In spite of the bad conditions of fashion companies: the number of licit wear consumers in Korea are increasing because knit wear gives a body with an comfort action. Domestic knit wear industry, however, doesn't have any standard fur satisfying consumers'needs and for quality estimation on that. So we examined the knit wearers'conception of the quality to broaden the knowledge of knit wear and produce better products. The purpose of this study was to find out the factors of wearer's perception. This study carried out through a qualitative approach. The subject of this study were 17 single women who were 20's and living in Seoul and Kyoungki province. The item of this questionary was as follow: 1) what they know about knit wear and how much they are satisfied with that 2) what the wearers think the problems of knit wear are 3) how knitted wear industry can satisfy consumers's needs and take into account consumer feedback in product development The results of this study were summarized as follows. 1. The wearers had no knowledge about materials, sewing methods, patterns, knitting methods, and gage. 2 The wearers didn't recognize the differences between the products by famous brand and obscure conventional market. For that reason, the high price knit wear wont satisfy wearer. 3. The wearers didn't prefer the revealing their body shapes. 4. Laundering was the big problem which was they chosen the knit wear. They take it for granted that the knit wear needs dry-cleaning or hand-washing. Knit wear industry tries to make it easy laundering by development knit material.
Journal of the Korea Fashion and Costume Design Association
/
v.15
no.4
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pp.195-207
/
2013
The purpose of this study is to observe the rapidly changing men's fashion style in the contemporary society and to analyze the features related to the major-subject groups, male university students. This information could be used for clothing companies to plan commodities, divide markets, and develop designs. The results are as follows. First, several opinions were varied among students' majors. For the opinion about the male students focusing on their external appearance, the students from all majors said that it depends on individual preference. For 4 reasons of external appearances, students from all majors frequently said that they should adjust their external appearance for employment. For the opinion about what is considered the most in the purchase of clothing, most of the students considered about the design of the cloth. For the opinion about influences on the purchase of clothing, major of the students were influenced by their friend or colleague. on the other hand, the students from artistic talent and physical education mentioned other opinion that it depends that it depends on situation and own intention is most important. Second, for the question about clothing behavior, with regard to monthly average shopping control expense, the students from all majors mentioned the amount less than KRW 50,000. For the opinion about the number of shopping, most student mentioned once a season. For the opinion about the store to purchase dress, most students mentioned the use of large shopping mall but the students from business administration and economy mentioned the use of discount store. Third, for the question about preferred style and preferred brand, with regard to the opinion about usual style, the students from all majors have worn casual style. For the opinion about the preferred style, most students mentioned casual style. For the opinion about man's accessory wearing, the students from all majors mentioned that it is good and for the opinion about coordination item, most students mentioned bag.
Unlike the past, when fashion brands adopted unilateral communication with their consumers, the brands today have recognized the importance of bi-lateral communication. This has led to the companies producing fashion films as a means to elicit a consensus in opinion between the brands and the consumers. Such fashion films should be understood as films using fashion that transcends time, and also as a type of fashion media. This study, which is based upon the understanding that fashion films are a part of strategic marketing for enhancing the value of brands, used domestic and international literature in order to define fashion films, and establish a theoretical basis for these films. Corroborative study was also conducted for the purpose of practical categorization. This study aims to investigate the characteristics of fashion films, and to suggest a new approach to the study of fashion films. The study adopted the research methodology used in Dudley Andrew's film theory in order to create a theoretical frame that can be used to categorize fashion films. The theory is of significance because it is the basis for the category of motion picture fashion film and media technology fashion film. The study on the categorization and the characteristics of fashion films based upon 6 sub-categories shows a consistent trend of fashion films. From the results, it can be inferred that the films contribute, in part, to the enhancement of brand value. Fashion films have shown rapid growth with the mixture of other media, and with the introduction of cutting-edge technology. Fashion films can be used as new marketing methods for the fashion brands in this digital age.
The globalization of the world, fueled by the Internet, made possible for individuals to access the cultures around the world, other than their own, easier than ever before. But among those rapidly sought out sub-cultures, the video gaming industry, once a niche market mostly for nerds and geeks, now has become one of the biggest entertainment businesses in the world. In a video game, one of the critical elements that could determine its success or failure is the characters featured in the game. And as the countless number of animated characters from many different video games from the past few years have become incredibly popular among the audiences around the world, the expectations from the fans also grow higher every time a new game comes out. Ultimately this has forced the video game developers to come up with more unique and interesting characters for their video games. And at this point, where a video game character is more than just fictional fantasy but a brand to be recognized, it is worth paying proper attention to the video game characters that represent Korea. Hence in this study, we will take a look at Han Ju-Ri, a Korean character featured in Super Street Fighter IV, a competitive fighting game developed by Capcom, one of the world's most recognized video game companies that started its life as an arcade video game, developer but eventually ventured its business into the online world. The study will propose a complete overhaul of the character by incorporating Korea's own traditional looks.
The objectives of this study were to provide the basic data for the consumer education and for the new product development by surveying housewives'demands concerning prepared frozen or refrigerated foods and by surveying industry's practices and opinions concerning new product development. 804 housewives and 14 manufacturing companies of prepared frozen or refrigerated foods were surveyed. Data from housewives were analyzed by using SPSS-X progrm in terms of $x^2$-test, one-way ANOVA, t-test. The results of study are summarized as follows : 1. Frozen dumpling, frozen meat, surimi, ham and sausage were identifed as the most frequently used food items by housewives. The mean storage period for either prepared frozen or refrigerated foods was less than 15 days. 2. Housewives with higher educational background showed the greater concerns in packing and sanitary conditions, convenience in cooking procedures and brand name of the product than their counterparts. 3. Most housewives'purchasing motive for prepared frozen or refrigerated foods was the convenience of the cooking procedures(71.1%). Among the member of family, children(72.8%) specially liked prepared frozen or refrigerated foods. 4. Housewives'demands for prepared frozen or refrigerated foods were 'price reduction'and 'nutrition fortification'. These were in accordance with the companys'opimons. 5. Most wanting new product developments from the housewives perspectives were beverages (37.7%), stir-fried menu items(36.1%), pan-fried menu items(34.0%), stewed menu items(30.3%) and soups(20.4%). In case of stew and soups, the industry did not have a plan to develop those menu items.
Thanks to both developments in various media such as the internet and TV and China's economic growth, the fashion market in China has gain a lot of attention by global businesses as a newly-raised spending market. Fashion companies in Korea have entered into the china since the late 1990s. For them to get competitive edges, they have to differentiate their brand by creating new design based on the culture becoming mega-trend in fashion market. So in this research, I try to create fashion designs based on Hallyu Stars' fashion styles and images, who come on as a new culture code in China and other Asian. For this, I conducted theological consideration on what the Hallyu is, and looked into fashion styles in soft dramas which 5 Hallyu Stars started in and street fashion in Shanghai in China. Based on the outcomes of analysis, I figured out those star's fashion style and created products targeting young generation born after 1980s in China. The conclusion of this study is as follows. Firstly, the very definition of Hallyu which can be described as a phenomenon in which Korean movies, soap operas, and pop music have become immensely popular throughout Asia.has been expanding to signify the proliferation of Korean culture as a whole. Secondly, having selected the 5 female stars representing Hallyu, we were able to analyze and categorize their fashion styles on the basis of their music videos, movies, and soap-operas. Thirdly, In order to explore the level of influence of Hallyu fashion industry, we studied the street fashion of Shanghai The result was that we could observe both the slim and feminine cool casual style and the cute and affectionate pretty casual style simultaneously.
This paper releases strategies for firms that wish to enter into online circulation business in China. SWOT based on a Korean manufacturing company teaches us better way to approach Chinese online market. Chinese online market is under oligopoly, where Alibaba and Jingdong account for about 80% of the total market. Game theory is used as a measure of threat and opportunity between Korean manufacturer and Chinese online market retailer. Game shows that they are easy to accept opportunity and sales uplift rather than low risk. Analysis shows that Korean companies should improve its products and brand competitiveness in the offline market before entering into the Chinese online retail market. They need to prepare a localization model.
Journal of the Korean Society of Clothing and Textiles
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v.40
no.2
/
pp.203-220
/
2016
This research analyzed characteristic changes in trading areas and the success factors of popular fashion trading areas (Garosu-gil, Dongdaemun, and Itaewon). This research adopts a social network analysis method to semantically analyze trading areas. Articles on the three fashion trading areas were located through KrKwic software to extract keywords and calculate word frequency. Keywords with high frequency were placed through NodeXL software to identify relationships among keywords. Researchers created a network of relationships among trading areas and between past and present of trading areas to analyze and visualize. In the past (2008-2009), the trading areas of Dongdaemun, Garosu-gil and Itaewon were placed horizontally with a limited number of shared keywords between them. However, the three trading areas retain diverse rage of keywords and an organic realtionships five years later (2013-2014). Compared to the past, all three areas see the emergence of relevant fashion keywords such as 'designer', 'design', 'brand'. Additional cultural keywords such as 'culture/art/performance', 'exhibition', and 'event' have commonly appeared and imply that related industries are an important factor as well. Fashion companies that consider evaluating areas for a new store opening need to understand the trading area characteristics and select the most suitable area. In addition, it is necessary to equip the trading area with basic fashion elements as well as relavant industry when the government tries to develop fashion trading areas.
The present study observes collaboration methods in which 3D printing was a part of the fashion manufacturing process, expression methods of such cases, and their ripple effects. As a result, the three types of collaborations between fashion designers and other industry fields, fashion brands and 3D printing companies, and fashion designers and artists. Case analysis results and ripple effects found according to each collaboration method were as follows. First, in collaborations found were between fashion designers and other industry fields, 3D printed fashion works with futuristic images were seen through the fusion of future industries, which claim to support cutting edge digital technology, and creative fashion design. As they were mainly collaborations between automobile industries with cutting edge images or digital related industries and fashion designers, they were expressed as a new form of experimental clothing, and were used as strategies to improve future corporate images of the high tech industry. Second, in collaborations between fashion brands and 3D printing technology businesses, the sporting good brands and the shoe industry attempted to let their products be known through the promotion of functional material or ergonomic technology. While they emphasize practicality by mainly using flexible material, they were mainly proposed as functional sporting goods for famous players or as shoe accessories, so methods are still used for public distribution as brand promoting marketing strategies. Third, with collaborations between fashion designers and artists, creative pieces were shown through the grafting of 3D printing technology, the artistry of artists, and the experimentation of fashion designers. In particular, the innovative value of fashion as art was created through the union of the artistic 3D modeling technology support of artists and the creativity of designers. Like this, 3D printing fashion can graft the cutting edge nature of fashion to other industry fields through collaborations, enhancing pacesetting images, and in the fashion field, it can improve possibilities for innovations in the fashion industry through the support of 3D printing technology businesses and artists, raising expectations towards future human living.
Nowadays, the family system has changed from a large extended family group to a more nuclear family and the number of people who live by themselves has been increasing. Moreover, Korea is becoming an aged society, and pets are becoming more important as leave the family home. So a lot of people in Korea now consider pets as their family members due largely to the drastic change of their life style. Therefore, the rate of importing commodities for pets like cats and dogs has been increasing dramatically. In this study, in response to the growing interest in the pet industry, I have studied recent trends and types in the pets wear markets which are still in the first stage of development in Korea. In order to enhance the possibility of mass producing pets ready-made clothes for making the unit cost lower, firstly, I presented a new basic design and pattern of pets wear made up of general textile. After that, following basic purpose of pet wear, I classified decorative clothes into party wear, everyday wear and street wear and then I developed the pattern and made a pair of works for each item totaling 6 in all. I hope that the number of Korean companies which can enhance their reputation through by marketing these products in Korean as well as all around the world will increase. I believe this will be possible because by taking advantage of the easy pattern developed in this thesis. They will be able to mass produce their own high quality pets wear brand.
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