• 제목/요약/키워드: Play fashion

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패션필름에 나타난 햅틱(Haptic)지각 -로라 막스(Laura Marks)의 이론을 바탕으로- (Haptic Perception in Fashion Film - Drawing on the theory of Laura Marks -)

  • 정수진;임은혁
    • 한국의류산업학회지
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    • 제21권4호
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    • pp.379-389
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    • 2019
  • Fashion brands have traditionally conveyed emotions through brand image and images such as fashion photos; however, fashion films play an important role in conveying emotion to consumers due to changes that have resulted from the development of digital technology. This study investigates haptic perceptions in fashion films based on Laura Marks' theory. The study concurrently conducted literature and case studies. Haptic and is a condition of touching an object without actually touching it. Marks describes haptic theory as an embodied perception of physical effects that occur as images affect the body. Haptic perceptions that cause a sense of touching when looking at a fashion film can be understood as a formality embodied in the body of the object and spectator created by the object and spectator's clothing experience. Our bodies and apparel can be seen as being perceived and imprinted in our bodies by constantly experiencing and maintaining relationships in an inseparable relationship. Thus, when we look at fashion films, the haptic image invites feeling embodied in our body and provide a haptic perception. As a result, factors for the haptic perception in fashion film are ambiguity of images, fetish image, and non-narrative. Fashion companies are expected to make active use of haptic elements as an era of artificial intelligence arrives and the size of the e-commerce market grows.

패션디자인에서'재미'의 개념과 표현방식 (Concept and Expression Method of 'Fun' Presented in Fashion Design)

  • 장남경
    • 디자인학연구
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    • 제18권4호
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    • pp.225-236
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    • 2005
  • 경기침체 및 정치 사회적인 불안심리를 익살맞은 아이템을 통해서 해소시켜보려는 신선한 시도로 재미(fun)가 디자인 분야에서 키워드로 떠오르고 있다. 본 연구는 현대 패션디자인에 반영되어 나타나는 재미의 다양한 활용을 주제별로 유형화하고 그 표현방법을 조형적으로 분석하여 패션디자인에 있어서 재미의 개념구조에 대한 본질을 규명하고자 하였다. 2001년 S/S부터 2005년 F/W컬렉션에서 발표된 디자인 중 유머를 표현하고 있다고 판단되는 디자인 412점을 연구자료로 산정한 후, 범주화하여 분석하였다. 연구 결과 패션디자인에서의 재미의 주제에 따른 유형은 해학, 키덜트, 아이러니, 풍자와 패러디, 스토리텔링, 놀이로 분류될 수 있었으며, 디자인의 조형적 특성은 화려한 색채, 실루엣, 문자, 오브제, 드로잉의 요소와 변형/과장, 부조화, 반복의 원리를 활용하고 있음을 알 수 있었다 또한 이러한 표현들은 전통적인 유머 이론인 부조화이론, 우월성 이론, 각성 이론과 상통하며, 긍정, 따스함, 엔터테인먼트, 젊음, 모순, 의외, 일탈, 암시, 공격, 설명, 그리고 주체에 있어서는 수동적 수용뿐만 아니라 놀이와 같이 능동적 체험을 제공하는 가치를 갖는다.

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Expression of Fashion Illustration on the Costume of the Movie Genre

  • Kang, Kyung-Ae;Lee, Eui-Jung
    • 패션비즈니스
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    • 제9권6호
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    • pp.141-159
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    • 2005
  • Targeting a film that is the medium of having powerful influence upon the masses, the present study examined about a role and characteristics in the movie costume, and a role of costume designers, which are shown in process of being changed the film costume. There are many designers who were in charge of the film costume, but the present study examined centering on designers who participated aiming to create the image of a character from the stage of manufacturing a movie. It presented and analyzed visual materials by dividing four genres such as a historical drama movie, a horror movie, a fantasy movie, and a modern-play movie, and by selecting a typical work. A Historical drama movie needs to be investigated costume by the historical background in a movie, but inside it was shown clothes that were elaborately reproduced and newly created. A horror movie plays a role of medium that reflects the human society and the internal mentality of a human being along with the attribute of entertainment. As a genre that requires much costume, make-up and special effect aiming at dramatic effect, a role of film costume possesses great weight. As a fantasy movie is a field based on 'fiction' of a writer who creates a work, it is a field that requires creativity of a costume designer most. As a modern-play movie is what reproduces reality, it best reflects the phases of that time, and is the field that is influenced by costume or fashion trend. Costume needs to be designed in a bid to allow spectators to be inspired the wholly united and harmonious mood with leading a story of a movie, and the individual image.

패션에 나타난 동서양 문화 퓨전 이미지의 미적 가치에 대한 연구 (Aesthetic Value of Orient-West Culture Fusion Image in Fashion)

  • 유현정
    • 한국의상디자인학회지
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    • 제13권3호
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    • pp.45-54
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    • 2011
  • The purpose of this study is to help understanding of east-west culture fusion in fashion since 2000 years, to play a guideline's role in the development on fashion designs study. The methods of this study are academic literatures as well as practical study through case studies about actual works. Tendency of east-west culture fusion in fashion since 2000 years is shape and performance, pattern, accessary. Shape and performance are reinterpreted through east folk fashion transforming on west fashion, pattern shows traditional pattern of each nations, but letters of typical of each nations appears for new pattern which expresses nation identification. Accessary is in the harmony with east -west fashion culture like that without transform. Aesthetic value of east-west culture fusion in fashion since 2000 years is summerised opening, co-ownership, and amusement. First, opening is positiveness of acception and acknowledgment for other. Second, co-ownership turns towards humanism, and proves participating in globalism and really global village. Third, amusement is to express freedom, and to reveal privately emotion concealing in public area.

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주름에 의한 패션 디자인 -2000년대 이후 여성패션을 중심으로 - (Fashion Design with folds - Focusing on Women's Fashion after 2000-)

  • 김지영
    • 대한가정학회지
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    • 제43권5호
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    • pp.249-265
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    • 2005
  • Creative application in elaborate techniques can not only make design constructs productive but also can widen designers' figurative perspectives. There are many techniques applied in fashion design such as folds, patchworks, embroidery, dyeing, industrial treatment, etc. In particular, folds play a significant part in enlightening clothes uniqueness in contemporary fashion design. The primary purpose of this study was to make new suggestion for the production of high value-added fashion goods by reviewing and synthesizing fold expressions. Diverse fold designs were retrieved through a comprehensive literature review on topic-related books, fashion dictionaries, and fashion encyclopedias. Significant cases of fashion designs using folds were retrieved from fashion magazines uploaded from 2000. There are three types of folds applied in fashion design. (1) The folds by needlework like tucks, smocking, shirring, and trimming type folds(ruffle, frill, flounce, and ruche). (2) The folds by chemical or mechanical treatment like permanent pleats and crinkle. (3) The folds of formative dress like drape. From a comprehensive review of the folds design cases after 2000, the following characteristics of folds design were identified: (1) a highlighted role in the whole, (2) mixture and deformation of techniques and materials, (3) 3-D surface effect, (4) creation of a unique figurative beauty, and (5) expression of diverse fashion image.

일본(日本) 패션의 미적(美的) 특성(特性)에 관(關)한 연구(硏究) -<모드 자포니슴>을 중심(中心)으로-

  • 조규화
    • 패션비즈니스
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    • 제11권4호
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    • pp.232-246
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    • 2007
  • The purpose of this study is to investigate aesthetic characteristics and aesthetic consciousness of the style that European fashion(Paris, London, Netherlands) has accepted the since $19^{th}$ century. The mode Japonisme's development process in around $20^{th}$ century and 21st century has 6 characteristics as follows; 1. Accepting kimono as dressing gown 2. Accepting kimono as Japanese style's objet of Japanese taste 3. Accepting Japanese textile's skills, patterns, and asymmetry. 4. Accepting kimono's formative nature : flat pattern, flexibility, style etc. 5. Shocking of Japanese style's beauty 6. Accepting characters and casual wear Japanese aesthetic consciousness expressed on unconstructed design or deconstructed design that is the aesthetic characteristic of Japanese fashion is , , and the aesthetic consciousness expressed on Zen(Seon) style, cartoons of character fashion, and costume play is .

현대 패션에 나타난 젠더 뉴트럴 스타일에 관한 연구 (Study on gender-neutral style in modern fashion)

  • 이지은;곽태기
    • 한국의상디자인학회지
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    • 제22권3호
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    • pp.111-126
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    • 2020
  • The purpose of this study is to understand the gender-neutral phenomenon, to grasp the flow of design, and to seek the future direction of modern fashion design. As for the scope and method of the study, this study was performed based on relevant literature. In terms of visual data, website photos were collected from the collection of S/S in 2016 to F/W in 2020. To assess the properties of the gender-neutral, analysis was implemented on the results after arranging the factors for gender neutrality and the characteristics suggested in the related papers. The fashion-related expert group analyzed the properties of the gender-neutral style from 1,031 pictures, where the gender-neutral style of fashion design collections was applied. As a result of the analysis, the characteristics of the gender-neutral were analyzed and divided into the extended body-positive performance style, the mashup style- respecting the conflicting culture, the street style of coexisting genders, and the fluid style of changing directions. In this study, the attributes were derived as acceptability, playfulness, and sustainability. Accordingly, it is expected that this study will play a fundamental role in the creative fashion design development and unfolding of the fashion industry and fashion designers.

인스타그램 패션 인플루언서의 패션디자인 특성 분석 (Analysis of the Characteristics of Fashion Design in Instagram's Fashion Influencer)

  • 김새봄;이은숙
    • 한국의류산업학회지
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    • 제21권1호
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    • pp.27-35
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    • 2019
  • Fashion Influencer of Instagram get a lot of attention from the public, and they play a major role in shaping peoples' taste. This study attempts to analyze the fashion design of fashion influencer in Instagram. The data was collected from Apr. 15th to April 30th, 2017, and the pictures were collected from May, 2016 to April, 2017. Total of 460 pictures were collected based on the number of "likes". The method of study was content analysis and the cross tabulation analysis and frequency using SPSS Statics 24 Based on the above results, influencers were mostly models that have many "likes" on their photos. Many of influencers were wearing black, white, or blue dresses that do not have any patterns. Many others were wearing indigo, black, or white jeans with T-shirts. In summary of the above contents, influencer also found out that the materials of their clothes were both hard and soft, and that the casual style was the most popular among influencer, and that influencer also liked elegant, modern, mannish, or sexy looks. Therefore, through this study, it was found that the fashion design of influencer had a unique fashion image. Gigi Hadid, Kendall Jenner, and Blake Lively are the representative influencers of fashion instagram. Gigi Hadid was a casual and manish image, Kendall Jenner was a casual and sexy image, and Blake Lively was an elegant image.

현대 패션에 적용된 파타피직스의 표현 방식과 영향성에 관한 연구 (A study on the expression methods and influence of pataphysics in modern fashion)

  • 강준호;권기영
    • 복식문화연구
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    • 제31권3호
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    • pp.346-360
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    • 2023
  • The pataphysics implemented by digital technology differs from the form of objects in the real world and is used throughout the cultural industry. This study aims to analyze the expression method of pataphysics as applied to modern fashion and derive its impact on the fashion industry. The research analyzes fashion images, shows, films, displays, and e-commerce, since 2016, when pataphysics began to be used in the fashion domain. Pataphysics, created by Alfred Zaire, appeared as an overlapping phenomenon that reflects physical phenomena in the virtual world. The expression method of pataphysics applied to modern fashion was divided into an augmented reality method based on immersion and interaction, a virtual platform-oriented metaverse, and a virtual model expressing a processed self. The influence of pataphysics applied to modern fashion is as follows. In the field of design, pataphysics affects the development of contemplative designs for innovation and creativity. Second, digital technology can expand the role of fashion at the intersection of art and fashion that takes a novel perspective through pataphysics. Third, e-commerce positively affects efficient production and consumption through virtual and economic models. In conclusion, this study's findings are expected to play a positive role in promoting creativity and innovation by introducing new perspectives and ideas into modern fashion through pataphysics.

디키의 <예술제도론>의 관점에서 본 예술로서의 패션의 본질 -패션계의 구성요소를 중심으로- (Essentials of Fashion as art from the Perspective of George Dickie's Institutional Theory of Art -Focus on the Structural Elements of the Fashion World-)

  • 서승희
    • 패션비즈니스
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    • 제20권5호
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    • pp.1-15
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    • 2016
  • The purpose of this study is to interpret the artistic nature of fashion from the point of view of George Dickie's Institutional theory of art, which defined art from a sociological context. Five notions to formulate the institutional definition of art were regarding the artist, work of art, public, artworld, and artworld system. These notions were applied to the fashion world, and they deduced the definitions of a fashion designer, a fashion product, a fashion consumer, and the fashion system, which indicated fashion's social status in the art system. Firstly, a fashion designer plays a collective role in the product with an understanding of the consumers, professional knowledge of the design, and knowledge of making images of fashion products. Secondly, a fashion product involves artifactuality in the form of clothes created by collaboration among producers and it is transformed into fashion by collective activity of distributors and consumers. Thirdly, a consumer is a set of people who play a leading role in the assessment and consumption of the fashion product, allow the fashion designer to read his or her taste and reflect it in the fashion product although they are not directly involved in its production. Fourthly, a fashion system is a social framework for the presentation of a fashion product by a fashion designer to a consumer, and a social institution which enables clothes to transform into fashion through design, production, display, distribution, and sales. As a result, fashion is defined as an artifact in the form of clothes created by a fashion designer and presented to a consumer by the fashion system.