• Title/Summary/Keyword: Fashion contents

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Comparative Study on Avartar's Clothing Image and Casual Brand Image based on Avartar's Fashion Marketing

  • Jang, Seung-Hee;Lee, Sun-Jae
    • Proceedings of the Korea Society of Costume Conference
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    • 2003.10a
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    • pp.57-57
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    • 2003
  • Present avartar market is expanding with rapid development of the internet and its contents. Therefore, apparel industry is experimenting PPL by providing their products with avartar. Objectives of this study are to investigate about the avartar's fashion products efficiency on casual garment advertisements to study about the effect of avartar's clothing image provided by apparel industry and investigate about the effect of avartar's fashion product on apparel advertisement for fundamental data on the avartar's fashion marketing.

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Fashion Images of the France Posters of the Late 19th Century (19세기 말 프랑스 포스터에 표현된 패션 이미지)

  • Choi, Yoo-Jin;Choi, Jung-Hwa
    • The Research Journal of the Costume Culture
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    • v.16 no.5
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    • pp.812-825
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    • 2008
  • This article analyzed fashion representations in France posters, especially the late 19th century France when mass consumption cultures arose. That was analyzed by consumers' sexuality supposed in advertisement contents. Female models mainly figured in posters of the late 19th century France made a role to promote consumption, in which female models were emphasized on fashion, for example, erotic robe, unusual hair style and etc. Posters' type in this period were categorized in three types by presenting style of female body and fashion style. The first were targeting female consumers, and that posters represented bourgeois fashion styles and life styles to clear consumers' social status and to present women's consuming power. The second case was targeting male consumers, and that posters figured female models such as available products. In this case, poster artists emphasized female models' sexualities and used fantasies against eroticism of the legs and feet. And third case was targeting female consumers and males', in this case, two different aspects were required to appealing to consumers. One was to use a female sexuality to appeal for male consumers, the other was to modify female models as transcendental being such like a muse admirable and mysterious, through fashion styles for female consumers. In the late 19th century, female body and fashion were spectacular elements in visual arts specifically. This study clarified representations of female body and fashion in the late 19th century posters according to poster's contents and target consumer's sexuality. This was one of the aspects characterizing early advertisement media.

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A Study on Production of iPhone-Based Augmented Reality 3D Fashion Fitting Contents (아이폰 기반의 증강현실 3D 패션피팅 콘텐츠 제작에 관한 연구)

  • Tak, Myung-Ja;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.16 no.6
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    • pp.708-719
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    • 2013
  • Purchase of clothes has recently picked up pace at mobile fashion shopping malls. One of the biggest weak points is that consumers can't coordinate clothes. Since individuals increasingly want to make coordination, a fashion coordination system to satisfy the demand should be developed. As the technology of digital clothing which is about reproducing dresses using computer graphic has been activated in the fashion industry, many changes in consumers' life patterns and interests in fashion shopping malls are taking place. Some consumers are increasingly more keenly interested in shopping on the Internet and Smart phones than in offline stores. This study was conducted to understand production of iPhone-based augmented reality fashion fitting contents which is suitable for Koreans' body shape. This system is about designing and materializing UI(User Interface), an augmented reality fitting system, so that users can confirm if they look nice with those fashion items using Smart phones. A new fashion shopping method satisfying user convenience was suggested using the materialized system.

A Study on the Application of Traditional Elements in Chinese Fashion Photography -Focused on Chenman's Photographs (중국 패션사진에 나타난 전통요소 활용에 관한 연구 -첸만(陳漫)의 사진을 중심으로-)

  • Yuan, Tong Shi;Lee, Sang Eun;Yang, Jong Hoon
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.330-341
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    • 2018
  • In recent years, a number of Chinese artists are interested in 'Chinese-style'. 'Chinese-style' can be understood as an art form in which Chinese elements are combined with modernized sensibilities. This paper analyzed how Chinese traditional elements can be effectively implemented in fashion photography, focusing on Chen Man, a leading fashion photographer in China. Our research shows that Chen Man looks to the traditions and history of China to inspire her modern work, which makes her unique as a Chinese fashion photographer. She tried not to repetitively express typical images of Chinese elements but to visualize the symbolic meaning of traditional elements as new images of modern China. Through this practice, she were able to effectively communicate the images of products and brands promoted in fashion photos. Furthermore, her works are being recognized by not only the fashion industry but also the international art elite as they contribute to building and promoting Chinese fashion identity. Research on Chen Man's work is significant in providing a new way for 'Chinese-style' fashion photographers to reinterpret Chinese traditional elements without following Chinese tradition.

Fashion style and user response to interactive online dressing games - Analysis of Korean traditional attire - (온라인 스타일링 게임 컨텐츠의 패션과 사용자 반응 - 한국전통복식 분석 -)

  • Choi, Yeong-Hyeon;Lee, Kyu-Hye
    • The Research Journal of the Costume Culture
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    • v.28 no.4
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    • pp.420-428
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    • 2020
  • This study analyzed the expression of hanbok in online fashion styling games, and examined the main themes of and user reactions to hanbok fashion styling games through semantic network analysis and sentiment analysis. KrKwic, Textom, and NodeXL were used for data collection and analysis. The findings of the study are as follows: First, depending on the designer's expressive method, hanbok fashion styling games provide typical traditional hanbok, modern hanbok, and dress-like fusion hanbok, demonstrating contents with various themes for different sexes, classes, and situations. Second, as a result of analyzing the themes of hanbok-related styling game contents, it turned out that the main themes are tradition, color, historical drama, fusion hanbok, holiday, and love. Most of them produce modernized hanbok that reflect the situation and utility rather than strictly traditional ones. Third, as a result of analyzing user reviews of hanbok styling game contents, positive factors mostly turned out to be the satisfaction of the hanbok contents, with the users also showing positive intent to wear hanbok. Through this, it was found out that hanboks portrayed in game contents could potentially cause the user's positive intent to wear hanbok. Negative factors turned out to be the discordance between the intrinsic image of hanbok and the game character's image.

A Study on the Comfort Properties of Carbon Heated Socks (I) - A Study on the Subjective Sensitivity and Emotional Sensibility of Chitosan/SUS Fiber Socks Fabrics- (탄소섬유를 사용한 발열양말의 쾌적성 연구(제1보) - 키토산섬유와 SUS섬유의 양말 소재의 주관적 감각 및 감성에 관한 연구 -)

  • Lee, Ji-Eun;Kwon, Young-Ah
    • Fashion & Textile Research Journal
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    • v.12 no.1
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    • pp.103-108
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    • 2010
  • The purpose of this study was to analyze the effect of fiber contents of socks fabric on the subjective sensitivity and emotional sensibility of consumers. We investigated the relationship of subjective sensitivity and sensibility according to fiber contents and color value of socks. We made five plain knit fabrics as specimens, with a combination of chitosan/SUS fiber contents and three value levels of grayish color. The subjects were 15 males and 54 females in the twenties. The data analysis was conducted with Pearson's correlation analysis, ANOVA, Duncan multiple range test, and regression analysis. The major finds were as follows: A factor analysis showed that subjective sensitivity was classified into five factors (bulky, surface-rough, elastic, attention, and variety) and emotional sensibility was into four factors (salience, stability, luxury, and activity). There were significant correlation between the subjective sensitivity and emotional sensibility. The subjective sensitivities of 'surface-rough' and 'elastic' were significantly influenced by fiber contents. The sensibilities of 'salience' and 'luxury' were significantly influenced by fiber contents. Where as the 'salience' and 'roughness' were significant influenced by color value level. According to sex, there were significantly difference in 'bulky', 'elastic' and 'salience'. As a result of the regression analysis, preference, consuming desire and satisfaction appears to be closely related with all subjective sensitivity and sensibility.

Analysis of the Creative Expression of Fashion Illustration using the Idea Tool of R. Root-Bernstein (루트번스타인(R. Root-Bernstein)의 생각도구를 활용한 패션일러스트레이션의 창의적 표현 분석)

  • Kwon, Jung-Sook
    • Journal of the Korea Fashion and Costume Design Association
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    • v.19 no.3
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    • pp.143-158
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    • 2017
  • The purpose of this study is to analyze the expression characteristics of creative fashion illustration based on the theory of creativity by using the conceptual ideas related to visual expression in the theory of creativity of R. Bernstein. The contents of the study were theoretical basis of creativity theory and R. Bernstein's creative thinking tool. A specific checklist applying 13 creative thinking tools was developed to analyze individual cases and characteristics of creative thinking tools applied to visual arts and fashion illustrations. As a result, the application of a creative thinking method by the utilization, transformation and integration of R. Bernstein's thought tool yielded creative thinking about fashion illustration and the value of improvement creativity that can expand expression areas.

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A case study on the content types and characteristics of global fashion YouTubers (글로벌 패션 유튜버의 콘텐츠 유형과 특성에 관한 사례연구)

  • Kim, Koh Woon;Kim, Yoon
    • The Research Journal of the Costume Culture
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    • v.28 no.3
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    • pp.389-407
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    • 2020
  • With YouTube's overwhelming share of the market, research on analyzing the types of content on YouTube is essential. An analysis of major global fashion YouTubers that the types of video content could be largely classified into three main categories: Fashion, beauty and daily life. The fashion category was subdivided into styling and fashion product review content type. The beauty category was subdivided into tutorials, beauty product reviews, and beauty tip content types. The daily life category was subdivided into daily sharing, consultation, and Q & A content types. Video content within fashion YouTuber channels is accompanied by expertise in fashion and beauty. At the same time, videos on daily life are uploaded, and through interactive communication with viewers, YouTubers form an intimate bond with subscribers. Content emphasizing entertainment, not just information delivery that introduces fashion products, is attracting growing interest among subscribers. This study analyzed the content of the increasingly popular fashion YouTuber channels and determined its important characteristics. The study makes a significant contribution to academic research by laying a foundation for future studies of YouTube content in the fashion field. Since differences in country of birth and race among YouTubers may influence content production, follow-up research will be conducted on the types and characteristics of domestic fashion YouTubers.

Funology Characteristics of High Concept in Contemporary Fashion (현대 패션에 나타난 하이컨셉(high concept)의 퍼놀로지(funology) 특성)

  • Lew, Chahyang;Suh, Seunghee
    • Journal of Fashion Business
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    • v.21 no.2
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    • pp.1-15
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    • 2017
  • This study aims to identify the special features of high-concept funology observed in fashion products and expressional media by exploring funology in an era of high-concept, the emotional paradigm of the 21st century. High-concept funology in today's fashion can be explained as follows: First, 'virtual reality', which is often seen in fashion shows and fashion commercials, enhances consumer participation and involvement with blurred boundaries between the real world and the virtual world. With the expansion of various forms of real-time communication with consumers, positive images of the brand are being projected to the consumers. Second, 'form transformability', which is often found in fashion products, promotes customers' purchase desire as they are able to present themselves in a more versatile way in the fashion product that is changeable in various designs. Third, 'integration of different fields', which is easily found in various fashion goods, engages consumers in a mutual interaction under an entertaining setting with the product that is made to satisfy their needs attuned to their digital lifestyle. Fourth, 'interactive responsiveness', which is mainly recognized in fashion stores and commercials, is characterized by its interactive playfulness that encourages consumer participation through entertainment contents and promotes brand intimacy, eventually adding more value to its name.

The Effects of Interactivity on Consumer's Repurchase Intention in Internet Shopping Mall According to Fashion Involvement and Internet Familiarity (패션관여와 인터넷 친숙도에 따라 인터넷 쇼핑몰과의 상호작용성이 재구매 의도에 미치는 인과모형 분석)

  • Chae, Jin-Mie
    • Journal of the Korea Fashion and Costume Design Association
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    • v.15 no.1
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    • pp.111-121
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    • 2013
  • The purpose of this study is to investigate the effect of interactivity on consumer's affective commitment, trust, and repurchase intention according to fashion involvement and internet familiarity. The survey was limited to the respondents over 20 years old males and females living in Seoul and other metropolitan areas who had purchased fashion products in internet shopping mall. The questionnaire was collected from February 1, 2012 to February 12, 2012 and 562 useful data were analyzed using Amos 19. The results of this study were as follows: After respondents were divided into four groups including the high fashion involvement/high internet familiarity group, the high fashion involvement/low internet familiarity group, the low fashion involvement/high internet familiarity group, the low fashion involvement/low internet familiarity group, the path model was verified according to each group. All the paths except 'affective commitment ${\rightarrow}$ repurchase intention' were accepted for the high fashion involvement/high internet familiarity group. Comparing the low fashion involvement/low internet familiarity group with the low fashion involvement/high internet familiarity group, contents-people interactivity had more influence on the relationship with internet shopping mall in high internet familiarity group while people-people interactivity had more influence on the relationship with internet shopping mall in low internet familiarity group. Also 'trust' showed stronger effects on repurchase intention than 'affective commitment'.

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