• 제목/요약/키워드: clothing utilization

검색결과 146건 처리시간 0.024초

자연이미지를 활용한 리사이클 패션디자인 연구 (Recycle fashion design development using nature image)

  • 진안양;하승연
    • 한국의상디자인학회지
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    • 제20권2호
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    • pp.47-62
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    • 2018
  • This study examined recycled fashion design utilizing natural images for application to recent trends. This study is significant in that it presents the possibility of the development of recycled women's wear design by reflecting the characteristics and expressions of natural images and using denim material, which is the most common clothing material for everyday life. The results of this study are summarized as follows. First, five types of women's clothing was produced, pursuing a natural design with a soft and feminine silhouette. Second, the colors used were blue and white, which could represent nature. Third, as for materials, this study used clothing that was to be thrown away: four pairs of denim pants and two denim dresses. This study chose denim cloth, with its great value for reuse, because of the characteristics of the strong and durable fiber, because everyone has more than one article of clothing made from denim and because it can be easily sourced. Fourth, for textile motifs, this study expressed a peaceful natural scenery with tropical animals and plants. In addition, this study further emphasized natural images using transfer media printing. This study has significance in that it presented the possibility of recycled fashion design and expanded the range of utilization using transfer media printing, a dyeing treatment to reduce the environmental burden.

3차원 인체스캔형상을 재현한 3D 아바타 제작을 위한 가상착의 시스템의 활용성 검증 -CLO 3D 프로그램을 중심으로- (Usability verification of virtual clothing system for the production of a 3D avatar reproduced from 3D human body scan shape data - Focusing on the CLO 3D program -)

  • 홍은희
    • 한국의상디자인학회지
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    • 제22권1호
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    • pp.1-13
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    • 2020
  • The purpose of this study is to create a 3D avatar from 3D human body shape data using the CLO 3D virtual clothing program and to verify the feasibility of avatar production using the virtual clothing system for verifying size and shape. The research method was to select one virtual representative model that is the closest to the mean size of each body item for each age group. Using the 3D human body scan shape of a 40-69 years old male was applied to the CLO 3D virtual wearing system. Using the CLO 3D Avatar conversion menu, we verified the feasibility of creating a 3D avatar that reproduces the human body scan shape. In the dimension comparison between the 3D avatar and the fictitious representative model, the dimension difference was noticeable in height, circumference, and length. However, as a result, the converted 3D avatar showed less than a 5% difference in most human dimensions. In addition, since the body shape and posture were reproduced similarly, the utilization of the avatar was verified.

디지털 매체를 활용한 한국적 이미지 패션 디자인 개발 - Maya(Qualoth) 프로그램을 활용한 3차원 모델링 - (The Development of Fashion Design with Korean Images Using Digital Media - 3D Modeling Based On Maya (Qualoth) Program -)

  • 이윤경;김민자
    • 복식
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    • 제58권6호
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    • pp.42-53
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    • 2008
  • This study is about the development of Fashion Design using of Korean Motive applied Digital Medium. With rapid change during the 21st century, digital media has emerged as the most important communication tool to facilitate speedy and interactive conversation. The recent emergence of 'Mass Customization' is a good reflection of digital transition's interactive features, realizing product variation and customization through flexibility and immediate responsiveness. In this so-called digital era, fashion is a tool that facilitates the use of digital media, while acting as the object, or the purpose, where digital media can be applied. This study looked at the development situations and future utilization method regarding digital fashion, which was recreated through digital media. In this study, a new design process was developed through digital media and actually manufactured Korean image clothing to reflect the motif of plant found in Korean folk paintings. Three-Dimensional(3D) digital shape was dressed in virtual clothing for comparison, thereby adding some features of textile design to three-Dimensional(3D) shape. Through the process, the study can provide various potential accesses to future development of fashion design utilizing digital media.

3차원 바디 스캐너를 이용한 남성 상반신 인체측정 -직접측정과의 비교- (Upper Body Measurement of Men using 3D Body Scanner -Compared to Anthropometry-)

  • 백경자;이정란
    • 한국의류학회지
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    • 제32권1호
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    • pp.24-34
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    • 2008
  • Three dimensional body scan technology is being targeted for utilization in the apparel industry. The purpose of this study was to test reliability of the body scan data targeting from 20 to 24 year old men by comparing 3DM, 3D body-scanning semi-auto measurement extraction method, Scanworx, 3D body-scanning auto measurement extraction method, and traditional anthropometric method. We found significant differences in 9 out of 25 items in upper body measurements using 3DM and 16 out of 25 items using Scanworx. In the range of difference value of scan measures, it showed 1 item in the absolute value of more than 40mm between two measuring methods, 3 items in 20 up to 40mm, and less than 20mm in other items. Overall, in height items, the numerical value of traditional measure was higher and in girth, width, depth items, 3D scan measure was higher. We found out that reliability of 3D measurements taken from whole body scans was different according to scanners, scanning softwares, programs, and subjects.

스마트 웨어러블 회로 구성을 위한 고신축성 이선 전송선형 전자섬유 밴드 (Highly Elastic Two-wire Transmission Line E-textile Band for Smart Wearable Circuit Formation)

  • 노정심
    • 한국의류학회지
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    • 제46권2호
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    • pp.367-374
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    • 2022
  • Herein, a highly elastic e-textile band with a two-wire transmission line was designed and fabricated for smart clothing applications. A conductive yarn with a very uniform low electrical resistance of 0.0357 Ω/cm was developed and used for the signal and ground lines. To control the elasticity of the e-textile band, spandex yarns were added in the warp direction during knitting and the tension was adjusted. As the length of the e-textile band increased, its RF performance deteriorated. Furthermore, the frequency corresponding to -3 dB S21 was lower in the 30% stretched band than in the unstretched band. For the e-textile bands with lengths 10, 50, and 100 cm, the frequencies corresponding to -3 dB S21 were 107.77, 24.56, and 13.02 MHz when not stretched, and 88.74, 22.02, and 12.60 MHz when stretched by 30%. The fabricated bands were flatter, more flexible, and more elastic than transmission line cables; thus, they can be easily integrated into wearables and smart clothing. However, to increase RF performance and achieve optimum utilization, future studies must focus on the fabrication of transmission lines with lower resistance and reduced distance between the signal and ground lines, and thus the number of transmission lines can be increased.

발효쪽 소재와 전통디자인을 활용한 뉴실버세대의 요양복 개발 (Design Development of the Recuperation Clothing using Polygonum Indigo and Traditional Design for New Silver Generation)

  • 김복주;조오순;박혜원
    • 한국의류학회지
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    • 제31권9_10
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    • pp.1408-1417
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    • 2007
  • In Korea, to deal with the housing needs of the elderly, the government operates free nursing homes and residential homes. And to deal with the needs for daily necessities, imported products or products for the disabled have been supplied for the elderly. The government has recognized the importance of silver industry in this rapidly aging society and has established strategies to vitalize industries related to seniors to deal with the seniors' need for food, clothing, and shelter. This study examined the necessity of nursing home gowns, and the development of nursing home gowns that are environmentally friendly, beautiful and functional for the new silver generation. For this study, literature review and Internet search were conducted regarding the status of silver fashion, necessity of nursing home gowns, emergence of new silver generation and change in lifestyle, and value and utilization of natural dye and traditional patterns. To produce nursing home gowns, fabric was dyed using fermented indigo dying, and 3 styles of nursing home gowns for each gender were designed in consideration of seasons. Lastly, these gowns were evaluated by fashion experts, medical personnel, hospital gown and silver wear experts, and natural dye experts. The results showed that the traditional Korean designs developed in this study were excellent and the fermented indigo dye was appropriate for the nursing home gowns. The development of nursing home gowns in this study will be utilized as basic material for the development of silver wear and nursing home gowns to improve the quality of life for the seniors.

여대생의 의복착용동기와 패션경향 (The Motive of Clothing-Wearing and Fashion Trend for Female College Students)

  • Ji-Hun Yu;Myung-Sook Han
    • 복식문화연구
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    • 제8권1호
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    • pp.65-76
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    • 2000
  • The purposes of this study were to claassify of clothing-wearing motives, to analyze tendency of fashion in campus, and to propose fashion merchandising plans and marketing strategies of companies for female college students. Research had been done during 1 week each on April and October in 1998 and 1999. Sixty-two students in spring semester and 54 student in fall semester were surveyed and analyzed. Their grades and majors were not considered in this study. Fashion Diary had been written by students and then their statements were analyzed by the means of the qualitative data analysis. Following conclusions were obtained from this study. 1. Clothing-wearing motives were classified with 'group depending on daily work', 'group depending on image', 'group depending on body supplement', 'group depending on weather', 'group of fashion following', 'group depending on courtesy', 'group depending on mood', and 'group of unconcerning'. 2. The fashion tendency of the students were layered look and they preferred casual styles, such as round t-shirts, jean pants, and cardigans. The color of white, black, and gray were prevalent for top wear, and the color of blue, black, beige for bottom wear in both seasons. For shoes, color of black, brown, white were popular. For bags, black, blue, and khaki color were prevailed. 3. The proposals obtained from this study are as follows : 1) Production of clothing enforced functional and practical base is wanted for 'group depending on daily work'. 2) Designs considering body parts such as hip, arm hole, shoulder, and thigh are needed. 3) Utilization of new materials such as waterproof with ventilation, opaque (means 'not see-through'), antipollution finishing process are required. 4) Simple designs of clothing which could be performed by herself with various accessories. Thermochromic materials are wanted for 'group of fashion following'. 5) Diversity of semi-suit is required for 'group depending on courtesy'.

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3D 가상의상 기술을 활용한 패션 브랜드 사례 분석 - 그린디자인 관점을 중심으로 - (Analysis of Fashion Brand Cases Using 3D Virtual Clothing Technology - Focusing on Green Design Perspective -)

  • 김시은;김민지
    • 한국의상디자인학회지
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    • 제26권2호
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    • pp.115-127
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    • 2024
  • This study was initiated by focusing on the characteristics of 3D virtual clothing utilized by fashion brands aiming for sustainability. The purpose of this study is to analyze the characteristics of fashion brands that utilize 3D virtual imagery to mitigate environmental pollution caused by the fashion industry from the perspective of green design. The research methodology draws on green design literature and analyzes three hypothetical cases. These include experiential immersive design, design that rewards engagement, and design that delivers economic benefits that were utilized by fashion brands from 2019 to 2023. The findings and conclusions are as follow. First, the for the commercialization of virtual clothing, offline stores are reproduced in the digital world to provide an immersive shopping experience, similar to reality. These promote fashion products in a virtual space without the constraints of space and time, and creates profits and sustainable value. Second, virtual clothing promotes playfulness. Games and events utilize branded virtual worlds and characters to attract users. Rewards are given for achieving goals, and it is a practice of green marketing that uses virtual items to express products and minimize resource waste. Third, virtual clothing is affordable and can reduce the financial burden on consumers by digitally reproducing expensive products as physical brand collections at an acceptable price point. This reduces environmental pollution, saves physical resources, and increases the utilization of virtual clothing by providing a convenient way to purchase. This study is a basic study that examines the current status and characteristics of fashion brands' use of 3D virtual imagery from the perspective of green design based on literature and case analysis, and follow-up studies are expected on empirical virtual imagery activation measures through interviews or surveys with users for each case.

유아복 구매자들의 가치집단에 따른 의복구매행동 (Clothing Behavior by Value Group of Baby Clothes Purchasers)

  • 박옥련;이지나
    • 한국생활과학회지
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    • 제19권1호
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    • pp.127-136
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    • 2010
  • This research subdivided the groups of baby clothes purchasers by consumer value factors in order to study clothing behavior by the value group of baby clothes purchasers and to examine differences in shopping propensity, pursuit benefits, evaluation criteria, and utilization of information sources depending on the value groups 1. A total of three factors - the pursuit of a stable life, the pursuit of achievement, and the pursuit of pleasure - were derived by conducting a factor analysis on the value dimensions of baby clothes purchasers. The value types of baby clothes purchasers were classified into three groups - the group of the pursuit of achievement, the group of the pursuit of stability and pleasure, and the passive group as the result of conducting cluster analysis on the basis of three types of personal value factors. 2. In the difference of shopping propensity by the value group, the group of the pursuit of achievement and the group of the pursuit of stability and pleasure were found to be the group having economical shopping propensity. In the difference of pursuit benefits by the value group, the passive group appeared to be the group in pursuit of fashion, and it could be seen that the group of the pursuit of achievement and the group of the pursuit of stability and pleasure were highly interested in the pursuit of individuality and practicality. 3. In the evaluation criteria of clothes by the value group of baby clothes purchasers, the group of the pursuit of achievement was found to consider physical criteria as important evaluation criteria, and the group of the pursuit of stability and pleasure was found to consider aesthetic criteria as important evaluation criteria. In the utilization of information sources by the value group of baby clothes purchasers, the passive group was found to be influenced most by market-oriented information sources.

동대문 패션시장의 기술 활용 의도에 따른 QR시스템 효과에 대한 인식 연구 (Recognizing the Importance of Quick Response Systems in Conjunction with the Utilization of Technology in the DongDaeMoon Fashion Market)

  • 홍병숙;이은진;진선희
    • 대한가정학회지
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    • 제46권2호
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    • pp.51-58
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    • 2008
  • The purpose of this study was to analyze how the appreciation or recognition of quick response systems, with the utilization of technology, can improve operations for businesses in the DongDaeMoon fashion market. A survey was conducted from April 25 to May 10 in 2007, among owners and designers of wholesale shops in the DongDaeMoon fashion market. Data was collected from 270 subjects, and general descriptive and comparative statistical analysis was applied to acquire various parameters. Firstly, the product types within the DongDaeMoon fashion market were small and medium quantity batch production systems. The majority of businesses adopted the production strategy of outsourcing through subcontracted factories. To re-order, a fashion merchandising required 2 to 3 days. Secondly, the design sources of fashion merchandises were national fashion brands, popular items within the same industries, and also fashion magazines. New products was made within 4 days after a sample item was received. Business acquaintances were fashion retail shops of DongDaeMoon, and internet or home shopping companies. Thirdly, the recognition of importance and effects of quick response systems was difference between high and low group of the utilization of technology in the DongDaeMoon fashion market.