• Title/Summary/Keyword: K-Fashion

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Job Content Analysis of Fashion Merchandisers (패션 머천다이저의 업무(業務)에 관(關)한 연구(硏究))

  • Lee, Yu-Kyung;Chung, Sung-Jee
    • Journal of Fashion Business
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    • v.3 no.4
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    • pp.41-54
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    • 1999
  • The purposes of the study were to investigate the job content of fashion merchandisers. The study examined the differences in the job content according to the types of merchandisers and their demographic characteristics. A questionnaire was developed by the authors and distributed to 150 fashion merchandisers, and 130 questionnaires were used for the study. The questions were revised through the pilot study and interviews with fashion merchandisers. The results of the study were as follows: Planning merchandise was the most important job to the planning merchandisers, purchasing merchandise to the buying merchandisers, planning sales and sales promotion to sales merchandiers. All three types of merchandisers were involved very much in the information analysis work. This study, on the basis of the above results, was expected to contribute to make the fashion merchandisers and students who want to be fashion merchandisers recognize their job content more clearly.

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An Analysis of Fashion Behavior of Male College Students in Dalian, China (중국 대련 남자대학생의 패션행동분석)

  • Kim, Jung-Won;Sa, Yi
    • Fashion & Textile Research Journal
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    • v.11 no.1
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    • pp.93-102
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    • 2009
  • The purpose of this study was to analyze the factor of fashion behavior and to identify fashion behavior differences according to demorgraphic/physical characteristics and parents' background of male college student in Dalian, China. The data were collected via a self-administered questionnaire from 250 male college students living in Dalian, China in June 2007. Data analysis method were used to Crombach's a, reliabilty, factor analysis, frequency analysis, ANOVA, and Sheffe's test for the post hoctest. The results of this study were as follows: Fashion behavior factors were analyzed into 6 factors such as fashion satisfaction oriented, high price oriented, fashion leader oriented, practical fashion oriented, others defendence oriented. There were significant difference in demographic variables such as age, major and physical variables such as height, weight, clothing size and parents' background such as education, job, and income.

Formative characteristics of 3D printing fashion from the perspective of mechanic aesthetic (기계 미학적 관점에서 살펴본 3D Printing 패션의 조형적 특성)

  • Kim, Young-Sam;Lee, Jin-Ah;Kim, Jang-Hyeon;Jun, Yuh-Sun
    • The Research Journal of the Costume Culture
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    • v.23 no.2
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    • pp.294-309
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    • 2015
  • This study aims to clarify the aesthetic values between emotion of human and expression of technology in contemporary fashion as it analyzes formative characteristics of related cases in fashion based on principles of 3D Printing technology and the viewpoint of mechanic aesthetics. The conclusions of this study are as follows. First, 3D Printing fashion is not only expressed diverse variations by its principles of formative methods, materials and properties, but also changes of silhouette by applying system of designers. Second, general characteristics of 3D Printing fashion is represented by various applications in SLS system, and it can be specifically explained application to a portion of clothing, decorative roles of clothing, complicated pattern making through crossing fabrics using 3D scanner and displaying a certain object changing fashion styles, and so forth. Third, the formative characteristics of 3D Printing fashion from the perspective of mechanic aesthetics is as follows. It can be analyzed as the integration of metaphysical values through compared symbolization of natural feature and technical evolution, partial dynamics and interactive velocity-based, formative combinations for abstract expression using architectural components, cosmos images and substantialized structures through images of organic space interacted human shapes. As the mention above, 3D Printing technology can creative a diverse area of fashion, and express images of new technological fashion through various works with continuous development of techniques.

A Study on the case analysis and the production of 3D digital fashion show (디지털 패션쇼 사례분석 및 3D 디지털 패션쇼 제작에 관한 연구)

  • Wu, Sehee;Kang, Yeonkyung;Ko, Younga;Kim, Anna;Kim, Naeun;Ko, Hyeongseok
    • Journal of Fashion Business
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    • v.17 no.1
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    • pp.64-80
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    • 2013
  • A new technology of fashion show is opening the digital era and an imaginary fashion show is now arising as a new form of fashion show which allows one to enjoy a collection through the monitor without holding a real fashion show. Digital fashion show allows designer to create infinite ideas by articulating the designer's concept through not only garments but also other factors. In this research, We will analyze cases which are mixtures of digital technology and fashion show and will suggest a new paradigm of fashion show by producing an imaginary fashion show which cannot be easily articulated in an ordinary real fashion show, articulated by garments created by digital technology and graphic effects. The program used for this study is 'DC Suite 2.0' developed by Physan and Digital Clothing Center of Seoul National University, available for 2D pattern production and 3D simulation. In addition, in order to enhance representation of the visual effects, Maya's Qualoth and V-ray program which could be compatible with 'DC Suite' were used to make 3D digital fashion show.

A Cross-Cultural Study of the Effects of the Perception of Internet Fashion Shopping Mall Store Characteristics on Satisfaction and Loyalty of Internet Fashion Shopping Mall: Focusing on Fashion Product Purchase of Korean and American College Students (인터넷 패션쇼핑몰 점포특성 지각이 인터넷 패션쇼핑몰 만족과 충성도에 미치는 영향에 관한 비교문화연구:한·미 대학생의 패션 제품 구매를 중심으로)

  • Ku, Yang-Suk;Kim, So-Hyun;Choo, Tae-Gue;Park, Hyun-Hee
    • Journal of the Korean Home Economics Association
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    • v.47 no.7
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    • pp.83-95
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    • 2009
  • This study investigated the differences in the effects of the perception of the internet fashion shopping mall characteristics on satisfaction and loyalty of internet fashion shopping mall between Korean and American college students. Questionnaires were administered to 251 Korean and 221 American college students. The results were as follows. First, service and product diversity had significant effects on satisfaction of internet fashion shopping mall in both group, while convenience had a significant impact on satisfaction of internet fashion shopping mall in American group. Second, service, product diversity, and promotion had significant influences on repurchase intention of internet fashion shopping mall in Korean consumer group, while service and reliability, product diversity, and convenience had significant effects on repurchase intention of internet fashion shopping mall in American consumer group. Third, service had a significant effect on recommendation intention in Korean group, while service and reliability and product diversity had significant influences on recommendation intention in American group.

An exploratory analysis and usability evaluation of fashion mobile applications - Focus on Korea and U.S. App stores -

  • Ju, Na-An;Lee, Davin;Jeon, Hyung Min;Lee, Kyu-Hye
    • The Research Journal of the Costume Culture
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    • v.21 no.2
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    • pp.287-300
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    • 2013
  • The aim of this study was to find typology of fashion-related mobile applications through exploratory investigation and to investigate differences in Korea and U.S. App stores. And then, through the qualitative evaluation about fashion mobile applications, this study proposes fashion mobile application's design and contents which can be preferred by users. By conducting keyword search in each store, 122 Korean applications and 150 US applications were analyzed. Empirical findings revealed that there were seven major types of fashion mobile applications: brand, magazine, information, SNS, game, shopping and coordination. Information type applications took up the largest portion, and SNS and game type applications showed higher ranking among customers. There were more game Apps in US and more shopping Apps in Korean stores. More free Apps were found in Korean App stores, whereas relatively more paid Apps were found in US App stores especially in game, magazine and information type applications. And as a result of usability evaluation of fashion mobile application, users prefer SNS and information category application to shopping and brand category. Also users want continuous improvement and new contents for fashion mobile application.