• 제목/요약/키워드: Meta-fashion

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The PRISMA Statement: The Characteristics of Fashion Distribution Channels in Virtual Reality

  • Jae-Min LEE
    • 유통과학연구
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    • 제21권10호
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    • pp.85-95
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    • 2023
  • Purpose: Virtual reality's impact on fashion distribution extends beyond singular transactions, facilitating the emergence of novel collaborations. As investigating the characteristics of fashion distribution channels in virtual reality, this study explores how the fashion industry can utilize virtual reality distribution channels to their maximum capacity while minimizing potential disadvantages. Research design, data, and methodology: The approach used to gather previous studies for this study adheres to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) methodology. This method is widely acknowledged and recommended for its systematic and transparent approach to selecting relevant literature. This kind of literature search plays a vital role in a systematic evaluation as it informs the results. Results: The finding indicates consistently a total of eight kinds of characteristics of fashion distribution channels in virtual reality. The result means that the attributes of fashion distribution channels in virtual reality are causing significant changes in the fashion industry, revolutionizing the consumer experience, and redefining the parameters of creativity and collaboration. Conclusions: In sum, the global reach and accessibility of modern technology enhance the capacity of fashion companies to expand their market presence. This facilitates their participation in intercultural interactions and allows them to serve a wide range of customers.

문헌 분석을 통한 메타버스 패션쇼 공간 디자인 연구 (Study on Space Design for Metaverse Fashion Show through Meta-Analysis of Literature)

  • 편진범;홍윤서;김정이
    • 문화기술의 융합
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    • 제9권5호
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    • pp.475-480
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    • 2023
  • 본 연구는 팬데믹 기간을 통해 디지털 패션쇼가 발전함에 따라 디지털 패션쇼에 대한 문헌을 분석하여 메타버스 패션쇼 공간 디자인을 위한 기초 자료를 제시하고자 하였다. 키워드 분석을 통해 연구의 흐름을 파악하였고 공간, 모델과 아바타, 조명, 커뮤니케이션에 대한 분석을 통해 메타버스 패션쇼 공간 디자인을 위한 시사점을 도출하였다. 키워드 분석을 통해서 팬데믹 상황에서 디지털 패션쇼 연구의 전환 과정을 파악할 수 있었다. 메타버스 패션쇼에는 현실 세계에서 불가능한 무대와 아바타 및 의상을 표현할 수 있지만 표현력을 고려한 설계가 요구된다. 메타버스 공간에서 커뮤니케이션은 디자이너의 가치 전달, 디지털 마케팅, 고객과의 소통 등으로 생각해 볼 수 있다.

지속가능성 매크로 트렌드(Macro trend) 키워드별 지속가능패션 연구동향 - 2017년부터 2021년까지 국내외 학회지를 중심으로 - (Examining Research Trends on Sustainable Fashion through Keywords Related to Sustainability Macro Trends - Focusing on Domestic and International Research from 2017 to 2021 -)

  • 박신주;고은주;김상진
    • 한국의류산업학회지
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    • 제24권1호
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    • pp.53-65
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    • 2022
  • The fashion industry is facing numerous sustainability-related challenges due to growing consciousness about the egregious extent of global environmental problems. This study examines research trends on sustainable fashion based on five macro trends related to sustainable innovation in the fashion industry. Using the content analysis and network analysis methods, 115 research papers published in domestic and international journals from 2017 to 2021 were collected and analyzed. The study conclusions are as follows. First, majority of domestic papers(55.41%) focused on circular economy, whereas other topics such as consumer awareness(1.35%) and corporate social responsibility(2.70%), are yet to be thoroughly examined; majority of international papers(53.65%) focused on sharing economy and collaborative consumption, whereas other topics such as technological innovation(2.44%), are yet to be thoroughly examined. Second, domestic papers have found that many brands(68.57%) are applying the concept of circular economy, whereas international papers have found that many brands(51.56%) are applying the concept of sharing economy and collaborative consumption. The study results provide useful data for corporate management in the fashion industry.

Green Supply Chain Management to Promote Environmental Awareness of Consumers in the Fashion Design Industry

  • Jieun KIM;Junhyuck SUH;Eungoo KANG
    • 유통과학연구
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    • 제22권3호
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    • pp.93-104
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    • 2024
  • Purpose: Using green supply chain management (GSCM), the current study focuses on the fashion design industry as a central player in promoting an eco-conscious consumption culture by creating awareness of the need to produce and consume eco-friendly fashion products instead of only capitalizing on the shifting consumer tastes, preferences, and expectations. Research design, data and methodology: This study selected a PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) checklist as a research methodology. The purpose is the detailed and disinterested evaluation of all the published information related to the topic of the research. Results: This study suggests brief solutions of the GSCM based on the five categories of sustainable fashion activities that contribute to the development of eco-friendly fashion designs and marketing strategies. This strategy employed by firms to promote sustainable production and consumption is a major factor in enhancing consumers' environmental awareness. Conclusions: The study delves into how brands in the fashion design industry provide a platform for collective action by investing in educational campaigns and transparent communication, collaborating with various stakeholders to maximize awareness of the need for eco-conscious consumption and the availability of green fashion products. Practitioners should consider developing a comprehensive framework to assess the feasibility of different awareness strategies and purchase stimulation approaches.

A Meta-Analysis of the Effect of Face (Chemyon) on Leisure Consumers' Consumption Behavior

  • KIM, Young-Doo
    • 산경연구논집
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    • 제12권11호
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    • pp.17-31
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    • 2021
  • Purpose: Despite the fact that face (i.e. Chemyon) is deeply-rooted in Korean culture and significantly affects the behavior of Korean people, the effect of face on leisure consumers' consumption behavior has only reported mixed findings, that is, significant and/or insignificant face effects have been reported. It is necessary to integrate prior research findings, and comprehensively examine the effect of face on leisure consumers' consumption behavior. The purpose of this study was to investigate the effect (i.e. effect size, and moderating variables) of face on leisure consumers' consumption behavior through meta-analysis. Research design, data and methodology: Among 1,019 face-related academic studies, retrieved from the academic research information services (RISS), 34 studies and 300 cases examining the effect of face on leisure consumers' consumption behavior were finally included for meta-analysis. Face measured as face sensitivity and/or a face sensitivity sub-component (shame-consciousness, formality-consciousness, and other-consciousness) were integrated in the meta-analysis. Leisure consumers' consumption behavior was classified as antecedents of purchase (overall conspicuous consumption tendency, overall symbolic consumption tendency, personality, high price, high quality, brand seeking, fashion seeking, enjoyment, other person (interpersonal) consideration, position, reference group, and attitude), purchase (purchase intention, unplanned purchase, purchase, and expenditure), and post-purchase (satisfaction, repurchase, and post-purchase). The data used in the meta-analysis was comprised of correlation coefficients, and the meta-analysis was performed using the R-program. Results: The overall mean effect size of face on leisure consumers' consumption behavior was .248. It was found that the effect size was the largest in the order of shame-consciousness face, formality-consciousness face, and other-consciousness face. Among the types of leisure consumers' consumption behavior categorized as dependent variables, the effect size was found to be largest in the order of position, attitude, reference group, post-purchase behavior, brand seeking, personality, trend seeking, etc. In addition, it was found that the leisure types moderated the effect size of face on leisure consumers' consumption behavior. The effect size was found to be largest in the order of skin diving, baseball, various leisure participation, dance, gambling, golf, etc. Conclusions: Face moderately or significantly influence leisure consumers' consumption behavior.

럭셔리 패션 브랜드 가상패션쇼 경험에 대한 탐색적 연구 (An Exploratory Study on Experience of Luxury Brand Virtual Fashion Show)

  • 정효조;고은주
    • 패션비즈니스
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    • 제27권2호
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    • pp.70-87
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    • 2023
  • Today, VR, AR, and MR technologies that travel between real world and virtual world are rapidly developing. These technologies are adopted in luxury fashion brands for virtual fashion shows and runways, virtual retail shops and virtual fitting services. Despite its growth potential and social importance, virtual fashion space has been studies insufficiently. Therefore, this study aimed to examine the consumer experience on the virtual fashion space types, components of virtual fashion space, perceived value, and continuous usage intention. Prada, one of the most active luxury fashion brands in the VR field, was selected as the stimulus for an in-depth interview. Participants experienced virtual fashion show space through VR device (Oculus Quest 2 from Meta) before responding to the questions about their experience. Results showed that material space was more like virtual whereas perceptual space felt like reality. Participants could imagine about more virtual image from material space and more real image from perceptual space elements. Moreover, perceptual space enhanced the immersion, presence, and interactivity compared to material space. Most participants perceived that the virtual fashion show was useful and playful, leading to the continuous usage intention. It implies that improvements for some technical limitation from VR device and virtual contents can provide quality consumer experience in the future. Based on results of this study, fashion companies can establish useful marketing strategies for consumers' immersive and playful experiences when introducing virtual fashion space.

한국적 패션 디자인 분석을 통한 해체주의 패션 디자인 - 3D 가상착의를 기반으로 - (Deconstruction fashion design through an analysis of Korean fashion design - Using 3D virtual clothing -)

  • 한민재;이연희
    • 복식문화연구
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    • 제30권1호
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    • pp.66-87
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    • 2022
  • This study explores the possibility of creating new experimental hanbok designs by accommodating the latest world fashion trends and the changing needs of consumers, in order to attempt to overcome the limitations of traditional Korean fashion design. To do so, We analyze works by contemporary Korean fashion designers to investigate current developments in Korean fashion design and to identify areas of improvement within hanbok design. The results show that most contemporary hanbok designs repeat stereotypes of traditional hanbok with minor modifications. So there arises a need to create new hanbok designs that are clearly distinct from traditional hanbok but also maintain its core features. To develop such designs, I apply the techniques of deconstruction fashion, which allow making experiments with form, composition, and materials use to realize new aesthetics. The use of CLO 3D fashion design software also proves to be very efficient for developing experimental designs. The study results make meaningful contributions to the development of virtual clothing and 3D fashion for hanbok, particularly as metaBUS, a cloud-based research synthesis platform, is rapidly gaining ground, and reality and virtual reality are increasingly mixed in everyday life. This attempt at 3D design of hanbok is expected to trigger more creative experimentation in hanbok design.

소비자의 온라인 패션몰 아바타에 대한 커뮤니케이션 신뢰가 아바타에 대한 성과기대 및 재사용의도에 미치는 영향 (The Effect of Consumers' Trust in Communication with Online Fashion Mall Avatars on Performance Expectancy and Re-use Intentions)

  • 구자성;김찬호
    • 한국의상디자인학회지
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    • 제25권1호
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    • pp.97-113
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    • 2023
  • This study investigates the effect of consumers' trust in communication with online fashion mall avatars on performance expectancy and re-use intention. For the empirical study, 207 adults were surveyed using a 5-point Likert scale, and the results were analyzed with SPSS 21.0. The analysis reveals the following results. First, the factor analysis of trust in communication with the avatar, performance expectancy, and re-use intention revealed cognitive and affective trust as subfactors of the trust in communication with the avatar, while purchase choice expectations and performance expectancy were identified as subfactors of performance expectancy for the avatar. A total of five factors, including re-use intention, were recognized. Second, the trust in communication with online fashion mall avatars significantly positively affected performance expectancy for the avatar. Among the subfactors, cognitive trust was determined to have a greater influence on purchase choice expectations than affective trust. Third, the performance expectancy for the online fashion mall avatar significantly positively affected re-use intention. Notably, the subfactor performance expectancy had a greater influence than purchase choice expectations. Finally, trust in communication with online fashion mall avatars significantly positively affected re-use intention. Accordingly, the sub-factor cognitive trust had a greater influence on re-use intention than affective trust. The results of this study are academically significant in that they empirically test the influence relationship between trust in communication, performance expectancy, and re-use intention, considering the personal characteristics of online fashion mall avatars on consumers using the Meta-UTAUT model in the fashion field.

Association Between MDM2 Promoter SNP309 T/G Polymorphism and Liver Cancer Risk - a Meta-analysis

  • Ma, Hong-Bo;Huang, Tao;Han, Feng;Chen, Wei-Yu
    • Asian Pacific Journal of Cancer Prevention
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    • 제13권6호
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    • pp.2841-2846
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    • 2012
  • Background: Many studies have investigated the association between the MDM2 promoter SNP309 T/G polymorphism and liver cancer risk, but inconsistencies make drawwing definitive conclusions difficult. Methods: We therefore searched main databases for articles relating MDM2 SNP309 T/G polymorphism to risk of liver cancer in humans and estimated summary odds ratio (OR) with 95% confidence intervals (95% CI) to assess the possible association in a meta-analysis. Results: The main analysis revealed no significant heterogeneity, and the pooled ORs of fixed-effects were all significant (for G versus T, OR = 1.59, 95% CI 1.42-1.78; for GG versus TT, OR = 2.45, 95% CI 1.93-3.12; for GT versus TT, OR = 1.70, 95% CI 1.38-2.09; for GG versus GT, OR = 1.49, 95% CI 1.24-1.79; for GG and GT versus TT, OR = 1.95, 95% CI 1.61-2.38; for GG versus TT and GT, OR = 1.73, 95% CI 1.46-2.07). Subgroup analyses by ethnicity and sensitivity analyses both showed associations to remain significant. Conclusion: The present meta-analysis of available data showed a significant association between the MDM2 SNP309 T/G polymorphism and liver cancer risk, the MDM2 SNP309 G allele contributing to increased risk in both Asians and Caucasians in a graded, dose-dependent fashion.

객체모델링기법에 의한 객체지향 모델베이스 설계 (An Object-Oriented Model Base Design Using an Object Modeling Techniques)

  • 정대율
    • 경영과정보연구
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    • 제1권
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    • pp.229-268
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    • 1997
  • Recently, object-oriented concepts and technology are on the leading edge of programming language and database systems research, and their usefulness in those contexts has been successfully demonstrated. The adoption of object-oriented concept to the design of model bases has several benefits. From the perspectives of object-oriented approach, models in a model base are viewed as object which encapsulate their states and behaviors. This paper focuses on the design of an object-oriented model base that handles various resources of DSS(data, knowledge, models, solvers) in a unified fashion. For the design of a model base, we adopted Object Modeling Techniques(OMT). An object model of OMT can be used for the conceptual design of an overall model base schema. The object model of OMT provides several advantages over the conventional approaches in model base design. The main advantage are model reuse, hierarchical model construction, model sharing, meta-modeling, and unified model object management.

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