• Title/Summary/Keyword: Smart fashion

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Effects of Service Quality on Customer Satisfaction and Reuse Intention of Chinese Fashion Product Live Commerce Using SERVQUAL Model in Internet of Things Environment -Focusing on Female College Students in Changchun, China- (사물인터넷 환경에서의 SERVQUAL 모델을 이용한 중국 패션제품 라이브커머스의 서비스품질이 고객만족도 및 재사용 의도에 미치는 영향 -중국 창춘시 여대생을 중심으로-)

  • Mo Liu;Young-Sook Lee
    • Journal of Internet of Things and Convergence
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    • v.10 no.1
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    • pp.59-68
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    • 2024
  • China's huge population and industrial diversification have driven increased demand for IoT, and in a social environment where IoT technology is changing all aspects of personal and family life, including smart shopping, this study was conducted in Changchun, China. The study aimed to find ways to meet the Fashion needs of female college students living in the country and promote the development of the fashion product industry by improving the service quality of Chinese fashion product live commerce. The analysis results are as follows. First, the service quality characteristics of Chinese fashion product live commerce had a positive effect on customer satisfaction. Second, the service quality characteristics of Chinese fashion product live commerce had a positive effect on reuse intention. Third, customer satisfaction had a positive effect on reuse intention. Based on these results, it can be concluded that improving the service quality of live commerce can directly promote product sales and create direct economic benefits. In addition, based on the results of the study, which show that the service quality of fashion product live commerce affects customer satisfaction and reuse intention, it is judged that it will provide useful information in establishing marketing strategies for live commerce platforms by region and target.

A Design of Jacquard Woven Textile Electrode to Monitor the Electrical Activity of the Heart for Smart Clothing (스마트 의류의 전기적인 심장 활동을 모니터링 할 수 있는 자카드 텍스타일 전극 디자인)

  • Song, Ha-Young;Lee, Joo-Hyeon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.12 no.2
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    • pp.119-129
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    • 2010
  • 오늘날 인간의 수명이 연장되고, 웰빙과 건강에 대한 관심이 증가됨에 따라서 언제 어디서나 건강을 모니터링 할 수 있는 건강 스마트 의류 시스템이 개발되고 있다. 이를 위하여 최근에는 생체신호의 모니터링이 가능하도록 디자인된 의류에 통합된 형태의 직물 전극이 개발되고 있다. 혁신적으로 의류 시스템에 통합되어 착용 가능한 니트, 우븐, 자수방식의 텍스타일 전극에 대한 다양한 연구가 개발 제시되고 있으며, 이의 일부는 상용화되어 있다. 이에 본 연구는 경위사의 일정한 직조제어 자동화 시스템이 가능한 컴퓨터 자카드 직기의 캐드(CAD) 직조디자인 방식을 통하여 생체신호 센싱 기능이 향상된 새로운 텍스타일 전극디자인을 연구하고자 하였다. 이를 위하여 본 연구에서는 기존 생체신호 센싱 전극의 개발 및 연구 동향, 비직물/전극 타입에 대한 단점과 장점에 대한 비교 분석을 이론적으로 살펴보고, 자카드 직조 직물 기반으로 심전도 센싱용 텍스타일 전극을 디자인하여 실험 연구하였다. 자카드 직조 방식의 심전도 센싱용 직물 전극은 전극 인터페이스 디자인 방식, 이중직물형 직조 디자인 방식, 사가공 등의 요인들을 고려하여 개발하였다. 본 연구에서 도출된 최종 자카드 직조 직물 기반의 텍스타일 전극은 스마트 의류에 통합시킨 텍스타일 전극 모듈로서 적용되여 향후 상용화 방안을 모색할 수 있다.

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Images Positioning of Women's Formal Wear Brands - Tuning in the three department stores in Daejon -

  • Koo, In-Sook
    • Journal of Fashion Business
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    • v.9 no.3
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    • pp.8-21
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    • 2005
  • The purpose at this study was to analyze and to position the clothing images at women's formal wear brands carried by at least two department stores in Daejon, for providing data for a basic marketing strategy for fashion manufacturers and distributors. The results tram the study were as tallows; The brand that showed the highest classic image was 'BCBG'(83.6%), the brand that showed the highest feminine image was 'Obzee' (80.2%), the brand that showed the highest character image was 'Doho' (84.1%), and the brand that showed the highest mannish image was 'F.Station' (64.1%). On the brands image positioning map, brands, such as 'Deco', 'Mine', 'Time', and 'Anne Klein', lying on or near the point of intersection (where the vertical and horizontal axes meet) showed 4 types. They were 'smart & chic cluster', 'charming & luxury cluster', 'character elegance cluster', and 'sportive elegance cluster' that showed compound images. These clusters would be differentiated tram young casual lines by emphasizing the brands' shape and cut, higher quality fabrics and materials, and elegant and graceful colors. Analysis of target ages and tweed jacket prices for brands carried by at least two department stores showed that the target was between 23 and 50, and that the prices range from 198,000 won to 460,000 won.

A Study on the Characteristics of the Costumer's Cultural Trend (21세기 소비자 문화 트렌드 특성 연구)

  • Yang, Hee-Young
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.2
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    • pp.199-214
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    • 2012
  • $21^{st}$ century customer is voluntary actor, who has hegemony of communication based on digital surrounding. They are co-creator dismantling boundary between production and spending, and digital homonarrance of digital storyteller acting on the emotion. What is more, they prove the utility of 5 sense, value, experience, and story in market. 20th century Me generation is changing into We generation, who overcomes a sense of alienation and aim at smart life style for harmonious symbiosis with earth environments. Customer cultural trends are as follow as that 1) personalization of taste and experience, 2) spreading and sharing about personal use and experience, 3) consumption centered the value, 4) retreat and healthcare, 5) counter trend comes into the reaction about the forceful major trend. Contemporary customer changes essence of the life on the ground of emotion, symbol, image, and value not a commodity, function, and logos, and demands into change about direction of business to mostly enterprises. Customer's need and desire are on the increase as various emotion and value. Therefore, change of customer cultural trend is barometers for the growth and development of new fashion industry in $21^{st}$ century.

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Artificial Intelligent Clothing Embedded Digital Technologies

  • Lim, Ho-Sun;Lee, Duck-Weon;Shim, Woo-Sub
    • Journal of Fashion Business
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    • v.14 no.6
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    • pp.70-83
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    • 2010
  • With the rapid development of science and technology and the increased preference by consumers for high-function products, many products are being developed through the fusion of technologies in different industries. Among such fusion technologies, digital clothing which combines clothing with computer functions is being examined as a new growth item. The objectives of this study are to examine the concept, history, development, and market of intelligent clothing, in order to discuss future directions for the development of digital clothing technology. intelligent clothing (wearable computers) originated in the 1960s from the concept of separating computing equipment and attaching it to the body. This technology was studied intensively from the early 1980s and to the early 1990s. In the late 1990s, studies on wearable computers began to develop intelligent/digital clothing that was more comfortable and beneficial to users. Depending on the user and purpose, intelligent/digital clothing is now being developed and used in diverse industrial areas that include sports, medicine, military, entertainment, daily life, and business. Many experts forecast a huge growth potential for the digital textile/clothing market, and predict the fastest market growth in the field of healthcare/medicine. There exists a need to find solutions for many related technological, economic, and social issues for the steady dissemination and advancement of intelligent/digital clothing in various industries. Further, research should be continued on effective fusion technologies that reflect human sensitivity and that increase user convenience and benefits.

Study on Textile Product Development and Song HaYoung Class Satisfaction through Capstone Design Curriculum (캡스톤디자인 교육과정을 통한 텍스타일 상품개발 제안 및 수업만족도 고찰)

  • Song, HaYoung
    • Journal of Fashion Business
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    • v.23 no.5
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    • pp.124-136
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    • 2019
  • Capstone design is a creative and comprehensive educational program requiring practical adaptation skills for the industry. The purpose of this study was to analyze the results of design development, lectures and curriculum satisfaction for textile fashion products based on four years of capstone design curriculum from 2015 to 2018. The curriculum consists of 26 groups of 72 students and a total of 26 final results were obtained via industry-university cooperation. The materials for product design development included differentiated clothing, leisure goods, bags, dog goods, smart goods, interior goods and recycled products based on textiles. The degree of satisfaction with lectures involving the capstone design class was very high, with 4.2 out of 5.0 when the number of students was less than 10. However, when the number of students was 20 or higher and the number of students was large, the level of satisfaction was below 3.88. Therefore, the capstone design class comprising less than 10 students was better at individual teaching and teamwork. In terms of satisfaction with capstone design curriculum, the respondents indicated that the teaching method addressing the needs of industry and academia facilitated practical learning. It was very helpful in improving competency related to the design and development majors and future employment. The capstone design curriculum was effective in the training for practical design development and planning.

The impact of Fashion Brand Collaborations in Sandbox Games on Purchase Intention: The Role of Brand Coolness and Self-Avatar Identification

  • He Yang;Ding Hongyi;Geng Yingjie;Chen, Mingyuan;Yoo, Seungchul
    • International journal of advanced smart convergence
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    • v.13 no.3
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    • pp.214-226
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    • 2024
  • This study examines the impact of fashion brand collaborations in sandbox games on consumer purchase intentions, focusing on brand coolness and self-avatar identification. Through online surveys of U.S. consumers aged 20-40, it finds that aesthetics, scarcity, and familiarity contribute to brand coolness, with only aesthetics directly impacting purchase intentions. Emotional engagement, self-expression, and perceived enjoyment enhance brand coolness, with emotional engagement being the most influential, and all except perceived enjoyment positively affect purchase intentions. Brand coolness from collaborations positively impacts purchase intentions, indicating that positive consumer attitudes drive behavior. Self-avatar identification moderates the relationships between familiarity and brand coolness, self-expression, and purchase intentions, and moderates the mediating effect of brand coolness. The study underscores the importance of self-avatar identification in shaping consumer behavior and calls for further research in diverse industries and new marketing forms.

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
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    • v.14 no.1
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    • pp.109-121
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    • 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.

A Study on the Motion Control of 3D Printed Fingers (3D 프린팅 손가락 모형의 동작 제어에 관한 연구)

  • Jung, Imjoo;Park, Ye-eun;Choi, Young-Rim;Kim, Jong-Wook;Lee, Sunhee
    • Fashion & Textile Research Journal
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    • v.24 no.3
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    • pp.333-345
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    • 2022
  • This study developed and evaluated the motion control of 3D printed fingers applied to smart gloves. Four motions were programmed by assembling the module using the Arduino program: cylindrical grasping, spherical grasping, tip-to-tip pinch gripping, and three-jaw pinch gripping. Cap and re-entrant (RE) strip types were designed to model the finger. Two types of modeling were printed using filaments of thermoplastic elastomer (TPE) and thermoplastic polyurethane (TPU). The prepared samples were evaluated using three types of pens for cylidrical grasping, three types of balls for spherical grasping, and two types of cards for tip-to-tip pinch gripping and three-jaw pinch gripping. The motion control of fingers was connected using five servo motors to the number of each control board. Cylindrical and spherical grasping were moved by controlling the fingers at 180° and 150°, respectively. Pinch gripping was controlled using a tip-to-tip pinch motion controlled by the thumb at 30° and index-middle at 0° besides a three-jaw pinch motion controlled by the thumb-index finger-middle at 30°, 0°, and 0°, respectively. As a result of the functional evaluation, the TPE of 3D-printed fingers was more flexible than those of TPU. RE strip type of 3D-printed fingers was more suitable for the motion control of fingers than the 3D-printed finger.

Development and Evaluation of Smart Jacket with Embedded Wearable Device (웨어러블 디바이스를 이용한 기능성 스마트 재킷 개발 및 평가)

  • Lee, Jeong-Ran
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.3
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    • pp.395-407
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    • 2008
  • As global interest in clothing spreads over the smart clothing which arouses high added-value in the apparel industry, this study is to develop a smart jacket with an electrically-vibrating device maintaining excellent appearance and comfort. The vibrating device has a massage function that could relieve muscle pain near shoulders and neck. The purposes of this research are to develop jacket pattern for men in their thirties considering body shapes and fashion trend, to develop a wearable device that is composed of motor and controller and integrate it into a jacket, and to assess the external appearance and functional satisfaction of the smart jacket through the wearing test. The results are as follows: 1. In order to develope an appropriate jacket pattern for men in their thirties, several patterns were assessed for their fitting comfort. The final pattern was completed after making alterations some parts, and showed high satisfaction as 3.6(on a five-point scale) in all categories. 2. A vibrating device was developed by connecting motor, controller, battery and switch. Developing this device, focus was maximizing the strength of motor and minimizing the heat generated from motor and controller. Snaps were placed between inner and outer cloth of jacket so that the vibrating device could be easily attachable and detachable. The motor was located around Trapezius where muscles often get stiff. A switch was designed to be used in selecting the modes of Strong, Weak, and Cross Tapping. 3. The wearing test was conducted to examine outer appearance, comfort for motion, and functionality of the smart jacket. The results of assessing outer appearance showed that the location for attaching the vibrating device was not noticeable but looked natural, and there is almost no change in outer appearance when the vibrating device operates. The result of assessing comfort of action revealed that wearer's satisfaction was high in all categories about activity, wearer's comfort, etc. The result also showed that wear's satisfaction for effects of vibrating massage, easiness in using the device, heat generation was not less than 3.5 in all categories except a category about noise.