• 제목/요약/키워드: Digital Clothing

검색결과 456건 처리시간 0.021초

남녀 청소년 소비자의 생활양식 유형과 의복소비성향 (Lifestyle Types and Clothing Consumption Orientations of Male and Female Adolescent Consumer)

  • 이명희
    • 복식문화연구
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    • 제14권5호
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    • pp.776-789
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    • 2006
  • The purpose of this study was to investigate the relationships between lifestyle types, demographic variables, and clothing consumption orientations of male and female adolescents. The method of this study was a survey research by using questionnaires. Subjects were 393 high school students in Seoul. Four lifestyle types of adolescents were derived by cluster analysis: 'digital orientation type', 'material orientation type', 'positive enterprise type', and 'achievement orientation type'. The material oriented students spent high expense on clothes, had higher preference of imported products, had more sensuous consumption orientations, did more impulsive buying, and were more influenced by advertisements than other types of students. Digital oriented students had mothers with low educational background, low academic records, spent small expense on clothes, and had less sensuous consumption orientation. There were more male students than female students in positive enterprise type and the students of this type had upper middle academic records, had higher sensuous consumption orientation and did less impulsive buying. There were more female students than male students in achievement oriented type and this type had high academic records, had mothers with high educational background, and spent small expense on clothes. They had low level on most of the clothing consumption orientation and were especially less influenced by advertisement. This research confirms that the clothing consumption orientations are associated with the lifestyle of adolescent.

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Exploring the Integration of Handheld Device Applications in Teaching and Learning in Textiles, Clothing and Design Programmes in Universities in Zimbabwe

  • Dzikite, Chipo
    • International Journal of Costume and Fashion
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    • 제17권1호
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    • pp.1-15
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    • 2017
  • This study made use of a qualitative approach with an intrinsic case study to explore how handheld devices applications were integrated in teaching and learning in Textiles, Clothing and Design programmes. Participants of the study were purposively sampled from the Textiles and Clothing department at a selected university of Science and Technology in Zimbabwe comprising eight lecturers and thirty-two students. In-depth, focus group interviews and observations were used to gather data for the study. The findings of the study showed that participants were still at the stage of actively experimenting with very limited handheld device applications for the purposes of teaching and learning. Photoediters and digital cameras were the commonest applications used in most modules of the Textiles, Clothing and Design programmes. Though the photoediters and digital cameras were found to match the multimedia category of the Functionality framework, these were not fully utilised by students. It was recommended that there is need for the Textiles, Clothing and Design lecturers to provide opportunities for students to use a variety of applications on handheld devices for collaborative designing in practical modules of the programmes as these can encourage the development of critical skills necessary for creating innovative textiles and fashion designs.

디지털환경 매체로서 패션에 나타난 사이버네틱스의 특성에 관한 연구 (A Study of the Characteristics of Cybernetics Exhibited in Fashion as a Media of Digital Environment)

  • 김현수;김민자
    • 복식
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    • 제55권4호
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    • pp.79-94
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    • 2005
  • The goal of this research, contorted from the perspective of media aesthetics, is to uncover the ways how mechanical/cybersensual fashion products express aesthetic characteristics of cybernetics, by comparing them with digital products designed by an application of cybernetics. The other goal is to provide a cultural and design framework of cybernetics as d digital-environmental medium for fashion in which hightech and human sensibilities are fused. The results urged to explore two new contrasting perceptual possibilities for an understanding of digital technology application: negative and positive feedbacks. Cybernetic optimism, centered on technological dimensions, focuses on a concept of fashion that emphasize instrumental aspects-efficiency and convenience. In contrast, cybernetic pessimism focuses on digital fashion that expresses environmental destruction and the loss of human identity. A comparative analysis of the aesthetics of expression in digital fashion design and digital industrial products from a cybernetic perspective showed that in digital environment society, the combination of negative and positive feedbacks resulted in design products in which internal and external aspects of beauty complemented each other.

The Effects of Digital Signage on Flow and Brand Attitudes: The Mediating Role of Pleasure

  • Ji, Kyoungha;Kim, Hanna
    • 패션비즈니스
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    • 제22권6호
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    • pp.53-69
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    • 2018
  • In recent years, digital media providing entertainment and information have become an important channel of customer experience. The aim of this study is to evaluate the effects of digital signage's characteristics on flow and brand attitudes and to verify the mediating role of pleasure in digital signage and flow. The stimuli were developed for a sports brand stores using 3D and video editing software. The survey was conducted on 544 subjects from both gender aged 20 to 49 years old, i.e. the population that constitutes the major target group for sports brands. The data collected was analyzed using IBM SPSS 24.0. Specifically, frequency analysis, factor analysis, reliability analysis, t-test, and regression analysis were performed on the data. Based on the results, we can draw the following conclusions; First, the dimension of digital signage was classified into aesthetic and functional attributes. Additionally, we found out that women highly value aesthetic attributes of digital signage while the customers in their 40s pay more attention to functional attributes than their counterparts aged 20-30 years. Second, our results suggest that pleasure has a mediating effect in the relationship between digital signage attributes and flow; specifically, both sub-dimensions of digital signage features (aesthetic attributes and functional attributes) affect flow by means of pleasure. Third, our results demonstrated that the flow of digital signage had a significant impact on brand attitudes.

40대와 50대 중년 여성의 의복 착용 실태 및 맞음새 비교 연구 (A Comparative Study on the Clothing Wearing Conditions and Fit for Middle-aged women in their 40s and 50s)

  • 남영란;최혜선;김은경
    • 한국의상디자인학회지
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    • 제15권3호
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    • pp.137-156
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    • 2013
  • The purpose of this study is to analyze the general status of wearing clothes and clothing purchase of middle-aged women in the 40's to 50's, the patterns and colors of clothes they prefer, clothing preference related with fitting or such, and also complaints. And this paper also divides the middle-aged women into those in the 40's and 50's to analyze how they differ in terms of the apparel brands and fitting they prefer and also the status of wearing clothes. For the research, a survey was performed to 350 women, and the survey data went through x2 and t-test analysis by using SPSS 20.0 to examine significant difference. The results of this study are as follows: the women in the 40's included as the subjects showed a high frequency of clothing purchase from casual brands or SPA brands and regarded design to be important at the clothing purchase. Meanwhile, the women in the 50's indicated a higher frequency of clothing purchase of middle-aged women's apparel brands, outdoor brands, madam clothes, or designer brands and thought activity to be crucial at the clothing purchase. As the women in the 40's and 50's showed difference in the brands they preferred, particularly the fitting indicated difference in terms of dissatisfaction. While those in the 40's preferring and buying young casual showed particularly more fitting problems in the arm-hole girth, upper arm circumference, bust size, and thigh or hip area, those in the 50's indicated fitting problems in the hip circumference or waist measurement. It is expected that this study will be used as foundational data to set up the target age by related apparel companies or develop clothes with great size fitting and design satisfaction.

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결정적 사건기법(CIT)을 이용한 소비자의 스마트 의류 경험에 대한 연구 (Understanding the Consumer Experience about Smart Clothing Using the Critical Incident Technique)

  • 이재경;이하경
    • 한국의류산업학회지
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    • 제25권3호
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    • pp.304-314
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    • 2023
  • The rapid development of digital technology is diversifying the fashion industry by influencing both the manufacturing processes and the characteristics of fashion products. Although various smart clothing technologies are being developed as part of the government's technology development policy, the number of smart clothing products available to consumers in stores remains very limited. To address this issue, this study analyzes the key attributes of smart clothing as expressed in consumer language. The CIT (Critical Incident Technique) research method was used, and data were collected through an online survey. The study focuses on identifying potential factors that may influence the development direction or strategy of smart clothing. By classifying past experiences and attitudes towards smart clothing into positive and negative categories, it was found that positive responses to smart clothing were heavily influenced by expectations from technology and convenience. Participants' experience with smart technology has had a positive impact on their evaluation of smart clothing. Consumers with negative attitudes towards smart clothing expressed expectations for new benefits resulting from technological development, and indicated that they would consider purchasing such clothing in the future when design and technology improve. Ultimately, this study provides a valuable reference for the development of smart clothing products in Korea by analyzing consumer experiences and acceptance conditions towards smart clothing.

3D 가상패션소재의 드레이프성 연구 - 3D 의상 CAD 시스템 활용 - (A Study on the Drape Profile Analysis of the Apparel Textiles and 3D Virtual Textiles using a 3D Digital Clothing Software)

  • 이윤주;김종준
    • 패션비즈니스
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    • 제15권5호
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    • pp.103-114
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    • 2011
  • During a wearer's movement, the apparel fabric layers collide each other in a highly complicated manner. The collision involves cloth-cloth, and cloth-body collision. The diversity of the textile fabrics, including silk, wool, cotton, and other synthetic fibers, together with the complex details of the apparel construction, makes the collision and other calculation procedure involved in the 3-dimensional clothing software system much more complicated. Therefore, there is a need to measure the behavior of the fabrics during the fabric collision cycles. In this study, as a first step, static measurements pertinent to the factors governing the appearance of the apparel fabrics were implemented. The drape profile, stiffness(Sd and Sf), tensile properties, thickness, and the air permeability were measured. The correlation between the parameters were calculated and reviewed. It is found that there is a high correlation of 0.97 between the actual fabric drape parameters and the 3D virtual fabric drape parameters. The measured drape coefficients of the fabrics show relatively good correlation with the measured fabric stiffness.

가상현실 점포의 체험요소가 소비자의 지각된 정보의 양, 고객만족 및 재방문의도에 미치는 영향 (The Effects of Experiential Factors of Virtual Reality (VR) Store on Perceived Information, Satisfaction and Revisit Intention)

  • 천예림;최우림;박민정;유정민
    • 한국의류학회지
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    • 제43권5호
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    • pp.682-698
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    • 2019
  • This study examines whether experiential factors of virtual reality (VR) stores influence consumers' perceived amount of information and satisfaction, which in turn influences revisit intention. This also study examines whether the experiential factors differ as a function of an individual characteristic such as environmental responsiveness. Female consumers who had an experience in using VR technology for digital shopping participated in the online survey. The results showed that educational, escapist and aesthetic experiences have a significant impact on the perceived amount of information, and entertainment and escapist experiences have a significant impact on satisfaction. In addition, the perceived amount of information has a positive effect on customer satisfaction, which in turn has a positive effect on revisit intention. There is also a difference in the effect of experiential factors on consumer responses depending on the environmental responsiveness. This study provides theoretical suggestions for experiential marketing and presents practical implications for developing marketing strategies for digital retailers utilizing VR technology.

3D 프로그램을 활용한 트랜스포머블 웨딩드레스 디자인 개발 및 효율성 비교연구 -스몰웨딩용 웨딩드레스 디자인을 중심으로- (A Comparative Analysis of the Design Efficiency of Transformable Wedding Dresses Using 3D Programs -Focusing on Dress Design for Small Weddings-)

  • 배수정;위안씬이
    • 한국의류학회지
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    • 제45권3호
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    • pp.439-452
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    • 2021
  • The purpose of this thesis is to compare the efficiency of 3D digital design technology with traditional hand-drawn designs of a transformable dress for a small wedding. After reviewing the literature, this empirical study analyzed the tendencies of small wedding dress design, concluding that a transformable dress for a small wedding consists of a bodice, skirt, and outer skirt or gown with train, each of which has five possible designs, resulting in 15 virtual items within the 3D program. The 3D program provides the benefit of easy design development as well as reduced costs and design time. Specifically, the random combination of 15 items with layers in the 3D program produced 150 different styles in 5 hours, while hand-drawing 150 dresses took 50 hours. Moreover, the 3D program does not need any material, but 150 physical drawings required a sketchbook, pencil, eraser, and marker, total cost 31,100 won. Additionally, the 3D whole-body scan helps the bride decide which design she prefers through virtual try-ons. Eventually, the 3D program could help a bride decide what she prefers and produce it with virtual simulation, resulting in reduced time and costs.