• Title/Summary/Keyword: Fashion lifelogging

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A Study of Fashion Lifelogging App Adoption -Application of the UTAUT2 Model- (패션 라이프로깅 앱 채택에 관한 연구 -UTAUT2 모델의 적용-)

  • Chanhee Kang;Yujeong Won;Hakkyun Kim;Yuri Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.5
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    • pp.974-990
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    • 2024
  • This study explores consumer adoption of a fashion lifelogging app (FLA) using the four constructs of the UTAUT2 model. To answer the research questions, empirical data from an online survey was collected, using a sample of participants experienced in using the FLA 'Clothbox', consisting of questions on app usage, UTAUT2 factors, and intentions to use. The study found that utilizing the record feature significantly influenced performance expectancy, effort expectancy, hedonic motivation, and habits. The report feature had a significant effect on performance expectancy. The share feature had a significant effect on social influence. The search feature affected performance expectancy, habits, and social influence. Performance expectancy, effort expectancy, and habits were identified as factors affecting intention to use the FLA. Hedonic motivation and social influence had no significant effect on intention to use the FLA. This research has key significance because it comprises a comprehensive examination of the utility of the UTAUT2 model in determining the influence of UTAUT factors on the adoption of a FLA. The study provides a valuable resource for mobile app developers, planners, and marketers, because it offers insights into how to develop apps that enhance fashion lifelogging experiences for smartphone users.

Study on Use the Metaverse Platform in Fashion Design (패션디자인 분야의 메타버스 플랫폼 활용 연구)

  • Ryu, Kyoung ok
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.2
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    • pp.31-44
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    • 2023
  • Fashion design in the metaverse is not simply a 3D avatar or virtual fashion, it is an important clue for shopping trends, and the role of fashion design has grown even more because avatars and humans are identified and active. This study, I attempts to understand the metaverse platform accurately and find out the scope of fashion design within the metaverse platform. In addition, we want to provide basic data that can expand the field by using fashion design in various ways on the metabus platform. This study investigated and analyzed various metaverse fashion cases, articles, software, and methods used by metaverse fashion creators, and the results are as follows. First, the metaverse platform is a new level of virtual interaction where users and creators communicate through the convergence of augmented reality, lifelogging, mirror world, and virtual world. Second, most of the users of the metaverse platform are generation Z, and metaverse creators who make money by producing avatars or items, including fashion design, are emerging as a new job field. Third, many fashion brands created spaces on the Metaverse platform, collaborated with games, or opened fashion weeks for publicity, marketing, and sales. Fourth, as a 3D program for metaverse fashion creator activities, open-source software is easier and free of charge compared to programs for fashion design specialists, and most costumes can be reproduced, so it will be easier for fashion design majors to utilize.

Examining conducting Hanbok fashion shows in the metaverse (한복 패션쇼의 메타버스 구현을 위한 탐색적 연구)

  • Eunju Park;Young-Ju Rhee
    • The Research Journal of the Costume Culture
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    • v.31 no.2
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    • pp.173-192
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    • 2023
  • This study conducted in-depth interviews with experts to implement Hanbok shows on metaverse, which can contribute to the succession and development of Hanbok design and to establish a platform that fits the reality of the Hanbok industry and consumers. In-depth interviews were conducted to collect opinions from experts, and the derived contents were divided and analyzed using an affinity diagram. Experts were positive about the use of the metaverse platform of the Hanbok show in terms of impact, accessibility, exposure, virtual fitting, issuance of NFTs, and promotion of Hanbok brands. As a result of verifying the validity of the four components of metaverse, experts highly evaluated the possibility of using Hanbok shows in the order of virtual reality, augmented reality, mirror world, and lifelogging. Visuality, influence, marketing efficiency in virtual reality, immersion in augmented reality, fantasy and artistic elements, expression, diversity, and abundant experiences were expected. The platform's requirements emphasized realistic implementation equipment and technology, collaboration between Hanbok designers and producers, in addition to government support. Results of this study showed that appropriate target was analyzed to be in the 10-30s, and the appropriate price range was found to be able to sell at a discount of 40-80% compared to offline. This study provides useful implications for the service development of metaverse content, which will also be actively used in the Hanbok field, and can be used as basic data for reviving the Korean Hanbok industry and strengthening international competitiveness.