The fashion items of the "Rainy Look" has become fashion items that could be worn in any weather. Accordingly, there is a need for this study to research the fashion items of the Rainy Look as its influence is becoming big enough to impact modern fashion and expand into the high fashion and street fashion. First of all, the purpose of this study is to analyze the fashion items of the Rainy Look that were represented in the high fashion and street fashion of 21st century. And the analysis was performed using the following categories: the functional aspect, aesthetic aspect, and the formativeness of fashion items. Through this, the study provided fashion styling materials using the Rainy Look fashion items. This study examined the concepts and characteristics of the Rainy Look as a literature study and analyzed its characteristics, which appeared in collections and street fashions. Especially as attires coordinated with business casuals in the street fashion, they appeared often among commuting office workers. And the conveniences of having a string in the waistline or securing storage space or detachable function. On the contrary, traditional raincoat designs appeared often in high fashion and as feminine styles, which is characterized by a slimmed waist with a use of a belt. and a flared lower part, such as shoulder patch or strap.
This study identifies influential factors in regards to the purchase of celebrity fashion hot items and compares these factors in the age groups of teens and twenties. This study surveyed male and female consumers aged 10-20 years old for empirical analysis in July 2018. The study surveyed 322 consumers selected through online convenience sampling. Data were analyzed using SPSS for Windows 19.0, descriptive statistics, reliability analysis, ${\chi}^2$ analysis, regression analysis, ANOVA analysis, Duncan test, and t-test. The results were as follows. First, 87.6% of consumer have purchased celebrity fashion hot items more than once. In particular, female consumers in their 20s with a high fashion product expenditure tend to purchase more celebrity fashion hot items. Clothes and shoes were purchased more by 10-year-old males, shoes for males in their 20s, accessories for 10-year-old females female, and bags and accessories for female in their 20s. Second, there were no significant differences for those aged 10-20 years old in purchase satisfaction for celebrity fashion hot items according to age, gender, income, and fashion product expenditure. Consumers' awareness on corporate marketing intention to celebrity fashion hot items was higher among women in their 20s than men in their teens and twenties; in addition, the expenditure on fashion products also increased. Third, factors affecting the purchase of celebrity fashion hot items among teens and twenties were different according to age and gender. A higher need for identification for teenage male resulted in: lower media dependency, higher product involvement, fashion conformity, fashion innovativeness for 20s males, higher product involvement for 10s and 20s females, increased intention to purchase tended. This study provides consumer information and fashion item information that can be utilized in advertisement and promotion strategies for fashion companies that seek to perform celebrity marketing strategies that target consumers aged 10-20 years old.
The purpose of this study was to investigate the clothing purchasing behavior, clothing preference images of the elderly woman according the fashion Items by 3 age groups(65-69 yr, 70-74 yr, over 75 yr). The subjects in this study were 372 elderly women over sixty-five years old in Kimhae and Busan. The major objectives of this study were as follow; 1. Compare the differences in the fashion interest according to the age groups. 2. Compare the differences in the clothing behaviors according to the age groups. 3. Compare the differences in the preference styles of the clothing items according to the age groups. 4. Relationship between age and clothing preference images according the fashion items. The results were as follows: 1. In the fashion interests, 3 age groups of the elderly woman showed significant difference in following fashion interest. 2. In the clothing behaviors according the fashion items, 3 age groups of the elderly woman showed significant difference in the outer, the upper, the underwear, the sportswear and the accessories. 3. In the clothing preference styles according the fashion items, 3 age groups of the elderly woman showed significant difference in the length of jacket, the pants, the skirt. 4. In the clothing preference images according the fashion items, 3 age groups of the elderly woman showed significant difference in all images of the jacket, the pants, the skirt and the one-piece dress.
Journal of the Korea Fashion and Costume Design Association
/
v.3
no.1
/
pp.93-115
/
2001
Korean textile industry is faced a turning point, And the culture of a country itself is getting a main competetive items. Therefore, this study is focused upon developing fashion items of Korean image. For this study purpose, I carried out literature review and questionnaires were surveyed with 129 women, to see how Korean women interested in costume are conscious of Korean image and the way to develop Korean image fashion items. The study results are as follows. 1. To Koreans, the elements of Korean image were Hanbok(Korean traditional cloths) and Saeckdong(traditional multi-coloured stripes), but to foreigners they were national image. 2. To develop competetive fashion items of Korean image, I recommend as follows. - set up a typical key-word of Korean image - promote top designer - globalization of Hanbok - take advantage of 2002 Wold Cup - bring Korean image fashion into vogue to the younger from domestic to abroad - make Korean image into universal fashion - start with accessories, hats, bags, scarves
Within the metaverse platform, users engage in communication with others through 'avatars' reflecting their own identities. Users experience various virtual fashion items through avatars, and the fashion industry anticipates avatars wearing virtual fashion items as an emerging business opportunity. Many fashion brands are currently releasing virtual fashion items specifically designed for avatars. In this study, we examined the impact of user identification with their avatar on their perception of the attributes of virtual fashion items (investment attractiveness, scarcity, playfulness, and aesthetics) and its influence on behavioral intentions. The research involved a survey of 250 females with prior knowledge of the metaverse. Structural equation modeling analysis was conducted to examine research hypotheses and validate the model. The results confirmed that as users within the metaverse perceive greater identification with their avatar, they also perceive the attributes of virtual fashion items more favorably. This finding affirms the self-reference effect, where users positively evaluate objects associated with themselves. Additionally, perceiving the attributes of virtual fashion items was found to be positively linked to purchase intentions for virtual products and actual interest in the brand. Lastly, a higher intention to purchase virtual fashion items was associated with forming a more favorable attitude toward the respective brand. Consequently, this study provides academic and practical implications for marketing strategies within the metaverse, emphasizing the active utilization of avatars and elements that facilitate user-avatar identification for effective engagement.
The metaverse is emerging as the next digital environment for people not only to interact and collaborate with others, but also to have virtual consumption experiences. In this study, virtual fashion items for the consumer's digital self are deemed significant products with consumption value. Drawing from the regulatory focus theory, this study examines how consumers' promotion and prevention focus influence value perception and buying behaviors of virtual fashion items in the metaverse context. The data were collected through an online survey. A total of 546 consumers in their twenties who are aware of the metaverse responded to a self-administered questionnaire. The results showed that promotion focus influenced all the perceived consumption values of virtual fashion items such as the economic, visual authority, hedonic, and social value, whereas prevention focus influenced only the visual authority value. Visual authority value negatively affected both purchase intention and willingness to pay premium price, while others had a positive effect. The findings provide theoretical evidence that consumers' regulatory focus is critical in buying virtual fashion items and suggest that marketers devise effective strategies to stimulate consumers' regulatory focus and to emphasize the economic, hedonic, and social value of the items in the metaverse context.
This study is focused on the aesthetic application of traditional Korean dress(Items) to the contemporary fashion design. The results are as follows: (1) Each traditional dresses have revealed their aesthetic characteristics according to the periods or time. (2) The dresses of certain period figures and items had been limited in use in fashion design today. (3) The most favoured dresses adapted in fashion design were Chosun costume and female top items were the most preferred in use. (4) The colors applied to the fashion design were also limited. The bright and strong color groups were the most popular colors among fashion designers for their works. White which stands for the image of korean and their dresses were also preferred in use. Therfore experts in various arena of fashion business have to keep in mind following problems:(1) They have to study traditional dresses to enhance their historic knowledges and appreciate their aesthetic beauties (2) Various kinds of dresses from many periods items should be tried to adapt in fashion design by the designers. (3) Various male attires also should be adapted in fashion design. (4) various methodologies are recommended to apply in fashion design (5) fashion moods should be examined to make the krean fashion design rich The plastic characteristics of Korean traditional dresses could be interpreted as a tunnel to show the esprit of Korean and the aesthetic of Korean dresses through the works of fashion design for the international fashion markets or societies.
In the metaverse, it is important to embellish aesthetics of user with a character called 'Avatar', a virtual representation of the user. This study provides basic data related to the fashion trend of the metaverse by studying 'Zepeto', a representative Korean platform. For empirical research, Zepeto's "Best Items" section were investigated and analyzed in the first pre-survey. Based on this, the second and main survey was conducted using a questionnaire to investigate users' style-specific preferences and purchasing behaviors for virtual fashion, comparing style preferences between virtual and real, brand preferences, and purchasing behaviors of virtual fashion. The survey found that most users were teenage girls with a high preference for pastel-toned, feminine, and cute casual styles who had a much higher interest in brands bearing idol names than in real-world luxury brands. Many responded that they felt burdened by purchasing items that had to be purchased for cash. The same can be assumed to be the reason why they preferred a suit of items that were fully coordinated rather than individual items. These results seem to reflect characteristics of teenage girls who lack cash with a high preference for idols and feminine-cute casual styles. This study suggests considerations when creating virtual fashion items. By providing basic information, more effects and developments in creating virtual fashion items that reflect consumer preferences and reactions are expected in the future.
This study analyzed consumers' online fashion shopping site usage by site type and analyzed how product information search and product purchase differ. In addition, by comparing and analyzing preference and selection factors of PC and mobile shopping, we tried to provide basic data of effective mobile commerce operation strategy according to expansion of mobile market in fashion industry. We surveyed the use of 6 types of online sites (portal site, open market, general shopping mall, social commerce shopping mall, brand shopping mall and non-brand shopping mall) to understand the usage of mobile shopping site for consumers' fashion products. Consumer survey subjects were 373 college students in their early 20s who had the most mobile shopping experiences. The questionnaire consisted of online fashion site usage items, internet and mobile fashion shopping preference (6 items), internet and mobile shopping choice behavior (10 items), and purchase intention (3 items) .Data were analyzed using SPSS 14.0 program. The high preference of portal sites, open market, social commerce, and non-brand shopping malls in shopping online fashion products is a result of the perceptual changes of major distribution channels and the trends of consumers' value consumption tendency. Therefore, it is necessary for fashion companies to actively cope with fashion product distribution competition with huge shopping sites of current online market by well understanding consumers' preference trends and factors of online sites.
The purpose of this study is to provide basic data to assist students and industrial designers in fashion by examining the trend of designing women's wear with the SCAMPER method. In the research, the seven types of SCAMPER methods for fashion design were classified based on the previous studies. From 2010 S/S to 2020 S/S, data from 5,149 photographs were collected through overlapping checks and classified by SCAMPER method type. Data analysis was performed using SPSS 25.0 for frequency analysis. As a result, in the SCAMPER "combine" method, more than two items were combined, or structural details were combined with items. In the most applied "adapt" method was involved imitating similar images, or natural forms, or other objects. The "modify" method was applied by changing the shape of some details in basic fashion items. The "magnify" method was applied by enlarging, elongating, or elevating some details of fashion items. The "minify" method was applied by minimizing, shortening, or lowering some details of basic fashion. The method of "put to other use" was expressed throughout the clothing by using non-fabric or trimmings such as metal, beads, and strings. The "rearrange" method was applied by repositioning the top and bottom, front and back, or outside and inside in fashion items and in details. The "reverse" method was applied by reversing the style of fashion, mix-and-match fabric, or switching the gender of the fashion items.
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