• Title/Summary/Keyword: Play fashion

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A Study on the Costume Play Fashion (코스튬플레이 패션에 대한 연구)

  • 이은영;백천의
    • Journal of the Korea Fashion and Costume Design Association
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    • v.3 no.2
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    • pp.75-86
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    • 2001
  • The article is alms to investigate the characteristics, the originality, and the interest of fashion design of costume play, which is recently specifically popularized among young fashion mania. The influence of commercialization power of the Disneyland and the animation characters of Japanese caricatures makes the costume play to be one of the main new generation culture. Since the costume play just begins at this moment, the full understanding of the costume play is hard because of the small amount of the materials and happenings of the phenomena. However it reveals the design trends and creativity of the new generation. As the investigation of costume play fashion and the types of costume play, the following results are obtained. 1. The originality of the costume play is thought to be induced from the mask which is used against the ghost in primitive ages, the fancy parade of halloween festival, commercial advertisements of Disneyland, the Japanese caricatures, and the animation games. 2. The distinctive characteristics of Korean costume play shows the massive behaviour, which is different from the individualized costume play in Japan. This facts show the parts of the interest culture of the persons who has the equal interest. The costume play is applied as the sound showing culture, in which the young generation express and enjoy themselves by"kki" - the passion of young energy. 3. The boom of costume play introduce the increased number of costume play shop, pro model, and designer. It also introduce the interest of the new fashion design for the young generations. Thus it is expected the new fashion infra structure in near future.ar future.

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Creations of interactive fashion design as 'Play' ('놀이' 관점에서 본 인터랙티브 패션디자인의 창작 특성)

  • Chung, Soo-Jin;Yim, Eun-Hyuk
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.2
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    • pp.43-56
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    • 2019
  • The purpose of this study is to analyze the phenomenon of 'play' in contemporary fashion creation from an interactive point of view and to analyze cases in the contemporary fashion design creation process. The research method was a combined literature review and a case study. As a result of the research, we have derived the creations of interactive fashion design from the viewpoint can be categorized as 'play as creativity', 'mimesis', and 'deviance'. First, creativity can be seen in DIY products, customized products, and clothing that reflects the consumer's way of wearing. By actively intervening in the products and expressing their creativity in the product, it can be considered as a DIY creation. Second, mimesis in the creation of a fashion design that occurs when consumers imitate the designs of the famous fashion designers. Often similarity and difference are generated, while sometimes objects are newly constructed. Third, deviance means that an item is reborn with a completely different intention from the original shape and function by the intervention of the 'hacker' consumer. For example, the logo and the design of a luxury brand are transformed to satirize its legitimacy. In this paper, we analyzed the cases of fashion design creation as an interactive play and investigated their characteristics and tendencies.

Aesthetic Characteristics of Graphic Factor in Contemporary Fashion Design Categorized by Media Source -Focusing on Play-Instinct Visual Expression- (현대 패션 디자인의 그래픽 요소에 나타난 매개 소스별 미적 특성 -유희본능적 시각 표현을 중심으로-)

  • JeKal, Mee;Lee, Youn-Hee
    • The Research Journal of the Costume Culture
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    • v.19 no.5
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    • pp.945-956
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    • 2011
  • The purpose for this paper is to categorize and analyze the aesthetic characteristics of graphic factors in contemporary fashion design by media source. Focused on play-instinct visual expression in contemporary fashion design and adopted media source following the way of communication design. A variety of literatures and online sites for graphic factors in contemporary fashion was studied. The standard of media source is classified as graphic media-source: photography media-source, typography media-source, illustration media-source. With this standard, expressed ways are as followings. First, graphic media-source in play-instinct expressional fashion design is mostly borrowing existed character or using designer's brand logo. Second, photography media-source in play-instinct expressional fashion design is placed photograph of social issued people in front of shirt. Third, typography media-source in play-instinct expressional contemporary fashion design is mostly expressed social messages or designer's name in brand. Fourth, illustration media-source is the best way to express play-instinct visual expression. Based on these, aesthetic characteristics of graphic factor in contemporary fashion by media source are classified as three: social words, playfulness and information transference. Frequency ratio using media source per aesthetic characteristics is different and these are able to categorize expression way and image feature. In conclusion, expressional way of graphic factors in contemporary fashion design became diverse as social and cultural changing. Frequency of graphic factor use in contemporary fashion is increased than before. This paper suggested that fashion design is one of the way of communicating with people and should be analyzed graphic factors in contemporary fashion design.

Types and Experiential Value of Fashion Mobile Play -Focusing on Play Theory- (패션 모바일 놀이의 유형과 경험적 가치 -놀이 이론을 중심으로-)

  • Park, Shin Young;Lee, Yoon Kyung;Lee, Mi Ah
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.1
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    • pp.73-93
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    • 2021
  • This study typifies fashion mobile plays in a digital environment and explores the experiential value created by them through a case study of a fashion brand mobile app. For the case analysis, mobile plays were divided into four types: intrinsic motivation/active participation, intrinsic motivation/passive participation, external motivation/active participation, and external motivation/passive participation, depending on the mobile players motivation and level of participation. Among the global fashion brand mobile apps released from 2009 to 2019, 16 cases suitable for the analytical framework were used for final analyses. The main results are as follows. First, mobile play value include characteristics such as networkability, immersion, hyper-spatiality, and super-temporality in addition to the attributes of a traditional play such as spontaneity, uncertainty, regularity, and playfulness. Second, the four types of mobile play provide participants with an experiential value such as creative value, emotional value, social value, and exploitative value. This study has academic implications in terms of introducing a new framework that can typify mobile plays and suggest practical implications for what experiential value fashion companies can give consumers through mobile app marketing.

The Changeability of Fashion Style Using the Concept Expressed in the Mobility of 'la Différant' Play and Supplement Logic (차연적 놀이의 운동성과 대리보충 논리로 본 패션스타일의 가변성)

  • Park, Shinmi
    • Journal of the Korean Society of Costume
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    • v.65 no.3
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    • pp.28-46
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    • 2015
  • The aim of this research is to classify the concept expressed in the mobility of la diff${\acute{e}}$rant play, and supplement logic, which is process of the changeability of fashion style. The specific research questions are as follows: first question deals with the relationship between changeability and la diff${\acute{e}}$rant images, and how la diff${\acute{e}}$rant images are divided by each phase and how their circumduction play is proceeded. The second question is about the important features of the mobility of la diff${\acute{e}}$rant play and the method of la diff${\acute{e}}$rance play. The last topic of this study covers the supplement logic and the condition, and how supplement logic has been applied in the process of changeability of fashion style. This paper deploys a qualitative research method providing a systematic review of the previous studies. To sum it up, the mobility of la diff${\acute{e}}$rant play is the root of power, which is controlling the changeability of fashion style, and the objective of the play is to outline new la diff${\acute{e}}$rant images through spatialization of time. In addition, supplement logicis the method of la diff${\acute{e}}$rant play and the purpose of the logic is to harmonize 'ultimate la diff${\acute{e}}$rant image', which is the phenomenological construction stratum in the state of sub-conscious changeability, and 'immediate la diff${\acute{e}}$rant image', which is the structural construction level stratum in the state of external changeability. This research proves that the intrinsic attribute of changeability is contained the mobility of la diff${\acute{e}}$rant play and supplement logic.

The Characteristics of Fashion Design as a Playing through a Doll (인형 놀이에 나타난 패션 디자인의 특성)

  • Lee, Ji-Hyun;Kim, Young-In
    • Journal of the Korean Society of Costume
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    • v.57 no.2 s.111
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    • pp.86-99
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    • 2007
  • In this study, the concept of play as an entertainment is redefined and applicable method of fashion design as a play are suggested by analyzing the feature of doll's costume design based on the play pattern. In literary study, the role of playing doll Is described and has been examined by the analysis of scholars' opinions. In positive study, the pattern and costume design of sample costume dolls are analyzed using 624 samples of the representative images collected from the literatures and real figures, and they are classified as collection dolls or fashion dolls in order to analyze the feature of fashion design in playing dolls. As a result of the analysis of doll's costumes based on its use, the costumers are divided into a real world costume which is similar to what human wear in daily life and a virtual costume which is used in the movie or play and the costumes only worn by the dolls. The examination of the type of costume worn by dolls, dress is principally dominant costume in collection doll, whereas in fashion doll, dress is still mainly worn but shirt blouse & pants, shirt blouse k skirt, jacket, coat, bathing suit. etc. are shown dispersedly as well. In the costume silhouette of dolls, collection doll uses mostly A line silhouette meanwhile fit and flare is mostly used in the fashion doll but other silhouettes are also relatively shown a lot. In the means of the color of the costume worn by dolls, collection doll is more similar to those in actual fashion design. On the contrary, the color of the costume that fashion doll is put on is more free and more various because the trendy rotors such as green, yellow, purple, etc are used.

The Observation on the Intrinsic Attribute of 'la Différant Images' Expressed the Changeability of Fashion Style (패션스타일의 가변성에 나타난 차연적 이미지들의 특성 고찰)

  • Park, Shinmi
    • Fashion & Textile Research Journal
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    • v.16 no.5
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    • pp.680-688
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    • 2014
  • The aim of this research is to classify intrinsic attribution of 'la diff$\acute{e}$rance images' which are core propositions of changeability of fashion style. The specific questions of this research are; what are the definition of 'changeability of fashion', 'la diff$\acute{e}$rance' and 'supplement' and what are the relationships?, how the la diff$\acute{e}$rance images which are intrinsic of changeability of fashion style exist? and what is intrinsic attribution of 'ultimate la diff$\acute{e}$rant image', 'immediate la diff$\acute{e}$rant image' and 'la diff$\acute{e}$rant image of the trace'? The researchers deployed a qualitative research method providing a systematic review of the previous studies. In conclusion, the 'supplement' phenomenon and 'la diff$\acute{e}$rant images' shown in the changeability of fashion style, covers up the gap between the structural layers through the play led by supplement logic in the subconscious place of la diff$\acute{e}$rance of dialectical frame. They produce styles that have current value and become generalized la diff$\acute{e}$rant images of trace through the play of 'la dissemination.' These images repeat their individual play to reproduce a new different 'la diff$\acute{e}$rant images' and complete the aesthetics of harmony in the state of 'reservation,' 'deferment' and 'postponement'. The images are ready to make history and they create 'ultimate la diff$\acute{e}$rant images' from the demand of different period, and tries to combine with 'supplement' within 'the gap of la diff$\acute{e}$rance.' This process endlessly repeats in the dialectical frame through the la diff$\acute{e}$rant' play led by time and space, and it continuously produces new style that is required by different time and space.

Study on the Stage Costume of Shakespear's "Measure for Measure" (셰익스피어의 희극 "자에는 자로" 무대의상 연구)

  • Hong, Sun-Ok
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.4
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    • pp.139-150
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    • 2012
  • This study aims to understand the importance of stage costumes, examine and analyze their theoretical ideas in order to propose new designs and support the studies and advances of stage costumes in play. The writer operated and produced the costume designs of Shakespeare's play, Measure for Measure as a costume director, which was played on September 16 to 17, 2011 at the Haneul Theater in the National Theater of Korea and on September 3, 2011 at the Jinnam Munye Theater. The study was followed by 1. Proposing a new modern point of view of the design of the traditional dresses in 16th to 17th centuries. 2. Expressing a symbolism based on personality, role and nature of characters in the play by a creative and modern image of the dress in color, line, and silhouette, which are basic factors of a clothes design.

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Study on Total Fashion in Orientalism Fashion (중국, 일본, 한국의 오리엔탈리즘패션에 나타난 토탈패션(Total Fashion)에 관한 연구)

  • 곽태기;김은정
    • Journal of the Korean Society of Costume
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    • v.52 no.5
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    • pp.109-127
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    • 2002
  • As modern fashion trends show oriental motif since the transition of post-modernism, a number of great fashion designers such as Givenchy and Jean-Paul Gautier applied the concept of Orientalism to their fashion design. Total fashion is a trend in which make-up, hair-style, and accessories. together with clothing itself are considered a complete fashion as a whole, and sometimes appeals much to consumers. Given that the previous studies on Orientalism have focused only on clothing. this research aims at examining Orientalism with a total fashion approach to simultaneously study make-up, hair-style, accessories, and clothing, and showing that traditional oriental beauty is expressed by total fashion in which the past appeared again through the process of creative application. We analyzed the Orientalism total fashion from 1990 through 2001 and summarized the national differences among these countries in the following. First, China has a uniformed clothing. make-up, and hair-style as shown its traditional play, "KyungKeuk" and traditional costume, Chipao. Second, Japanese unique traditional costume has been passed on through its traditional costume, Kimono, and traditional play, "Kabuki" Finally, in Korea, make-up, hair-style and the design of the traditional costume. Hanbok, as appeared in "Myindo(means a picture of a beauty) Painted in the Chosun Era are applied and reappeared without much change. It is advised to note that the Orientalism fashion to be discussed in this study is limited to China, Japan, and Korea in Asia.Japan, and Korea in Asia.

Costume Design and Production for the play "Rosencrantz and Guildenstern are Dead"

  • Choe, Su-Yon
    • International Journal of Costume and Fashion
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    • v.7 no.2
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    • pp.64-75
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    • 2007
  • This is a project presented to obtain Master of Fine Arts degree in Costume Production. The candidate has to present 20 costume illustrations and four full constructed costumes for selected actors. At the presentation, the candidate is given 45 minutes to present followed by questions asked by the committee and audiences and it was presented and exhibited in Brookline Arts Council. The thesis consists of two parts; research and analysis on the play, and the result of the design and production for the $play^{1)}$which consists of four fully built costumes-two in chosen fabrics and the other two in muslin with full closure worn on selected actors for each character. The period for the costume design is the Elizabethan period, the actual period the play Hamlet was written in England. The play Rosencrantz and Guildenstern are Dead is a play written in 1967 from a view of two small characters from Shakespeare's play Hamlet. So the costumes of Hamlet's characters are in full period, but the main two characters' costumes will have some of modern twists.