Rapid informatization and technology advance in the 21st century has invited a new paradigm and changed many things in human life pattern. The impact of mobility seen in this digital nomadism has brought about, when it comes to clothing, a change in its unique meaning, that is, the graftage of high technology onto present nomad's life style who live moving around all the time due to the expansion of mobile environment. As the fruits of this expansion of mobile environment and technology advance in wireless telecommunication, easy-to-carry smaller sized devices such as cell phones, PDA, and MP3 players represent the present times, while the future would be an 'era of wearing' in which kinds of electronic devices and systems are integrated into clothing. Thus in this study, concept of wearable computer seen in the 21st century's digital nomadism was reviewed, and figurativeness and anesthetic value of wearable computer were discussed in association with the change in high style image resulted from technology advance and change of life style. By drawing a justice from which, value of future fashion was also prospected.
Journal of the Korea Fashion and Costume Design Association
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v.5
no.1
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pp.47-57
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2003
Today there are increasing number of internet users. Internet is wide use of banking, shopping, school and studding. Also, internet is used in everyday living and its use is getting larger. Korea has the one of the most use of internet in the world. Most of houses have computer with internet, and there are alot of PC rooms in the streets. anyone can enjoy the internet anytime anywhere. Now, in internet there are group formed by community purpose. The 'dot com' companies was not making much of profit from their goods. However, they came out with an idea "avata" Soon, the avata became a hit and its known for its success. Avata is used for E-mail, name card, post stamp, and chatting. Also, Avata is very popular among chatting service, icon chatting, and 3D graphic chatting. Avata represent the user himself in internet and computer created imaginary space, and it connects between imaginary space and reality, also it exist between real name and nick name. Past years, the internet users were satisfied with their nick name, however resent year users wants to express them more. For the result the "Avata" is created to fulfill the need to express user themselves. There are three different ways to see how Korean react to fashion industry. first, Korea's land structure makes the density of population high, the transmission of information is very fast. Next, collectively is high among Koreans. Finally wide use to internet made the transmission of the fashion information much faster. The User wants to keep up with the fashion at the sametime they want to express themselves, and "avata" is the one that fulfill their needs. New technology and the desire to express themselves made the new term "avata industry". which was never existed before. In addition, the internet markets have potential power. Although, it is in start stage of avata industry. However, the experts say that its possibility of its development is not predictable. In conclusion, watch the development of a situation to analyze the avata industry and develop new avata fashion market.
The purpose of this study is to make the internet website on the order-made fashion design so as to do meet the need of netizen in the 21st century. It made the consumer do the design which he or she wants by the combination of the compositions that do select the pattern of the skirt design to fit his or her size and body shape. For the set-up of website, the elements of composition must be considered, and also the planning and design must be done fur the order-made fashion design. With the internet website, it's possible to do reach the below points; first, it can make the consumer do the design which he or she wants by himself or herself; second, it can provide him or her the information of measuring his or her body shape to buy the design pattern which he or she wants. Third, it can be contributed to make the brand more active by improving his or her satisfaction with the design and pattern which he or she wants. Also it can bring up the effects as fellows; first, lashing power of the design can be increased by the order-made fashion design to attract his or her interest, and also it can make him or her more satisfied. Second, the competitiveness can be strengthened by the differentiation of the fashion site between the existing design and the order-made fashion design. Third, the production of design can be higher and also its expense can be reduced even for the small and medium-sized clothes maker or merchants. Finally, it is able to enlarge the applicable field into the design of small articles, home fashion, and textile which they want to sell the differentiated and order-made products.
Journal of the Korea Society of Computer and Information
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v.27
no.2
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pp.229-236
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2022
In this study, we proposed a hierarchical model of a mobile fashion shopping apps to find out factors that consumers consider when choosing a mobile fashion shopping apps, and also derived priorities by calculating the weights of the selection factors. To estimate the priorities of selection factors, we analyzed survey data collected from consumers who are currently using a mobile fashion shopping apps. As a result of this study, the first-step selection factors of the mobile fashion shopping apps consisted of economics, informativity, convenience, reliability, and additional service, and economics factor revealed to be the most important. Additionally, in the result of synthesizing the weights of the first-step and second-step selection factors, the coupons and discount event factor was found to be the most important. In the fierce competition of various mobile fashion shopping apps, the findings of this study not only proposed the evaluation model of mobile fashion shopping apps using the AHP technique but provided the priority of consumers' selection factors for mobile fashion shopping apps.
Journal of the Korea Society of Computer and Information
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v.27
no.12
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pp.111-119
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2022
The purpose of this paper is to examine the change in perception of 3D virtual fashion before and after COVID-19 using big data analysis. The data collection period is from January 1, 2017, before the outbreak of COVID-19, to October 30, 2022, after the outbreak. Big data was collected for key words related to 3D virtual fashion extracted from social media such as Naver, Daum, Google, and YouTube using Textom. After the collected words were refined, word cloud, word frequency, connection centrality, network visualization, and CONCOR analysis were performed. As a result of extracting and analyzing 32,461 words with 3D virtual fashion as a keyword, the frequency and centrality of fashion, virtual, and technology appeared the highest, and the frequency of appearance of digital, design, clothing, utilization, and manufacturing was also high. Through this, it was found that 3D virtual fashion is being used throughout the industry along with the development of technology. In particular, the key words that stand out the most after COVID-19 are metaverse and 3D education, which are in high demand in the fashion industry.
Journal of the Korea Fashion and Costume Design Association
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v.22
no.2
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pp.117-136
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2020
The purpose of this study is to analyze changes in high-tech fashion along with the types and characteristics of high-tech fashion that have appeared recently providing diverse material for the fashion field. High-tech fashion requires such research to learn how much distance one has in one's life. It is also meaningful to predict what direction high-tech fashion research may be needed. For research methods, previous research and literary studies were considered and photographs in which high-tech techniques were used were collected using the keyword 'high-tech fashion'. High-tech fashion types can be organized into the four types of luminescent types, mutual interaction types, 3D printing fashion, and virtual fashion. The research results were as follows. First, luminescent fashion was an important expression method of high-tech fashion. Materials for luminescent fashion first started with LED electric wire connections and many methods have been attempted with the appearance of electrically conductive clothing material, such as luminescent lasers and beam projectors. Second, interactive high-tech fashion often appears as variable fashion. The work of Hussein Chalayan, which was combined with advanced technology, set up a base for variable type interactive high-tech fashion in the 2000s. As bioengineering technology has developed, fashion that interacts with the environment without an energy source has appeared and the interaction among fashion, people, and the environment can be seen. Third, diverse forms of expressiveness in virtual reality such as 3D CLO shows a great difference with past high-tech fashion. Simple and diverse attempts made through virtual fittings reduce the limitations of time and space, permit interaction, and add a sense of reality through speed and dynamic physical beauty. Fourth, 3D printed fashion expresses complex and detailed clothing material that is different from those before with the development of computer 3D modeling technology. Modeling that can imitate geometric and bio-engineered structures is possible and mysterious feelings are passed on to people through creative expressions.
The importance of environment has come into focus recently, and this has led to increased attention on zero waste fashion design as a method to minimize waste from the production stage of fashion goods. The purpose of this study was to analyze the development method types and the characteristics of zero waste fashion design in order to study the eco-friendly meanings of zero waste fashion design, as well as its meaning as creative design development methods. Through the case analysis of recent designs, the design types of zero waste fashion design were largely classified into cut and sew, folding, draping, and non-woven types, and they were classified again according to the characteristics of production process. According to the result of analyzing fashion design development methods of zero waste fashion designs based on the process of completing design, they were classified into pattern making, computer programming, draping, assembling of the unit, and non-woven moulding methods, and the aspect of combined use rather than utilization of one method appeared. Formative characteristics of zero waste fashion design included decorative beauty, formative beauty, and transformable beauty and its design characteristics were fortuity and unexpected properties, breaking stereotypes, structural flexibility and futuristic innovation.
The purposes of this study was to identify the differences between fashion opinion leaders and followers in the characteristics oriented New Young Generation and the types of fashion advertising involvement. The data were collected via a questionnaire from 431 college students(female=218 male=213) living in Seoul, Korea and analyzed by factor analysis and t-test. The results of this study were as follows: First, eight factors of the characteristics oriented New Young Generation were identified: Fashion, individuality, preference of caffe with affective mood, expression of emotion, indivisualism, preference of tastes oriented Western Europe, activity of pan club and chatting by personal computer. The significant differences between fashion opinion leaders and followers in fashion, individuality, preferences of the caffe with affetive mood, and expression of emotion were found in the data collected from female. There were significant differences between fashion opinion leaders and followers in fashion, individuality in the data collected from male. Second, three factors of fashion involvement advertising were identified: The hedonic involvement, social involvement, utilitarian involvement. The significant differences between fashion opinion leaders and followers in the hedonic involvement, social involvement, utilitarian involvement and the levels of involvement were found in the case of female's data. There were significant differences between fashion opinion leaders and followers in the hedonic involvement, social involvement and levels of involvement except for utilitarian involvement in the case of male's data.
Digital technology With the popularization of computers and IT technology development is causing a dramatic change across the human life. Increase of profit in fashion industry has a significant impact on the overall industry. It has been studied to develop consumer oriented higher value-added fashion products of including clothes using digital technology abroad. In this paper, we propose a system that when user stand in front of display, user can show body captured depth camera look the coordination of a variety of costume and fashion concept through a magic mirror. Using the system, we will satisfy the convenience of user and be used as a way appropriate to clothing shopping in the shortest time. The system will develop personalized fashion content industry enhanced interaction.
This study aims to contribute to the development of sports wearables. It was conducted by a convergence team of professionals in the fashion industry, kinesiology and sports studies, and computer science and engineering. The purpose of the current study was to design and develop a fabric-type fitness band for a sensor to measure acceleration during jump rope exercises. Computer science and engineering professionals developed the Arduino board and sensor, kinesiology and sports studies provided the necessary exercise protocol, and the fashion industry professionals developed the band. First, a fitness band preference survey was completed by men and women between the ages of 20 and 50. Typical uses of the band included tracking exercise amount as measured by the number of steps taken and calories burned. Strap watch closure, a single color and achromatic color, and soft and smooth touch materials were preferred as band design. Second, two fabric-type fitness bands were designed and developed. Design 1 had a 3-dimensional pocket for the sensor, bright blue color, and stretch binding around the edges and for a loop. Design 2 had a flat pocket for the sensor, achromatic color, mesh binding around the edges and two metal loops. Both designs had Velcro as a closure. Third, wear testing of both bands with the sensor were conducted of 15 women in their 20s. They wore the bands during jump rope exercises. Both bands generally satisfied the participants. The Design 2 band was slightly more satisfying than the Design 1 band.
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[게시일 2004년 10월 1일]
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