and costumes. Thirdly, the symbolic death is not only reflected in the skeletons and blood etc. directly related to the death of the body, but also in the various emotions and psychological states caused by the death. Fourth, the religious nature of death was represented in Alexander McQueen's works through such representative things as crosses and religious stories.

A Study on the Relationship between Consumer Characteristics and Consumer Emotion and Satisfaction during Online Shopping - Focusing on purchasing clothes (온라인 쇼핑시 소비자특성에 따른 소비자감정 및 만족 간 관계 연구 - 의류구매를 중심으로)

  • Han, Dahye;Kim, Rando
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.141-153
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    • 2022
  • This study tried to understand the structural relationship of consumer characteristics on consumer emotions and satisfaction in online shopping. First, consumer characteristics derived various tendencies through previous studies. Next, consumer emotion was defined as positive and negative emotions in the six purchasing processes from information search to use, and satisfaction was defined as the overall satisfaction of the purchasing experience. To this end, this study measured consumer satisfaction and positive/negative emotions in the six consumption processes in their 20s and 40s with online clothing shopping experience within the last month. Finally, structural equation modeling(SEM) was conducted. As a result, the model fit was good, and impulse purchase tendency, conspicuous consumption tendency, innovation tendency, and trendy shopping tendency only affected negative emotions. On the other hand, it was confirmed that information search tendency, hedonic shopping tendency, and economic shopping tendency directly affect positive emotions and indirectly affect consumer satisfaction. Through this, implications for improving the consumer experience in online shopping were presented by identifying consumer characteristics and enhancing consumer emotions.

Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
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    • v.2 no.4
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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