• Title/Summary/Keyword: computer fashion

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Study on Computer Knitting for Patterns on Porcelain of Underglaze Iron (컴퓨터 편기를 사용한 철화자기 문양의 편성에 관한 연구)

  • Kim, Ji-Hyun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.10 no.2
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    • pp.91-103
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    • 2008
  • Because of comfortable texture and easy treatment, more and more knit products has been required for leisure such as sports, traveling, hobbies, and various social activities. Therefore, the demand of knit is gradually increasing in the clothing industry. There are, however, several issues, which require solutions, and we must develop higher value-added products, which differentiate from those of developing countries allowing us to compete and win in the world market. The patterns on porcelain of underglaze iron, which had been popular from late-l5th century to mid-16th century, are diverse, unique, and traditional--so valuable patterns of our own. The computer hitting machine enables the designer to conceive new designs and produce samples of fabrics within a few minutes, which allows us to save time for mass production. Therefore, it is an essential tool for the knitting industry. After collecting, analyzing, and choosing various patterns on porcelains of underglaze iron, This study reflects the actual experience of hitting the fabrics with the patterns through the computer knitting machine which is also used to produce patterns after designing the new patterns through Adobe Illustrator and Photoshop, which has several merits. This article compares and analyzes them for production, which uses the patterns that has been designed from the patterns on porcelains of underglaze iron.

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A Study on the Textile Design by Computer Graphics (컴퓨터 그래픽에 의한 텍 스타일 디자인 연구(I) -Printing Patterns Design 중심으로-)

  • 남후선
    • Archives of design research
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    • v.5 no.1
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    • pp.57-68
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    • 1992
  • The purpose of this study was to describe patterns of two dimensions, clothes of three dimensions. The IBM 32Bit Computer Graphics was used in this study. TIPS, LUMENA, FREE STYLE and TOP AS were used as soft wares. The procedures of study were as follows; 1.Selection of motives. 2.Selection of color and gradation. 3.Making patterns. 4.Input patterns of two dimensions on TOP AS. 5.Making Mannequin and fashion illustration. 6.Mapping patterns onto fashion illustration.

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Aesthetic Characteristics of 'Movement' Expressed in Modern Fashion (현대 패션에 표현된 움직임의 미적 특성에 관한 연구)

  • Park, Eun-Kyung
    • Journal of the Korean Society of Costume
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    • v.55 no.8 s.99
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    • pp.112-126
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    • 2005
  • The purpose of this study is to analyze the aesthetic characteristics of 'movement' expression in modern fashion(1910-2004) based on a study of modern fine arts which adopted 'movement' element in their work. In this study the meaning of movement was defined as motion, changing position and transformation. Literature survey through books and research papers and demonstrative study with fashion collection photos were undertaken. The results wert as follows ; 1) Kinetic art, optical an, light kinetic art and technology art such as video and computer art have adopted 'movement' element in their work. 2) The plasticities of 'movement' fine arts were identified as mutual penetration, increase of visibility, use of non-traditional materials and dynamism. The internal meanings were identified as expansion of aesthetic experience and the concept of fine art, optimistic attitude on technology, spectator participation and integration of art and life. 3) The 'movement' expression in modern fashion was distinctively found in 1910s-20s(avant-garde fashion), 1960s (kinetic and optical art fashion) and mid 1990s to 2004 (techno-cyber fashion). 4) The plasticities of the 'movement' expression in modern fashion were identified as non-definition, use of non-traditional materials, dynamism. The internal meanings were identified as expansion of aesthetic experience and the concept of dress, optimistic attitude on technology, playfulness through participation. In conclusion, the expression of 'movement' in modern fashion has optimistic viewpoint on the development of modern society and is one of the interesting design points which will be pursued in the fellowing years.

A Study on the Consciousness of Fashion Industry Internship - Focused on Directors of fashion Industries - (패션 산업 인턴십에 대한 의식 연구 -패션 기업 관계자를 중심으로 -)

  • Chung Sang-Gil;Yu Ji-Hun
    • The Research Journal of the Costume Culture
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    • v.13 no.4 s.57
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    • pp.604-621
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    • 2005
  • The purpose of this study were to analyse the consciousness of persons in charge of fashion industries and to provide some basis data for development of the fashion internship program which could reduce differentiation between fashion colleges and fashion companies. Fifty national fashion brands had been randomly selected and question researches had done from August twenty-seventh to October thirtieth by the visit, mail, fax and e-mail etc. Date analyses were conducted with SPSS program on the frequency, t-test and ANOVA. The results were as follows. The companies selected interns by documents and interview, however, in the future they will prefer to accept interns by appraising some task. They preferred to apprentice for two months with some simple job and tasks. The companies wanted some prerequisite study such as major curriculum, human nature education, computer education. And each division wanted different curriculum. They wanted to be joined with industrial disaster insurance for intern and to be given allowance and credit. They also preferred reputation ratio of industry : college as $70\%$ : $30\%$ for intern reputation. There were some vitalizing method of fashion internship such as discriminated fashion internship program, government support for industries, universities and students, organization opening to connect industry and . university, mentor-system and credit system introducing, curriculum reforming in the university.

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The Interchange in Drawing Styles between Cartoon and Fashion illustration (만화와 패션 일러스트레이션의 그림체적 교류)

  • Sung, Kwang-Sook
    • Journal of the Korean Society of Costume
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    • v.59 no.4
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    • pp.82-97
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    • 2009
  • In this study, it can be identified that drawing style of cartoon and fashion illustration are mutually linked and interchanged. The common background of drawing style between cartoon and fashion illustration, is as follows; 1. A means of image communication through mass communication 2. Similarities as visual signs 3. The borderless of painting, illustration and cartoon. 4. Usage of common drawing expressions such as deformation, distortion, exaggeration, metaphor, metonymy. Drawing style interchanging between cartoon and fashion illustration, is as follows; 1. Similar to figure and face are contemporary style, similar figure, Anime style and humourous style. 2. Similar to the way of express is focusing on the line, simplification, mixed computer graphics with hand drawing, artistic expression, the way of multimedia.

(A) study on digital fashion from the aesthetic perspective of media (디지털 패션의 매체 미학적 관점에 관한 연구)

  • Park, Mina;Ko, Hyun Zin
    • The Research Journal of the Costume Culture
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    • v.25 no.1
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    • pp.48-63
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    • 2017
  • When digital media and images are combined, their significant sociocultural impacts can be exercised. Therefore, this study analyzes digital images shown in such trends of digital media compared to the digital fashion from an aesthetic perspective. Research and empirical studies are focused upon to analyze the aesthetic characteristics of digital fashion. Digital Fashion comprehensively refers to fashion design using computers and software, and is considered as "Fashion Design utilizing Digital Technologies" including computer software and hardware perspectives, so that it may be renamed "Digital Fashion." The esthetic characteristics shown in the Digital Fashion defined above are analyzed according to how media philosophers conceptualize the digital image. First, from the perspective of creation, Digital Fashion Images are technical images produced by computers. Uncanny characteristics expressed through virtual images look more realistic than the actual ones used in experimental works of fashion designers. Such virtuality dynamically expresses various colors and fabric patterns through lights using digital technologies that do not yet exist in cloth form, rather in a non-material form of dynamic virtual imagery. Digital fashion images on monitors express digital fashion designs by shaping virtual images through 3D printing. Second, Digital Fashion Images from the perspective of acceptance are created through deconstruction, while fashion has only been previous viewed visually, Digital Fashion delivers immersions of visual touches as if directly experienced for accepters. Digital Fashion will continuously develop and become more influential as it converges with digital media.

A study of Fashion art Illustration employing Matisse Painting

  • Kang, Heemyung
    • Journal of Fashion Business
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    • v.16 no.6
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    • pp.63-79
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    • 2012
  • Modern art is getting more comprehensive and diversified regardless of genre in many forms due to the pluralism and anti-aesthetic trend of the time which is impacted by post modernism. This atmosphere is also applied to fashion illustration which creates synergy effect in cooperation with many different genres. This study selected Matisse' paper cut-out as the subject which would reflect the minimalism and ionism of modern plasticity. By taking this as the motive for fashion illustration, I made seven illustration works with the subject of minimalism of form and color. The conclusion of this study is as following. First, Matisse's paper cut out has controlled plasticity related to the modern ionism and it well fits the modern trend and sensibility which is appropriate for motive of fashion illustration. Second, by upgrading the technique of Matisse' paper cut-out in a modern way such as combination of hand drawing and computer graphic using Photoshop, I was able to make originative and creative illustration works with background and patterns that were closely connected with each other. Third, applying the fashion illustration to other various products is being well received now and I made my illustrations that could lead to follow up studies to apply the fashion illustration to other different products. Matisse' paper cut-our has forms, colors and patterns that can contain both commercial and artistic value. Therefore it is quite feasible for follow up research to apply into many different areas.

A Study of Clothing Design in the Digital Age (디지털 시대의 의상 디자인 개발에 관한 연구)

  • 배리사;이인성
    • Journal of the Korean Society of Costume
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    • v.54 no.4
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    • pp.63-74
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    • 2004
  • This study shows that clothes to be just the same as the real thing can be Produced through the third dimension computer graphics, and then presents that not only the area of fashion design can be expanded in the virtual reality field by doing the simulation of the fashion show, but also the information can be made the real time public ownership and the communication can be fulfilled smoothly. In this study, analyzing the third dimension computer graphic programs to be used much at present, Alias Wavefront Company's Maya software which was the most effective in the clothes simulation and the clothes CAD SGS OptiTex 8.7 which went well substitutive for it were used of them. The conclusions of this study that got through the work manufacture are as follows: The first, if the file manufacturing in the clothes CAD by using the computer was stored, the pattern used 3D simulation was available because it could be summoned in 3D software. The second, if the data of DXF form in Maya program was summoned, they could not be applied by Maya Cloth supported in Nurbs only because they were recognized as the DXF_layer. So the curve along the outer lines of the pattern was drawn and Maya Cloth was applied to be possible to get the natural silhouette of clothes. The third, when the clothes were manufactured by 3D, if the draping character was applied according to the textile special quality, not only the control of textile's thickness, weight, quality feeling, and silhouette was available, but also the clothes were available to graft the special textile materials. The fourth, the natural motion of model was produced by capturing the actual model's walking action In order to produce the fashion show motion and also the dynamic fashion show was available by the angle of camera, the establishment of lighting, and etc. in the final rendering. The clothes manufactured by 3D are available to change the design by changing the materials, or by adding the details, or by utilizing the special materials on clothes. Therefore, the trial and error following at the clothes manufacture can be reduced. But the elevation of the rendering speed, the price down, the strengthening of personal security, and etc. are required.

A suggestion for Mobile Fashion Information using Ontology Technique based on Relation Database (관계형 데이터베이스 기반 온톨로지 기법을 활용한 모바일 패션 정보 제안)

  • Ahn, Hoo-Young;Park, Young-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.6
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    • pp.207-212
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    • 2007
  • Recently, requriements that people want to receive various information related with fashion are increasing. A lot of internet shopping malls and corporations provide information about fashion. However, those systems do not give enough information about fashion. To solve these problems, the paper provides the recommend technique for providing complex fashion information on mobile devices. The providing system implements fasion ontology by using XML. The XML ontology has dewey number as an attribute. The recommend technique uses this number and find LCA(Lowest Common Ancestor) on the fashion ontology. Then those child nodes under the LCA are recommended as related information. The results are displayed on the mobile browser. The system provides function for taking a picture or movie of fashion contents. Those movies and pictures are UCC(User Created Content)s. The system is a novel system that can recommend complex fasion information on mobile devices.

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Drawing Lines in Clothing on the 20th Century Fashion Illustration (20세기 패션 일러스트레이션의 의습선)

  • Yun, Eul-Yo
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.165-172
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    • 2010
  • The development of photography technology has changed the domain of fashion illustration that once prospered while the improvement of computer technology can now reedit the limits of photos. Presently, the border between photography and illustration has been collapsed through a medium of computer. And this phenomenon tends to be encouraged by expressive features that traditional fashion illustration was characterized by. Thereupon, this study aims to investigate the expressive features of drawing lines in clothing on the 20th century fashion illustration based on such periodic demand. Therefore, this paper deals with the followings: the first is to understand the concept of the drawing line in clothing ; the second is to consider the features of drawing lines in clothing on the Eastern and Western paintings; the third is to figure out the flow of the 20th century fashion illustration; the fourth is to analytically study the features of drawing lines in clothing shown on the 20th fashion illustration.