• Title/Summary/Keyword: Digital fashion design

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Prospects & Issues of NFT Art Contents in Blockchain Technology (블록체인 NFT 문화예술콘텐츠의 현황과 과제)

  • Jong-Guk Kim
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.115-126
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    • 2023
  • In various fields such as art, design, music, film, sports, games, and fashion, NFTs (Non-Fungible Tokens) are creating new economic value through trading platforms dedicated to NFT art and content. In this article, I analyze the current state of blockchain technology and NFT art content in the context of an expanding market for blockchain-based NFT art content in the metaverse. I also propose several tasks based on the economic and industrial logic of technological innovation. The first task proposed is to integrate cultural arts on blockchain, metaverse, and NFT platforms through digital innovation, instead of separating or distinguishing between creative production and consumption. Before the COVID-19 pandemic, there was a clear separation between creators and consumers. However, with the rise of Web 3.0 platforms, any user can now create and own their own content. Therefore, it is important to promote a collaborative and integrated approach to cultural arts production and consumption in the blockchain and metaverse ecosystem. The second task proposed is to align the legal framework with blockchain-based technological innovation. The enactment and revision of relevant laws should focus on promoting the development of the NFT trading platform ecosystem, rather than merely regulating it for user protection. As blockchain-based technology continues to evolve, it is important that legal systems adapt to support and promote innovation in the space. This shift in focus can help create a more conducive environment for the growth of blockchain-based NFT platforms. The third task proposed is to integrate education on digital arts, including metaverse and NFT art contents, into the current curriculum. This education should focus on convergence and consilience, rather than merely mixing together humanities, technology, and arts. By integrating digital arts education into the curriculum, students can gain a more comprehensive understanding of the potential of blockchain-based technologies and NFT art. This article examines the digital technological innovation such as blockchain, metaverse, and NFT from an economic and industrial point of view. As a limitation of this research, the critical mind such as philosophical thinking or social criticism on technological innovation is left as a future task.

A Study on Purchase and Wearing Condition of Outdoor Wear among Active Senior Males (액티브 시니어 남성의 아웃도어 웨어 구매 및 착용 실태)

  • Kim, Ji Eun;Kim, Eun Kyong
    • Fashion & Textile Research Journal
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    • v.19 no.6
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    • pp.736-748
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    • 2017
  • This study was carried out to offer basic data that can be used for clothing industry for active senior males emerging as a new consumer bracket in the rapid aging age. To this end, this study conducted a questionnaire survey on consumers' wearing condition targeting active senior males. As a result of the questionnaire survey targeting active senior males, the outdoor wear items that they had the most were windbreaker jackets, long pants, and they said the most important reason for their preferred brand was wearing sensation. The matters to consider in purchasing outdoor wear were also wearing sensation and size. Consequently, the active senior males regard wearing sensation as very important. The measurements that they felt uncomfortable by body part were the abdominal extension circumference, sleeve length and jacket length of a jacket, and the rise and lengths of pants. To design the outdoor wear patterns suitable for the active senior male's body type, the pattern measurements of these body parts need to be modified. From the fact-finding survey result on outdoor wear companies, their measurement indicating method was the same for jackets, but each brand used different methods for pants. Based on the results of this survey, outdoor wear needs to be developed to meet active senior needs.

Belt Pattern Making for Hip-hugger garment using 3D Body Scan Data (3차원 인체 스캔 데이터를 활용한 Hip-hugger 의류용 벨트 패턴 설계)

  • Park, Soon-Jee;Choi, Sin-Ae
    • Fashion & Textile Research Journal
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    • v.10 no.5
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    • pp.652-659
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    • 2008
  • This study was designed to testify the possibility and devise the method to manipulate the 3D body scan data to produce rounded-belt pattern adaptable to hip-type variation of women in their 20's. The results of this research were as follows : Firstly, based on drop-value distribution of hip and waist girth, 151 subjects were classified into three hip-types; Type 1 (15.23%) was 'cylinder type', showing lowest drop-value, Type 2 (69.54%) was 'average type' and Type3 (15.23%) was 'hourglass type' showing highest drop-value. Secondly, using CAD program, design lines for round shape belt were set on the surface of 3D scan data of representative subject of each type. And divided 3D surfaces were flattened onto the plane by the internal tools of CAD program. The measure, 'lifting value of round belt pattern', implying the level of curve ratio of pattern was higher in back than front. This result might be linked to the fact that the hip part is more protruded than the abdomen part. And the measures also showed highest values in Type 3(hourglass type) and lowest in Type 1(cylinder type), meaning that the pattern of Type 3 showed more rounded shape than that of Type 1. This finding implied that round belt for body type having high drop-value should be shaped more curved. Thirdly, difference ratios of outline length and area between 3D curves(body surface) and 2D plane(pattern) were 4.5% and 1.3%, respectively. This result demonstrated and solidified the feasibility of designing digital garment pattern from 3D body scan data.

The Classification of Foot Types of Junior High School Boys for the Development of Shoes' Easy-Order Prototype (신발류 이지오더 Prototype 개발을 위한 청소년의 발의 형태 분류)

  • Lim, Ji-Young;Choi, Sung-Won
    • Fashion & Textile Research Journal
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    • v.7 no.5
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    • pp.535-541
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    • 2005
  • The health of feet is connected with individual's health and affects a man's activity. Shoes need to be designed to protect feet and to absorb the impact of land. In order to choose suitable shoes for feet, the foot size and shape must be considered, so it is essential to grasp the exact size and shape of the foot. This study aims to present fundamental data on shoes' easy order prototype development for choosing shoes of good wearing comfort, by classifying feet size and shape junior high school boys in the early adolescent period. The subject were 234 Korean junior high school boys age from 14 to 16 years old. The subjects were directly measured anthropometrically and indirectly analyzed photographically. 6 factors were extracted through factor analysis and those factors comprised 79.42% of total variance. The factors characterizing foot girth and width, foot length, foot height, foot shape around the fifth toes, angle of foot breadth and foot shape around the first toes. 3 clusters as their foot shape were categorized using 6 factor scores by cluster analysis. Type 1 was characterized by long large foot with deformed first toe. Type 2 had smaller in foot girth, width and length than other types and with deformed fifth toe. Type 3 had average size and high foot shape. Shoes prototype which is to be developed later on will be able to generate 2D flattening in the foot sole form. Therefore, it would be a great support in producing and choosing appropriate shoes if forms are classified by subdividing foot form classification and extract a factor which shows only the foot sole shape.

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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    • v.5 no.3
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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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Design and Implementation of Relay File for Superdistribution of the Streaming Contents (스트리밍 콘텐츠의 초유통을 위한 중계파일 설계 및 구현)

  • Kim, Tae-Min;Yang, Young-Kyu
    • Journal of Korea Multimedia Society
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    • v.12 no.7
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    • pp.979-988
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    • 2009
  • Illegal reproductions and subsequent copyright infringement have curtailed development of digital content industry. Many DRM systems have been developed and utilized for this purpose. However, current DRM system allow only authorized user to access the contents, and as such, redistribution to other user without getting license again entails cumbersome process. Currently, super-distribution system which can be used for redistribution of downloaded contents in more streamlined fashion is being widely conducted. But for streaming type content, it is still very difficult to redistribute with super-distribution system because the client must directly connect to streaming server to access the content. Accordingly, a new DRM streaming service structure is required to allow streamed contents to be redistributed as easily as the downloaded contents. In this paper, we proposed the relay file structure that can connect the streaming server and the user for super-distribution of the streaming contents.

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A Study on the Wearing Conditions of Development for Functional Snowboarding Apparel (기능성 스노보드 웨어 개발을 위한 착용실태 조사)

  • Kim, Ji-Eun;Choi, Hei-Sun;Kim, Eun-Kyong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.10
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    • pp.1252-1263
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    • 2011
  • This study examined the current state of snowboarding apparel. We investigated the preferred design, the required functions, and inconvenient factors in snowboard apparel through interviews with snowboard pro-players and questionnaires with functional apparel consumers. The research was conducted as follows. In order to raise problems through interviews with pro-snowboarders and grasp the individual traits of consumers, a survey was conducted with male and female consumers in their 20s-30s who enjoy snowboarding and those who had purchased specialized brand snowboarding apparel more than once. After the survey with consumers, this study set the classification standard for snowboard maniacs according to snowboarding frequency and classified the snowboarders into two groups. Both groups carry MP3 players most frequently in ordinary times and they preferred notable and brilliant colors and partially-used patterns (printed patterns). Through the investigation of the mobile functions that the snowboarders wanted for snowboarding apparel, it was found that the most preferred functions were those of listening to music and photo/video image-taking.

Characteristics of digital contents related to Korean traditional music (국악을 소재로 한 디지털 콘텐츠의 특징)

  • Son, Ju-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.531-534
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    • 2022
  • 최근 국악계가 지향하는 국악의 발전 방향은 국악의 대중화 및 현대화에 초점이 맞춰져있다. 이에 국악인들은 창작 국악, 크로스 오버 국악 등의 새로운 국악을 연주하는 공연을 진행해오고 있으나 타 분야의 기술 융합을 통한 국악 관련 콘텐츠 개발의 측면에서 제작된 디지털 콘텐츠들은 두각을 드러내지 못했다. 다수의 선행연구에서는 국악 소재 디지털 콘텐츠에 관한 학술적 연구가 미미하다고 언급하며 이에 대한 연구의 필요성을 강조했다. 이에 따라 본 연구는 국악 소재 디지털 콘텐츠의 특징에 관한 사례연구를 진행했다. 사례조사 범위는 국내 스마트폰 보급이 본격화 된 2009년부터 2022년까지로 설정하여 해당 자료를 수집했다. 본 연구의 분석기준은 사례를 크게 콘텐츠의 기능적 측면과 내용적 측면으로 나누어 국악과의 연계성을 분석하는 데에 집중했다. 연구 결과 팬데믹으로 인한 언택트 형태의 온라인 국악 교육 콘텐츠가 주를 이루었고, 정보 콘텐츠와 교육 콘텐츠의 사례가 모두 이에 해당했다. 공연 콘텐츠는 LED 기술을 사용한 의상을 입은 퍼포먼스형 공연의 형태와 3D 미디어 아트가 주가 되는 음악회의 형태가 있고, 오락 콘텐츠는 리듬 게임과 스토리텔링형 게임으로 나눌 수 있었다. 본 연구는 선행연구에서 언급한 국악 콘텐츠 연구의 한계점을 해소하고자 수집한 자료를 본 연구의 분석 기준에 적용하여 특징을 도출하는 데에 그치지 않고 더 나아가 향후 국악 소재 디지털 콘텐츠가 개발되어야 할 방향을 제안했다는 점에서 연구의 의의를 지닌다. 또한 사례의 연도별 추이를 파악하였으므로 국악을 소재로 한 콘텐츠 제작 사례에 관한 연구를 진행하는 향후 연구자들에게 기초자료로서 도움이 될 것으로 사료된다.

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Digital Home Network Product Design Process & the Design Proposition (디지털 홈 네트워크 제품디자인 프로세스와 디자인 제안)

  • Lee, Dae-Woo
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.118-127
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    • 2009
  • The current global spread of communal residential culture and the trend of continuing increase of newly built apartment environment are increasing the demand of home network products for each residential space and among households. The continuing advancement of ubiquitous and the introduction and development of home network system are promoting the demand for the product design. The residential culture change and the apartment interior design change are having mutual effects on the lifestyle of residents and the product design and demand new product design. Coordination with interior products, interior style and products, product and fashion design and reconstruction and fusion between the products and their element factors are the core element of this design study. Based on this, integrated design strategy and concept research and analysis were studied for the design process, and have been expressed in three dimension design through which the design functionality and the external aesthetical design can correspond to each other. It's because the aspect of the future development prospect can be predicted in detail by presenting practical design plan.

A Study on Development of Wearable Technology Based Biker Suits Part.1 (이륜차운전자를 위한 웨어러블 테크놀로지 의류 개발에 관한 연구 제1보)

  • Lee, Hyun-Seung;Lee, Jae-Jung
    • Journal of the Korean Society of Costume
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    • v.61 no.8
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    • pp.57-72
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    • 2011
  • The purpose of this research is to develop a safe and convenient wearable technology wear for bikers. For this, we studied the current usage of two-wheeled vehicles and have also researched the rate of accidents and its causes. We then used them along with previous studies in terms of visual perception as factors to decide the crucial elements of the riders' apparel. Case studies and the break down for the established prototypes for bikers were practiced as well. Based on this process, a survey was conducted to find out the needs of the bikers in the areas of both apparel and technology and then proceeded to produce the appropriate design and device modules. In the apparel sector, the result of the survey indicated that it was considerable that any digital devices were not shown to sustain a natural visible look. It also was essential that the materials were durable and made for safety and easy movement. In the digital function sector, it was significant that a motion input interface which will be embedded into the wear was needed to avoid any dangerous situations. This would ensure the safety of not only the rider but the surrounding riders as well. Lastly, protecting the rider's skin from any harmful elements was regarded necessary as well. Based on these requirements, a new prototype was created and will be tested if the requirements stated above are all met and will be evaluated according to the effectiveness of its functions.