• 제목/요약/키워드: fashion design practice

검색결과 140건 처리시간 0.029초

홈쇼핑으로 의류제품을 구매한 여성 소비자의 특성과 구매실태 및 만족도 (Demographic Characteristics, Purchase Practices and Satisfaction Degree of Women Consumers Purchased Apparel Products via Home Shopping)

  • 손부현;최종명
    • 한국생활과학회지
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    • 제12권4호
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    • pp.497-508
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    • 2003
  • This research was conducted to activate the horne shopping by providing the basic data about demographic characteristics, purchase practices and satisfaction degree of women consumers. The subjects were 328 women consumers residing in Cheongju who had purchased apparel products through home shopping. Collected data were analyzed by frequency analysis, t-test, analysis of variance, and cross-tabulation analysis using SPSS. The results were as follows: 1) When purchasing formal wears, casual wear and furnishing textile products through home shopping, respondents considered the design and fiber content seriously, and when purchasing underwear, the fiber content and size. 2) When purchasing apparel products, most of respondents confirmed apparel labels, and married women confirmed more than single women did. Among apparel labels, fiber content, care symbol, and size were the items that respondents considered most. 3) The single women managed internet and knew the value of internet in searching information or purchasing apparel products better than married ones. 4) When purchasing apparel products via home shopping, respondents used TV, catalog, and internet in order. 5) Degree of satisfaction for clothing purchased via home shopping was in ordinary level, high for furnishing textile products and low for formal wears.

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휠체어 사용자의 기능적인 바지 디자인 개발 (Development of functional Pants design for the Wheelchair Users)

  • 김경임;이정란
    • 한국의류산업학회지
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    • 제6권2호
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    • pp.213-220
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    • 2004
  • This study shows the result of the survey conducted for male adults who had to use wheelchairs. The objectives of this study are to develop and improve the clothes for the disabled people and to make those garments put into practice. For this purpose, the survey was conducted at first so as to understand the situation of the disabled peoples wearing clothes and the garment demands. This survey is to suggest the suited form of the pants they want. The result of the study is as follows. 1) The average age of the subjects was 38.4 years old. They have used wheelchairs for 12 years on the average. Most subjects two limbs were paralyzed because of the acquired spinal paralysis. 60 percent of them were wearing the urine bags all the time. The average size of the pants they purchased was 39 inches, which means that their waist and abdominal circumstance were very big. 2) Regarding the situation of wearing habits, although the subjects usually purchased ready-to-wear, most of them are very dissatisfied with them. Especially, they considered the size as their main dissatisfaction. The main concern for buying garments was how comfortable and mobile they are while wearing them. They also needed outdoor garments. Lastly, they looked forward to the shop specialized in the garments for disabled people. 3) The functional pants for adult men using wheelchairs had the same zipper as that of general pants. The waist belt was made of rubber to reduce the pressure on waist and to cover 2 inches (5 cm) of waist circumference. Also it should be made to secure each button within the belt in accordance with size. Finally, it was designed as formal wrinkled pants that had pockets within the reach of hands when the disabled used wheelchairs.

크로스레이어 디자인에서 사이드 인포메이션을 활용한 채널 추정 및 예측 (Channel Estimation and Prediction in Cross-Layer Design Using Side-information)

  • 조용주;차지훈;김욱중
    • 방송공학회논문지
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    • 제16권5호
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    • pp.797-800
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    • 2011
  • MPEG에서 진행 중인 MPEG Media Transport(MMT) 표준화는 IP기반 방송통신융합망에서 효과적인 멀티미디어 전송을 목적으로 하고 있다. 본 고에서는 MMT 제안 기술로서, 유선망에 비해 채널의 변화가 많은 무선망에서 효과적인 멀티미디어 전송을 위해 제안된 크로스레이어 디자인(Cross Layer Design-CLD)에서의 신호세기(signal strength information) 활용 방법을 소개한다. 무선환경에서 신호세기를 활용하면 매우 효율적인 멀티미디어 전송이 가능함은 관련 연구 논문[1]-[5]을 통해 증명되었다. 하지만, 무선채널의 특성상 서로 다른 신호세기의 범위를 사용함으로써 신호세기 정보의 유용성에도 불구하고 레이트 어댑테이션 애플리케이션에서 활용하는데 제한이 있어왔다. 따라서 본 논문에서는 MMT 표준화 기술 기고로 제안된 무선채널 신호세기 정보의 범위를 표준화된 형식으로 활용하는 방법에 대하여 기술한다.

영화 사례분석을 통한 디지털 분장 기법에 관한 연구 (A Study of Digital Makeup Techniques, based on a Case Study of a Film)

  • 문정은;김숙진
    • 복식
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    • 제61권5호
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    • pp.48-63
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    • 2011
  • Digital makeup(DM), depending upon computer graphic softwares, is applied to various fields, e.g. character works in movie and game industries and visual printouts in printing works. Focused on makeup field, DM is extremely conducive to developing, scientizing and informationalizing makeup patterns. Despite of unlimited potential of DM of which market size has been growing day by day, its practical use by domestic makeup experts and educators is much less active than expected as far, due to the lack of knowledge accumulation. The purpose of this study is to suggest some theoretical frameworks to generalize DM techniques and analyze two cases using the frames therefore support academicians' recent efforts to theorize DM techniques. The study 1) defines and categorizes the concepts of DM and DFX(digital special effect); 2) reviews the literature relevant to DM and generalizes the types and methods of DM techniques; 3) applies general frames to analyzing two movie cases, famous for their DM effects; 4) then suggests, based upon analytical results, some efficient ways for makeup experts to use DM techniques in practice. This study contributes to providing the theoretical grounds to conceptualize DM thus broadening makeup artists' interests in DM and awakening the scholarly concerns in cultural technology including DM.

영조대(英祖代) 대사례의(大射禮儀) 참여자의 복식 유형 고증 (A Study on the Daesarye Ceremony Participants' Dress Style in the Yeong-Jo Era)

  • 이은주;박가영
    • 복식
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    • 제57권2호
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    • pp.100-114
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    • 2007
  • This study reports the dress style of Daesarye ceremony participants in the Yeong-Jo Era. The King Yeong-jo attending the archery practice ceremony wears Ikseonkwan(翼善冠), Golryongpo(袞龍袍), Okdae(玉帶), and Heukpihwa(黑皮靴) while royal family members and officers in the ceremony wear Heukdalryeong(黑團領). Each officer in Sangbok(常服) who shoots arrows wears a ring and a wristlet with an archery case on his waist. King's bodyguards wear Yungbok(戎服) or Sangbok(常服). Especially, Muyaebyeolgam(武藝別監) wears Hong-geon(紅巾) and a green Jikryeong(直領). Yujiang-gun(儀位軍) wear Pirip(皮笠) and Hongjuryi(紅紬衣) while Hyeopryeongun(狹輦軍) and Hyeopryeogun(狹輦軍) wear Hong-geon(紅巾), Hongyui((紅衣), Cheonghaengjeon(靑行纏), Hakchang(鶴雲), Hongmokdae(紅木帶), and Unhye(雲鞋). Gyeonmabae(牽馬陪) wear Hwangchorip(黃草笠) and Hwangyui(黃衣). Seupjeongun(拾箭軍) and Hwaekja(獲子) wear Jageon(紫巾), Jayui(紫衣), and Unhye(雲鞋). Jeonak(典樂) wears Mora- bokdu and Noksayui(綠抄衣), while Ak-kong(樂工) wear Hwahwabokdu, Hongjuyui(紅紬衣), Ojeongdae, and Heukpihwa(黑皮靴). Lastly, Hyeopryulrang(協律郎) wears Heukdalryeong(黑團領).

인터넷 구두 치수실태 조사 -착용자 및 제화업체 조사를 중심으로- (Research on Shoe Size of Internet Shopping with Consumers and Vendors)

  • 한현정;전은경;장은영
    • 한국의류학회지
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    • 제30권8호
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    • pp.1234-1241
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    • 2006
  • The purpose of this study was to identify the sizing problems for shoes, and provide improvement information for shoe industries in internet shopping mall. For this, the study was conducted through a survey with 611 young women consumers from late 10s to late 20s. In addition, we investigated the actual conditions of shoe size system from manufacturers and vendors of internet shopping mall. On the survey from consumers, it was revealed that the main reason which makes the consumers hesitate to purchase is the difference between the image or size shown by the monitor and the actual product. Also, the problem was substantiated through status of internet shoe vendors. Moreover, it was found that consumers rarely have the knowledge of the letter sizes for the foot girth at purchasing shoe. To overcome the problems of shoe size system in internet shopping industry, the new sizing system that both consumers and vendors can satisfy is needed immediately.

남성의 소셜 미디어 셀피 활동과 근육 및 신체 지방 불만족에 관한 연구 (A Study Investigating the Relationships between Selfie Practices on Social Media, Muscularity and Body Fat Dissatisfaction among Young Korean Men)

  • 이민선
    • 한국의류학회지
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    • 제45권3호
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    • pp.510-524
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    • 2021
  • Selfie practices on social media can result in negative body image for men. The current study investigated the dual body image pathway model for the relationship between selfie practices on social media and body satisfaction, with internalization as a mediator. Structural equation modeling analyses supported our research model when studying 446 young Korean male Instagram users. The results indicated that selfie editing behavior, but not selfie browsing behavior, significantly predicted an increased internalization of a body ideal. The positive associations between internalization, muscularity dissatisfaction, and body fat dissatisfaction were confirmed. Additionally, the indirect effects of selfie editing behavior on muscularity and body fat dissatisfaction due to internalization were significant. The study confirmed the detrimental effects of selfie behavior on body satisfaction for male social media users. The results provided valuable information that selfie editing may be a risky behavior since it can result in developing muscularity and body fat dissatisfaction. Theoretical contributions and practical implications were discussed. Future research should address the age and cultural differences that may elucidate the impacts of selfie practices on men's body image concerns.

기산 김준근 풍속화에 나타난 19세기말 일반복식과 놀이문화에 관한 연구 - 「한국의 놀이」 삽화를 중심으로 - (A Study on the Late 19th Century Basic Costumes and Games based on Genre Paintings by Kisan Junkeun Kim - Referred from the book 「Korean Games」 -)

  • 최은주
    • 한국의류산업학회지
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    • 제14권5호
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    • pp.766-777
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    • 2012
  • The 13 genre paintings by Junkeun Kim in the book "Korean Games(by Stewart Culin 1858~1929)" were used to study the late $19^{th}$ century's basic costumes and Games style in Korea. The people who appear in the paintings are 26 adult males, 2 minor males, 2 adult females and 3 kisaengs. Typical men wore 'Jeogori' which had various colors and white linings with a reached hip line, and knotted with a 'go-rum' on the right side. They also wore, white colored 'Baji' with colorful sash that were knot below knee or ankle together with 'Hang-jun' or 'Daenim'. They wore 'Beoseon'. Some men wore 'Po' whose colors were blue, green, indigo, white. The general women wore 'Jeogori' in deep green and light pink, indigo, green, red, and they matched with colors for 'Kit' and, 'Go-rum', 'Kut-dong' and its 'Go-rum' was short and narrow. It was so fit and short with narrow sleeve. It had 'Dunggun-kit'(round head collar) with white 'Dong-jung' and so it fit at neck. They wore 'Chi-ma' whose color was red, light green, or light indigo. It contrasted with 'Jeogori'. The width of 'Chi-ma' was big enough. Then white inner slacks came out under the skirt. Traditional Korean games can be classified according to age and gender. Then the games can be further classified into three categories : men's games, women's games, and games for all. The games for adult are an archery practice, hunting, shovel work with a karae, making a bow, drawing Jongkung-chart, Korean chess, playing paduk, and the Korean card game. A swing is a game for women. Games for both men and women are dice play, and domino game. Games for both adult and minor males are sledge, and tightrope walking. Through genre paintings in the $19^{th}$ century, I reached a conclusion that basic costumes are similar to 'Hanbok' at the present time and the method of wearing them has not changed much. It appears that the originality of traditional costumes has been maintained.

소재에 따른 스커트의 Lay Mapping 효과에 관한 연구 - 4D-Box 디자인 프로그램을 이용하여 - (A Study on the Effect of Material Choice on the Lay Mapping of Skirts - Using 4D-Box Design Program -)

  • 방수란
    • 복식
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    • 제58권10호
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    • pp.65-77
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    • 2008
  • The purpose of this study is to analyze the correlation between the density, the Count and the width of cross section in 2D function through comparison the difference of simulated fabrics based on the various yarns, and to compare the 3D effect by Lay Mapping of diverse fabrics. The method of research is to weave the eight fabrics composed of cotton, linen, worsted, slender yarn, loop, $m{\acute{e}}lange$, woolen, and yarn twist with Hi-Tex program, and to practice 3D mapping with Hi-Print program. As a mapping object, the flared skirt which is a basic costume item is selected. As a result, the thickness of yarn in CAD system was fixed by the width of cross section rather than Count, especially by the width of core section not including the fluff section. The type of yarn such as cotton yarn, linen yarn, and worsted had effect on the shape of texture, but had few interrelations with dimension. In the case of 3D mapping, the textural characteristic and the dimension were presented precisely, whereas there were several limitations. First, the thickness of tissue has not been represented. Secondly, the effect of texture such as fuzzy look, loop was not expressed on the skirt outline including sideline and hemline. Thirdly, the difference of silhouette was not distinct. The common point in 2D and 3D operations is that the representation of texture is relatively accurate and that is difficult to measure and manifest of thickness, the side. For more professional digitalizing in fashion industry, above all in the domain of 3D, it must be supplement the subdivided and differentiated mapping process according to the texture, deviating from the existing analog-based organization which has to designate the form and silhouette suitable for tissue.

하절용 골프웨어의 착용실태 및 소비자 요구도 (Investigation of wearing behaviors and consumer's needs for summer golf wear)

  • 김정화;이선영;이정순
    • 감성과학
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    • 제10권2호
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    • pp.177-186
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    • 2007
  • 골프의 대중화가 이루어짐에 따라 다양한 연령대가 골프웨어 시장에 흡수되면서 기존의 $50{\sim}60$대 고객 뿐 아니라 $30{\sim}40$대 전문직 종사자들과 20-30대의 젊은 새로운 소비자층이 형성되어 골프웨어에 대한 소비자의 요구도 다양화되어 가고 있다. 본 연구는 골프웨어에 대한 새로운 소비자 요구를 조사하고 분석하여 다양하고 폭넓어진 골프웨어 시장에서 차별화된 상품개발과 기획에 반영할 수 있는 자료를 제공하고자 하였다. 본 연구의 조사 대상자는 대전지역에 위치한 골프 연습장을 이용하고 있는 20세 이상의 남녀 150명으로 하였다. 조사방법은 설문지법(Questionnaire method)으로 설문지의 내용은 남녀 골프 참가자들의 인구 통계학적 특성과 운동습관 및 태도에 관한 문항, 현재 착용 중인 골프웨어의 특성에 관한 문항, 골프웨어에 대한 소비자 요구 사항 문항으로 총 45문항을 개발하여 조사를 실시한 결과. 다음과 같은 결론을 도출하였다. 조사대상자 들이 현재 착용하고 있는 골프웨어에 대한 특성을 살펴 본 결과, "착용쾌적감이 좋다", "신축성이 있어 활동적이다", "사이즈가 전반적으로 잘 맞는다", "촉감이 좋다"의 문항들에서는 3.5점 이상의 높은 평점을 나타냈으나, "적당한 가격이다", "보푸라기가 잘 생기지 않는다", "세탁후 수축, 신장, 탈색, 이염이 잘 일어나지 않는다"등의 문항들은 3점이하의 비교적 낮은 평가 결과를 나타내었다. 골프웨어에 대한 소비자 요구사항을 파악하여 제품개발에 반영할 수 있도록 하기 위하여 21개의 소비자 요구사항을 추출하였다. 골프웨어에 대한 소비자의 요구사항 중 "착용감"이 가장 중요하게 고려되는 항목으로 나타났으며, 그 다음으로는 "흡수성", "촉감", "신축성", "차외선 차단", "사이즈"등의 순으로 중요하다고 응답하였다. 골프웨어에 대한 소비자의 요구사항이 어떤 차원으로 구성되어 있는가를 밝히기 위해 요인분석을 실시한 결과, 유행/디자인 특성요인, 섬유소재 특성요인, 위생성능 특성요인, 체형보정 특성요인 등 4개의 요인이 추출되었다.

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