• Title/Summary/Keyword: Smart clothes

Search Result 72, Processing Time 0.023 seconds

A Study on the Evolution of Image Making through Costumes in the '007' Film Series ('007' 시리즈 영화 의상의 시대별 이미지 연출에 관한 연구)

  • Jang, Sung-Eun
    • Journal of the Korean Society of Costume
    • /
    • v.59 no.1
    • /
    • pp.106-118
    • /
    • 2009
  • This research is about the changes in the images of Bond and Bond Girl in '007' Series. And it examined through the social background of England from 1960s to 2000s and the costume in the film. The results were as follows: As the era of young fashion was opened after 1960, there was a big change, but Bond was expressed as a hero who had strong male chauvinism of the English aristocratic circles. However, after 1990s, he wore comfortable clothes and he underwent all sorts of hardships. On the other hand, Bond Girl had the image of a sexual target. However, after 1990s, she had sharp appearance and smart brain. Besides, she had professional ideas of a given work and she was changed into a healthy image. Second, Bond's job was an English secrete agent, but Bond Girl had no particular job in 1960s. In 1980s, various professional jobs appeared and in 1990s and 2000s, the professional job which was directly related with Bond's duties appeared. Third, Bond's upper class image was expressed by tuxedo, suit, black, gray, navy, beige, brown, and ivory. His hair was 2:8 parting or Dandy all black style produced his dignified and neat image. After 1990s, he often had casual dress, which created a comfortable image. Bond Girl was expressed feminine style by bikini, underwear, long dress, sky-blue, violet, black, simple costume. After 1990s, she wore a suite, one-piece, or a combat uniform, which showed her professionalism. especially Bond Girl's red dress was used as a psychological color to express temptation, enemy, and betray.

Development of Sleeve Patterns of Structural Firefighting Protective Clothing using by 3D Body Shape and 3D Motion Analysis (3차원 인체형상과 3차원 동작분석에 의한 방화복 소매패턴 개발)

  • Han, Sul-Ah;Nam, Yun-Ja;Yoon, Hye-Jun;Lee, Sang-Hee;Kim, Hyun-Joo
    • Fashion & Textile Research Journal
    • /
    • v.14 no.1
    • /
    • pp.109-121
    • /
    • 2012
  • This study aims at developing ergonomics patterns for the sleeve of structural firefighting protective clothing through 3D motion analysis in order to ensure efficiency and safety of firefighters who are exposed to harmful environment at work. A new research pattern was developed by applying the total results of 3D motion analysis, changes of body surface length measurements, and 2D data on 3D body shape analysis on the size 3 patterns of the existing coat sleeve. For the sleeves, we used the body surface length of the range of shoulder's flexion and the joint angle of the range of wrist's ulnar deviation. And for the production of structural firefighting protective clothing using the research pattern, we recruited a recognized producer of structural firefighting protective clothing designated by KFI. Unlike everyday clothes, structural firefighting protective clothing should be able to fully protect the wearers from the harmful environment that threatens their lives and should not cause any restrictions on their movement. Therefore, the focus of research and development of such protective clothing should be placed on consistent development of new technologies and production methods that will provide protection and comfort for the wearer rather than production cost reduction or operational efficiency. This study is meaningful as it applied 3D motion analysis instead of the existing methods to develop the patterns. In particular, since 3D motion analysis enables the measurement of the range of motion, there should be continuous research on the development of ergonomics patterns that consider workers' range of motion.

Thermo-sensitive Clothing Development by Consumer Investigation and Wearing Test (소비자 조사와 착의 실험을 통한 온도감응형 기능성 의류개발을 위한 기초연구)

  • Sang, Jeong-Seon;Chung, Kyunghwa;Park, Juhyun;Oh, Kyung Wha
    • Fashion & Textile Research Journal
    • /
    • v.19 no.1
    • /
    • pp.90-100
    • /
    • 2017
  • In this research, consumer awareness investigation and wearing test were carried out for obtaining useful data on the development of thermo-sensitive functional clothing material. A survey involved 216 people in Seoul and Kyeonggi-do, and 200 questionnaires data were analyzed by descriptive statistics and frequency using SPSS 17.0. Four healthy men in twenties were participated for wearing test. Subjects in normal loungewear were exposed to temperature change from the initial temperature $30^{\circ}C$ down to $5^{\circ}C$ for an hour in a climate chamber. The environmental temperature, surface temperature of garment and skin were measured. As a result, most of respondents have all season clothing products such as underwear, hosiery, and jogging suit for loungewear. Also, thermo regulator y functional clothes are frequently used as underwear and sweat shirt. The consumer awareness investigation on thermo regulatory functional clothing showed that the most important key buying factor is quick climate temperature response, easy maintenance, design and cost, in that order. Surface temperature of garment went down with the cooling down of environmental temperature. The lower environmental temperature, the greater temperature difference by body part showed. Skin temperature change by environmental temperature showed similar tendency of garment surface temperature. In comparison between garment surface and body skin, temperature difference became larger under the lower environmental temperature.

Study on Visual Communication Design of Wearable Computing Devices (웨어러블 컴퓨팅 디바이스를 이용한 시각 디자인 구현 및 연구)

  • Lee, Su Jin
    • Korea Science and Art Forum
    • /
    • v.34
    • /
    • pp.251-262
    • /
    • 2018
  • The purpose of this study is to understand how wearable computing devices are designed and how to design them in a technology based wearable device design research. Research is premised on the consideration of producers and consumers. There is wearable computer of eyeglasses, watches, clothes, and so on. The user can always wear these products comfort and use as part of the body without any sense of discomfort, and the goal is to supplement or double the ability of the human being. It should be easy to use them convenient, wear comfortable, safe and sociable at any time. For the satisfaction these conditions, the wearable computing devices have several factors. There are technical performances, visual aesthetics, Human body system and devices communication and safety. Furthermore, these factors have to match to operating system, real-time operating system and applied software. To comprehend wearable computing devices should be offered the design of the both software and hardware designed.

A Study on Design of Smart Home Service Robot McBot II (스마트 홈 서비스 로봇 맥봇II의 설계에 관한 연구)

  • Kim, Seung-Woo;Kim, Hi-Jun
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.12 no.4
    • /
    • pp.1824-1832
    • /
    • 2011
  • In this paper, a smart home service robot McBot II is newly developed in much more practical and intelligent system than McBot I which we had developed a few years ago. Thus far, vacuum-cleaners have lightened the burden of household chores but the operational labor that vacuum-cleaners entail has been very severe. Recently, a cleaning robot was commercialized to solve but it also was not successful because it still had the problem of mess-cleanup, which pertained to the clean-up of large trash and the arrangement of newspapers, clothes, etc. Hence, we develop a new home mess-cleanup robot McBot II to completely overcome this problem on real environments. The mechanical design and the basic control of McBot II, which performs mess-cleanup function etc. in house, is actually focused in this paper. McBot II is mechanically modeled in the same method that the human works in door by using the waist and the hands. The big-ranged vertical lift and the shoulder joints to be able to forward move are mechanically designed for the operating function as the human's waist when the robot works. The mobility of McBot II is designed in the holonomic mobile robot for the collision avoidance of obstacle and the high speed navigation on the small area in door. Finally, good performance of McBot II, which has been optimally desinged, is confirmed through the experimental results for the control of the robotic body, mobility, arms and hands in this paper.

A Study on the Self-identity and Satisfaction through Avatar Expression Process (아바타 표현과정 속 자기동일시와 만족도에 관한 연구)

  • Yeu, Ye Kang;Shin, Choon Sung
    • Smart Media Journal
    • /
    • v.11 no.6
    • /
    • pp.18-29
    • /
    • 2022
  • This study proposes an evaluation item model for the avatar expression process, satisfaction and self-identification for each expression element in order to investigate the expression attributes on the influence on the user in setting the avatar. The evaluation of avatar expression method was composed of self-identification and satisfaction by ease of expression and expression elements on the avatar production and expression process. To evaluate the proposed evaluation model, 17 people participated in the experiment. As a result, it was found that most of the participants had a high level of understanding of the production process, and the more diverse the expression elements, the higher the satisfaction with the avatar expression process. Hair shape and face shape were the most important expression factors, and clothes and overall harmony was the most concerned facotrs. Most of them tried to express themselves as realistically as possible. However, in self-identification, there was no significant correlation between expression and production process. In this study identify the decision-making factors that appear in the avatar expression process, the direction in which satisfaction can be formed, and the factors that affect self-identification. In addition, it will be a basic study on how avatars have a lasting influence on users in the future.

Comparison of physical materials using the 3D Clothing Simulation Z-weave program and its feasibility in the sustainable fashion industry (3D 의류 시뮬레이션 Z-weave 프로그램을 이용한 실물 소재 비교와 지속 가능한 패션 산업에서의 실현성)

  • Heeju Chae;Doeun Kim;Yoonji Shin
    • Smart Media Journal
    • /
    • v.13 no.6
    • /
    • pp.80-89
    • /
    • 2024
  • This study aims not only to address environmental issues caused by indiscriminate fashion consumption, specifically in the context of Fast Fashion but also to find an alternative and a sustainable solution that is 'Upcycling' using the 3D clothing simulation program Z-weave. Upcycling products have limitations in that it is difficult to produce samples since finished products must be produced directly with limited materials and resources like waste clothes. To overcome these limitations, a 3D clothing simulation program is introduced to effectively utilize the limited resources of waste clothing. The purpose of this study is to confirm the similarity between a virtual fabric created through Z-weave and a real fabric, through this, to evaluate the possibility of application in the actual fashion industry. As a research method, surveys and interviews were conducted with related majors on virtual clothing created as similar as possible to actual clothing by adjusting the physical properties within the Z-weave program. This study attempted to describe the impact of digital technology on the fashion industry and how 3D clothing simulation programs can be used in sustainable fashion production.

The Analysis of the Characteristic Types of Fashion Brand Application - Concentrating on Korean Application cases - (패션 브랜드 어플리케이션의 특징적 유형 분석 - 한국 계정 어플리케이션 사례를 중심으로 -)

  • Park, Min-A;Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
    • /
    • v.64 no.1
    • /
    • pp.136-151
    • /
    • 2014
  • This study systematically analyzed types of fashion brand application focusing on accounts created in Korea. While referring to 'Chanel' which has developed a fashion brand app for the first time in August of 2008, not only for App store by Apple Inc. of the greatest market share but also for Android market, the one and only competitor of App store, the study examined cases of fashion brand app in Korea and foreign countries which have been in service till August of 2013 since the year of 2008. To achieve the research goal, the study conducted a literature research and a case review, categorizing the app by their distinctive functions which were Basic Information, SNS, AR, LBS, Entertainment, Mobile Shopping and Live Streaming. As for the first function, Basic Information, it was considered to provide information on a brand such as prices, sizes and colors of products which should be the most fundamental function of a fashion brand. The function would include look book, catalogues, photographs and others of products, helping users of the app with their understanding on images and concepts of the brand. Second, SNS function was considered useful for its mobility and communication and with the help of theirs, the users share fashion information with each other. Third, AR function as in a filed of virtual reality would edit virtual objects to look real in an actual environment. This would eventually offer the users a chance to try for clothes virtually. The fourth function, LBS, would work with GPS to find a store closest from a present location. This would be a help when the users try to find stores holding promotion events or trails while hiking in mountains. The fifth Entertainment function would include all sorts of games and chances for the users to listen to music and keep fashion diaries. The sixth function, Mobile Shopping, would help the users purchase items online via the app as they would not visit a store in person. The seventh function, Live Streaming, would give the users chances to actually see fashion collections in real time, held all over the world in every season. Because of this function, not only fashion experts but also regular people have become able to enjoy the fashion shows. The distinctive characteristics of the fashion brand application discussed in the study will be a useful reference when any relevant fields try to design other new fashion brand application.

Wearable Technology with Future Fabrics (웨어러블 테크놀로지와 미래 소재)

  • Park, Hye-Sook;Lee, Jae-Jung
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.30 no.12 s.159
    • /
    • pp.1800-1809
    • /
    • 2006
  • The wearable technology takes the concept of clothing over its limits -integrating software, communication devices, and sensors into the garments to enable them to 'think' for the wearer. A dress is no longer just a dress, but a dress as well as a wearable computer interface. This wearable computer network transports the data power and control signals within the wearer's personal space. The purpose of this thesis is to explore the wearable technology from a commercial perspective. On this theme I made a survey and interviewed 20 men and 20 women in London to find out if many people are familiar with the concept of the wearable technology. The main results of this study include: Firstly, according to the survey, people are not familiar with the concept of the wearable technology, and further people thought negatively about the wearable computer rather than positively they worried about hish prices, inappropriate technology and side effects. Secondly, people are especially interested in items related to health and security, so in this area there are huge potential opportunities for the wearable technology, Finally, wearable technology needs to be a simplified set of interactive devices, which are in a user friendly format for marketability because convenience was one of the biggest concern for consumers. Therefore, development of the wearable computer should be promoted not only through computer engineering but also through the connection with human lift.

Fall Detection for Mobile Phone based on Movement Pattern (스마트 폰을 사용한 움직임 패턴 기반 넘어짐 감지)

  • Vo, Viet;Hoang, Thang Minh;Lee, Chang-Moo;Choi, Deok-Jai
    • Journal of Internet Computing and Services
    • /
    • v.13 no.4
    • /
    • pp.23-31
    • /
    • 2012
  • Nowadays, recognizing human activities is an important subject; it is exploited widely and applied to many fields in real-life, especially in health care and context aware application. Research achievements are mainly focused on activities of daily living which are useful for suggesting advises to health care applications. Falling event is one of the biggest risks to the health and well-being of the elderly especially in independent living because falling accidents may be caused from heart attack. Recognizing this activity still remains in difficult research area. Many systems equipped wearable sensors have been proposed but they are not useful if users forget to wear the clothes or lack ability to adapt themselves to mobile systems without specific wearable sensors. In this paper, we develop a novel method based on analyzing the change of acceleration, orientation when the fall occurs and measure their similarity to featured fall patterns. In this study, we recruit five volunteers in our experiment including various fall categories. The results are effective for recognizing fall activity. Our system is implemented on G1 smart phone which are already plugged accelerometer and orientation sensors. The popular phone is used to get data from accelerometer and results showthe feasibility of our method and significant contribution to fall detection.