• 제목/요약/키워드: customized fashion design

검색결과 59건 처리시간 0.023초

패션 유통업체 위탁교육 활성화 방안 (The Methods to Activate the Consigned Education of Fashion Retailing Companies in the Dept. of Fashion Design in Junior Colleges)

  • 김효은;구정모
    • 한국의상디자인학회지
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    • 제5권1호
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    • pp.97-107
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    • 2003
  • This study was conducted to provide the basic data to activate the consigned education of fashion retailing company in the department of fashion design in a junior college. 36 consigned education students from fashion retailing company in Daegu were surveyed and interviewed. The result can be summarized as follows: 1. Their motives of study lie in ‘I wanted to study in a junior college’ (55.6%), ‘It would be some help for my job’. ‘My company recommended’ (16.7%), and ‘I wanted to get a higher degree’ (11.1%). 2. Their preferences in terms of major and subjects lie in ‘fashion marketing’ (30.6%), ‘fashion coordination’ (25.0%), and ‘fashion information’ (19.4%). 3. The occupations they wanted to get are ‘a displayer’ (38.9%), and ‘a shop master’ (30.6%), and ‘a merchandiser’ (8.3%). 4. The ratio of theories to practices they want is ‘40:60ㆍ30:70’ (27.8%), ‘50:50’ (22.2%), ‘20:80’ (11.1%) 5. With regard to their adaptability in school, they answered that ‘I'm doing quite well’ (44.4%), ‘I'm doing OK’. ‘It's a little hard to follow’ (22.2%) 6. About teaching methods and contents, they responded that they want ‘more emphasis on practices’ (41.7%), and they commented that ‘teachers are focused on the syllabus procedure rather than students’ practical improvement’ (19.4%), and ‘I feel loaded with too much assignment’ (13.9%) 7. They wanted to be taught by ‘professors’ (77.8%) and ‘professionals in the field’ (19.4%) In conclusion, it is required that both the college and the company need to develop a customized education program focusing on the field training specialized by their cooperation and constant researches. On the part of junior colleges, adjusting their educational directions to the trend of the 21st century, they need to focus on nurturing the consigned students to be highly qualified professionals required by the industry, using hi-tee equipment and facilities through academic and industrial cooperation.

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'놀이' 관점에서 본 인터랙티브 패션디자인의 창작 특성 (Creations of interactive fashion design as 'Play')

  • 정수진;임은혁
    • 한국의상디자인학회지
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    • 제21권2호
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    • pp.43-56
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    • 2019
  • The purpose of this study is to analyze the phenomenon of 'play' in contemporary fashion creation from an interactive point of view and to analyze cases in the contemporary fashion design creation process. The research method was a combined literature review and a case study. As a result of the research, we have derived the creations of interactive fashion design from the viewpoint can be categorized as 'play as creativity', 'mimesis', and 'deviance'. First, creativity can be seen in DIY products, customized products, and clothing that reflects the consumer's way of wearing. By actively intervening in the products and expressing their creativity in the product, it can be considered as a DIY creation. Second, mimesis in the creation of a fashion design that occurs when consumers imitate the designs of the famous fashion designers. Often similarity and difference are generated, while sometimes objects are newly constructed. Third, deviance means that an item is reborn with a completely different intention from the original shape and function by the intervention of the 'hacker' consumer. For example, the logo and the design of a luxury brand are transformed to satirize its legitimacy. In this paper, we analyzed the cases of fashion design creation as an interactive play and investigated their characteristics and tendencies.

디지털 텍스타일 프린팅 시스템에 기반을 둔 의류디자인 프로세스 연구 (A Study on the Fashion Design Process Based on the Digital Textile Printing System)

  • 이지원;이주현
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2002년도 추계학술대회 논문집
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    • pp.85-96
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    • 2002
  • 본 연구에서는 ‘대량 맞춤화(Mass Customization)' 트렌드의 부상과 그 맥락을 같이 하여, 텍스타일 분야의 혁명이라 일컬어지는 디지털 텍스타일 프린팅 기술을 기반으로 한 소비자 참여형 의류 디자인 프로세스 모형 두 가지를 제안하고, 기존의 고전적인 디자인 프로세스와 이 모형들 사이의 효율성, 적합성을 비교 고찰함으로써, 대량 맞춤화 시대를 위한 새로운 의류 디자인 프로세스의 가능성을 모색하였다. 20대∼30대 여성을 대상으로 설문조사를 실시한 결과, 전체 응답자들은 선택의 기회를 가장 많이 가질 수 있는 대량 맞춤화형 디자인 프로세스를 가장 선호하였으며, 응답자들은 의류 소재의 디자인 요소 중에서 문양보다는 색채의 영향을 더 많이 받는 것으로 나타났다. 본 연구의 결과를 통하여 획일화되고 대량화된 상품보다는 보다 차별화되고 자신의 요구를 반영한 상품을 선호하는 소비자들의 수요를 발견하였으며 이에 부응하는 디자인 프로세스로의 패러다임 변화에 관한 지표를 얻을 수 있었다.

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3D 디지털 기술을 활용한 패션 갤러리 제작에 관한 연구 (A Study on the Application of 3D Digital Technology to Producing Cyber Fashion Gallery)

  • 김지언
    • 복식문화연구
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    • 제15권3호
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    • pp.446-460
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    • 2007
  • This study shows that digital technology is adapted practical method in fashion design process and virtual simulation and cyber fashion gallery based on virtual reality are researched. This study is proposed the 3D fashion design simulation in the virtual space used on 3D studio max, poser, photoshop program according to fashion design process. The main design concept is "temporary bridge" from rainbow. This study is supposed six fashion design in accordance with three sub-theme under main concept by changing color and texture used on 3D simulation. The results of this study are as follows: 1. This study produced Cyber Fashion Gallery in virtual space to the form of CD Rom title and web title by Macromedia Director 8.5, Macromedia Flash, Sound Forge. And it is enlarged the field of expression in aspect of Fashion Exhibition, beyond restriction of time and space. 2. Clothes modelling tools is able to easily adapt to various textiles and patterns in 3D dynamic virtual mannequin before making clothes. Digital technology is able to express image changed color and texture, especially new material, multi-finishing material and brilliant material and so on. So this study is able to develop tools for study of fashion coordination. 3. Cyber Fashion Gallery consists of gallery, story, painting, symbolism, example, image, quit. This study is enlarged the range of clothing expression by digital technology and open to possibility customized-manufacture.

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Size Specification for Customized Production Size and 3D Avatar : An Apparel Industry Case Study

  • Choi, Young Lim
    • 한국의류산업학회지
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    • 제17권2호
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    • pp.278-286
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    • 2015
  • Fashion industry has tried to adopt the virtual garment technology to reduce the time and effort spent on sample creation. For garment manufacturers to adopt the virtual garment technology as an alternative to sample creation, 3D avatars that meet the needs of each brand should be developed. Virtual garment softwares that are available in the market provide avatars with standardized body models and allow to modify the size by manually entering size specifications. This study proposed a methodology to develop size specifications for 3D avatars as well as brand-customized production sizes. For this, a man's fashion brand which is using virtual garment technology is selected. And the Size Korea database is used to develop size specification based on the customers' body shape. This study developed regression equations on body size specifications, which in turn proposed a regression model to proportionately change size specifications of 3D fitting-models. Based on the each body size calculated by the regression model, a standard model is created, and the skeleton-skin algorithm is applied to the regression model to obtain the results of size changes. Then, the 3D model sizes are tested for size changes as well as measured, which verifies that the regression model reflects body size changes.

맞춤형 야구복의 효율적 생산관리를 위한 공정관리 분석 (Process Control Analysis for Efficient Production Management of Customized Baseball Uniforms)

  • 최경미;황현정;전정일;박용수
    • 한국의류산업학회지
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    • 제14권4호
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    • pp.597-606
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    • 2012
  • To increase the productivity and product quality of customized baseball jerseys, this study developed a multi-variable system for a production process that efficiently controls diverse production management factors. The working time was measured through the establishment of a standard process where skilled workers and Chinese factory workers manufactured 5 sets of the same basic design jerseys. Based on the measured working time (1,136 seconds/per unit), the multi-variable process control system was developed, where hourly production management is possible according to the involved workers and equipment types. Each process was assigned accoding to the production management factors for a total of 28 standard processes. The processes were developed based on consideration of work characteristics according to the order of needlework of open-type set baseball jerseys with sleeves(the basic design of baseball jerseys)to result in a customized production system structure that could be set up with multi-variables. As a result, a total 12 types of systems were developed in consideration of the personnel involved and the number of equipments. The optimal production management system (with the highest efficiency compared to the number of workers)was A-2, B-1, C-1. D-2, E-2, F-1, and G-1. This system had extremely high efficiency and showed 99% assignment efficiency for the 7-person team. Though not optimal, possible process assignment for each working personnel is proposed as a reserve process in case work modification is inevitable due to malfunctions and the absence of equipments.

야간 라이딩을 위한 스마트 애슬레져 패션디자인 개발 연구 (A Study on the Development of Smart Athleisure Fashion Design for Night Riding)

  • 박세은;김윤희
    • 한국융합학회논문지
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    • 제11권8호
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    • pp.115-122
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    • 2020
  • 본 연구는 야간 라이딩을 위한 패브릭 일렉트로닉스 기반의 안전 보호용 스마트 애슬레져 패션 개발 연구를 목적으로 하며 인간 친화성이 강화된 Fabric LED Display와 Fabric Capacitive touch sensor를 전도성 원사를 개발 및 활용하여 탈·부착 형태로 설계하여 구현하였다. 이러한 모듈의 탈·부착성은 다른 애슬레져 제품과 기능적·심미적인 요소를 교환 및 호환을 할 수 있도록 설계하여 기능뿐만 아니라 디자인의 다양화가 가능한 커스터마이즈 시스템으로 기존 제품들과 차별화된 스마트 애슬레져 패션 제품을 제안하였다는 점에서 연구의 의의가 있다. 후속 연구에서는 Fabric Electronics를 활용하여 착용성과 유연성이 강화된 직물의 물리적 속성에 적합한 직물센서를 개발하고 이를 활용한 커스터마이즈 스마트 패션을 제시할 예정이다.

현대 패션 산업에 나타난 크라우드소싱 디자인에 관한 연구 (Crowdsourcing design in contemporary fashion industry)

  • 박혜원
    • 복식문화연구
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    • 제25권6호
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    • pp.893-912
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    • 2017
  • Crowdsourcing models in which organizaions obtain needed product ideas and services from a crowd in a network-based society are rising as a global industry trend. The purpose of this study was to figure out the types and characteristics of crowdsourcing design shown in the domestic fashion brands, and to provide implications for design strategies using crowdsourcing. This study was based on qualitative research which was brand case studies on crowdsourcing design in the fashion industry from January 2006 to July 2017. Also, quantitative analysis using frequency and percentage was applied. The results were as follows: First, crowdsourcing design was used in almost all types of fashion brands, such as sports and outdoor wear, men's wear, women's wear, men's and women's casual wear, shoes, bags, school uniforms, jeans, accessories, etc. Crowdsourcing design in the fashion industry was classified into three types: crowdsourcing graphics and artwork; crowdsourcing customized designs; and crowdsourcing product designs. Of the three types, crowdsourcing graphics and artwork was used most. There were four methods to choose the best crowsourced design: review only by experts, voting by crowd and review by experts, crowdvoting, and crowdfunding. Second, the characteristics of crowdsourcing design were openness, participation, reward and acknowledgement, sharing and interaction, and individualized collective intelligence. Crowdsourcing design could be used as an open innovation strategy in the fashion industry, which could collect new and creative design ideas for product development, resulting in the satisfaction of consumers and benefitting the company.

Study on the Tendency of Interest of Fashion Product Development based on 3D Printing according to College Students' Fashion Life Style

  • Song, Hayoung;Lee, Jungmin
    • 패션비즈니스
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    • 제23권6호
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    • pp.101-115
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    • 2019
  • 3D printing is attracting attention from all industries as it enables the development of personalized product design to meet consumer needs by establishing a mutual connection system between production, management and consumers. However, there are still limitations to applying them as apparel materials, and research on the recognition of 3D printing or the preference for fashion products is needed to actually commercialize 3D printing in the fashion industry. In this study on the development of various product designs using 3D printing technology in the fashion industry, an analysis of 255 questionnaires was conducted to determine the preferences and purchase intention trends of fashion product design using 3D printing for college students. Data analysis was performed with IBM SPSS Statistics (V.24). 'Fashion sensitive pursuit', 'Individuality & brand pursuit' and 'Functional convenience' was interested in fashion accessories using 3D printing technology and customized fashion apparel products using 3D printing. 'Functional Convenience-oriented' and 'Practical Purchasing-oriented' type showed that the functionality and durability of products made using 3D printing technology were important. And 'Individuality pursuit' type indicated that design and applied materials were important when producing products using 3D printing technology.

중증 치매환자복 개발 및 사용성 평가 (Development and Evaluation of Customized Clothing for Patients with Severe Dementia)

  • 박광애;양정은
    • 한국의류산업학회지
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    • 제25권3호
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    • pp.346-357
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    • 2023
  • The purpose of this study is to develop clothing customized for dealing with patients with severe dementia. Based on the results of previous studies, The research patient clothing was designed to reduce the physical fatigue experienced by caregivers when dressing and undressing patients by changing the position and shape of the split in the patient's clothing. This study used qualitative and quantitative methods to measure the extent to which these modifications improved the ease of dressing and undressing the research patient. The research patient clothing was developed by moving the rear-center zipper to the side and changing the zipper from being half-open to fully open. Muscle energy consumption and fatigue generation were analyzed using EMG signals at the following sites: brachioradialis, biceps, triceps, anterior deltoid, medial deltoid, posterior deltoid, upper trapezius and erector spinae. Results indicated that the modified research patient clothing required less muscle energy and the occurrence of muscle fatigue decreased overall compared to traditional patient clothing. This was supported by the qualitative subjective evaluation, which revealed that dressing and undressing was easier with the modified clothing. In conclusion, repositioning of the back zipper to the side and the fully open slit shape significantly reduced caregiver fatigue when dressing and undressing patients.