• 제목/요약/키워드: fashion mobile application

검색결과 49건 처리시간 0.017초

The Effect of Big Data-based Fashion Shopping Applications on App Users' Continuous Usage Intention

  • Hong, Hyekyung;Shin, Yeonseo;Lee, MiYoung
    • 패션비즈니스
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    • 제22권6호
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    • pp.83-93
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    • 2018
  • The purpose of this research is to investigate the characteristics of big data-based fashion shopping (BDFS) application, perceived usefulness, and expectation confirmation that influence the continuous usage intention of BDFS application users based on the expectation-confirmation model. A survey was conducted with female consumers in their 20s, who are living in Seoul and Incheon area and have used BDFS applications, A total of 182 responses were used for the data analysis. Five hypotheses were proposed, and regression analyses were conducted to test those hypotheses. The results indicated that the users' perceived usefulness increased with the increase of accuracy and personalization characteristics of the app and the expectation confirmation. The result suggested that it is essential to provide accurate information for users to feel useful and to develop the personalized offerings and services which can be the biggest strength of the big-data based mobile fashion store. It was also found that continuous usage intention increases with increased perceived usefulness and expectation confirmation. This result suggests that expectations can play a critical role in perceiving the usefulness of BDFS applications and the user's expectation confirmation also significantly affected the users' continuous usage intention.

Mobile-JPVM을 이용한 Animated GIF 생성 및 뷰잉 프로그램 구현 (An Implementation of Animated GIF Generating and Viewing Application Using Mobile-JPVM)

  • 이예인;이종우
    • 디지털콘텐츠학회 논문지
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    • 제10권4호
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    • pp.485-492
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    • 2009
  • 최근 모바일 기기는 거의 모든 사람들에 의해 사용되고 있는데, 이는 모바일 단말기가 휴대하기에 편리하고 아울러 모바일 네트워크의 성능이 향상되었기 때문이다. 이에 따라 휴대폰 상에서 실행 가능한 응용의 종류가 다양해지면서 대용량 소프트웨어 실행에 대한 필요성이 대두되었고, 이를 위해 Mobile-JPVM 같은 휴대폰 클러스터 컴퓨팅 라이브러리도 등장하였다. 본 논문에서는 Mobile-JPVM을 이용하여 실시간 Animated GIF 파일 생성기와 휴대폰용 Animated GIF 뷰어를 구현하였다. 아울러, 개발된 소프트웨어를 KTF 휴대폰에 탑재하여 에뮬레이터가 아닌 실제 환경에서 실행될 수 있음도 보였다. 개발된 실시간 Animated GIF 생성기와 휴대폰용 뷰어는 모바일 패션 데이터 광고 서비스에 활용될 수 있다.

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모바일폰 게임 캐릭터 의상 디자인을 위한 패션 디자인 활용연구 (Application of Fashion Design to Mobile-Phone Game Character's Dress Design)

  • 이민선
    • 복식
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    • 제57권3호
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    • pp.63-77
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    • 2007
  • The purpose of this study is to apply fashion design to developing dress design of mobile-phone game characters. As for the research methodology, first, market research has been carried out to extract main images from dress designs of game characters and to understand their socio-cultural meanings. Second, the fashion design, which ran be compared to the extracted images of game characters were selected. Third, analyses were done to find out the gap between the game character's dress designs and the fashion designs. The main images of game characters are revealed as erotic, romantic, heroic, grotesque. These images have been formed by psychological and socio-cultural effects such as stimulation, empathy, compensation, increase of female game player. The differences between the game character's dresses and the fashion designs are as follows; With regard to style, game dresses have silhouette distinguished from background, but fashion collection have blurred silhouette. In the aspect of color, while strong colors are mainly used in game dress, neutral rotors are preferred in fashion collection. As for texture, the expression of 'textures in game character's dress is so far limited due to the insufficient level of the concerned technology. However, the fashion design applying drape of fabrics are well-developed. Mobile-phone game players want reality in game design. Therefore, the effort to overcome the gaps between game dress and fashion design can contribute to the growth of game character design.

유비쿼터스 환경에서 디지털 패션을 위한 가상 피팅 서비스 솔루션 (Virtual Fitting Solutions for Digital Fashion in the Ubiquitous Environment)

  • 최자령;임순범
    • 디지털콘텐츠학회 논문지
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    • 제11권3호
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    • pp.299-306
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    • 2010
  • 인터넷과 컴퓨터 그래픽 기술의 발전으로 최근 디지털 패션 기술 분야에서는 의상을 3D로 재현한 가상 피팅 서비스를 가능하게 되었다. 본 논문에서는 매장, 인터넷 쇼핑몰, 광고 등 여러 상황에서 가상거울, PC, 모바일 등 다양한 장치에서 가상 피팅 서비스를 이용할 수 있는 통합 솔루션을 제안한다. 제안하는 통합 솔루션은 총 3가지 방법으로 다음과 같다. 첫 번째 방법은 매장에 비치된 가상 거울을 통해 터치를 통한 입력으로 가상 피팅을 이용한다. 두 번째 방법은 인터넷 쇼핑몰에 접속하여 의상 상품과 아바타를 이용한 가상 피팅을 체험한다. 마지막 방법은 모바일 어플리케이션에서 2차원 바코드로 의상 정보를 입력하여 디지털 패션을 위한 3D 가상 피팅 서비스를 체험할 수 있다. 또한 체험한 가상 피팅 결과를 이미지 파일 형태의 멀티미디어 메시지 서비스(MMS)로 다른 사람에게 전송할 수 있는 솔루션을 구축하였다.

국내·외 패션교육에 있어서 3D 어패럴 CAD 시스템 활용 사례연구 (A Study on the Cases of the Application of 3D Apparel CAD System to the Domestic and Overseas Fashion Education)

  • 이민정;손희순
    • 한국의류학회지
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    • 제35권9호
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    • pp.1112-1124
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    • 2011
  • The development of computer graphics and Internet technology has created a 3D Web-based virtual world that has transformed the global fashion industry environment. In this study, the application cases of 3D virtual fashion education were analyzed to discuss the necessity and application of a 3D apparel CAD curriculum as part of a special education for global fashion talent at Korean fashion-related colleges. Prior studies, literature, photo data and Internet data (in and out of Korea) were used for this study. The demonstration case studies were conducted for the virtual fashion education 'SLCC 2007' of Buffalo State College (U.S.), 'Ratava's Line (2004)' of SFU/FIT Collaborative Design Project (Canada and U.S.) and '2011 Graduation Fashion Show' of Ueda Fashion College (Japan). The results of the study show that the 3D apparel CAD system (as a core technology of the IT fashion industry) would allow the current mass production concept to change to a new paradigm of 'mass customization' along with new fashion business types that include global fashion companies and Web-based Internet, mobile and virtual-world shopping malls. In addition, it appears that the system should be included in the curriculum of fashion-related colleges and institutes to educate technical designers for the global fashion industry and global fashion talent with comprehensive system operation and management ability, and to promote single proprietor companies.

A Study on the mobile application of Fashion Brands

  • Kim, Sung-Hee
    • 패션비즈니스
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    • 제14권6호
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    • pp.134-145
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    • 2010
  • The purpose of this study is 1) to investigate the contents of fashion brand applications and what differences and 2) to scrutinize the reviews of the applications uploaded on the app store in order to suggest strategies on how to apply them to fashion. For the study, twenty-nine free applications from different categories of the fashion brands and three hundred sixty-two reviews of these applications were investigated. The analysis of the study was conducted from June 20th to November 10th of 2010. The results showed that there are four important components for fashion brand applications: conventional information (product information and store information), the purchasing function, the fun element (social networking, blogging, music etc), and the augmented reality technique. These components are formulated based on the brand's marketing strategies. In order to know whether or not these components were successfully composed, user reviews were studied, which revealed that many users were satisfied, but the applications were insufficient to meet all of their needs.

신발장착형 보행분석 트래커의 사용자경험 분석 (User Experience Analysis of a Shoe-mounted Gait Analysis Tracker)

  • 김시연;정다희;이주영;권지현;임대영;정원영
    • 한국의류산업학회지
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    • 제23권3호
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    • pp.390-405
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    • 2021
  • Gait analysis trackers have been developed to monitor daily gait patterns to improve users' running performance and reduce the risk of injuries. A variety of gait analysis trackers are available on the market(e.g., foot pods, insoles). Depending on the type of gait analysis tracker, users' discomfort or satisfaction as well as required properties may differ. Hence, the purpose of this study was to compare and analyze user experience of three different types of commercial shoe-mounted gait analysis trackers and their mobile applications in a laboratory environment using questionnaires based on actual experiences of each product. Ten males and ten females who regularly enjoy walking and running exercises participated in the experiment. After the participants set up the tracker and application themselves without support from researchers, ten to thirty minutes' exercise was permitted on each product. Following this, the participants answered questionnaires containing evaluation variables on the device and mobile application, as well as satisfaction, intention to use, recommendation, and purchase. In addition, they were asked questions about the attractive features and shortcomings of each device and application. The results showed that the PRO-SPECS® smart insole was preferred over the others for ease of use, perceived durability, psychological burden of the design, and usefulness of the information provided by the application. Along with the results of questionnaire, this study also discussed strategies and recommendations for future product design and development.

패션애플리케이션 사용자의 정보추구 혜택이 충성도와 만족도에 미치는 영향 - 아이폰 패션애플리케이션을 중심으로 - (A Study on Information-seeking Benefits of Fashion Applications of Users and their Effects on loyalty and Satisfaction - Focused on iPhone Fashion Applications -)

  • 최가현;이승희
    • 패션비즈니스
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    • 제16권2호
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    • pp.27-43
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    • 2012
  • Considering the rapid growth of mobile industry and the emerging application marketing, this study focused on fashion applications, which had not drawn much academic attention before, and analysed relevant content composition, information-seeking benefits based on users' lifestyles and resulting differences in satisfaction and loyalty. In short, fashion applications were divided into fashion and non-fashion brand apps. Brand apps were subdivided into luxury, women's wear, men's wear, casual wear, sportswear, accessories and the like. Non-brand apps included commerce, magazine, information, style tip, SNS and wardrobe manager types. As for users' lifestyle-based information search, the higher the tendency to search information on the internet and to favour reasonable consumption, the more basic information on products and brands they sought, whereas the higher the tendency to look for high-profile brands and to favour global culture, the more additional information like images or entertainments they sought. To sum up, given that studies on fashion-specific applications were rare, the present study reviewed and categorized current fashion applications, and suggested theoretical and practical groundwork for developing content based on target consumers' lifestyle and for planning fashion applications in practice.

모바일 소셜커머스 앱의 충성의도와 전환의도에 따른 시장세분화 -지각된 서비스 품질과 전환장벽의 차이- (Market Segmentation by Loyalty and Switching Intentions of Mobile Social Commerce Apps -Differences in Perceived Service Quality and Switching Barriers-)

  • 성희원;김은영
    • 한국의류학회지
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    • 제43권1호
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    • pp.65-80
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    • 2019
  • Mobile shopping has spread rapidly in the consumer's daily life, and numerous fashion companies have now launched a mobile shopping application. By focusing on mobile social commerce apps, this study was to: (a) segment consumers based on loyalty and switching intentions, (b) to test differences in perceived service quality and switching barrier factors among segments, and (c) examine the effects of perceived service quality and switching barriers on loyalty intention. A total of 550 responses were obtained from mobile users in their 20s to 40s who purchased fashion products through a social commerce app in the last six months. Consumers were classified into four clusters: split-loyals, latent loyals, habitual loyals, and switchers. The split-loyal group showed the highest level of mean scores on perceived service quality and switching barrier factors; however, the switcher group showed the lowest mean scores. Of service qualities, app design had a significant effect on loyalty intentions in both split-loyal and latent loyal groups; the factors of ease of use and privacy had significant effects on loyalty intentions in switchers. Of switching barrier factors, virtual relationship had the most strongly effect on loyalty intention for the four segments.

뷰티 애플리케이션 기능 분석 (Beauty Application Function Analysis)

  • 남세미;김은실
    • 한국의류산업학회지
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    • 제25권3호
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    • pp.379-385
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    • 2023
  • Recently, with the development of IT technology, interest in mobile applications has increased, and as products and contents that go beyond existing services are released in the beauty industry, interest is steadily increasing. Accordingly, various studies have been conducted, but studies analyzing the functions of beauty applications have been insufficient. Therefore, this study aims to analyze the functions of beauty applications and help in the development and development of future beauty applications. The research method analyzed the functions of beauty applications that have been downloaded more than 100 million through the Google Play Store, and the search period was from October 11, 2020 to November 3, 2020. As a result of the study, it was found that there is a difference in the name of the function, the function being provided, and the application method of the function for each application. As a result of function analysis, a total of 36 functions were classified, and it was analyzed that 30 functions were provided in YCM, 14 functions in YCP, 21 functions in BP, and 10 functions in SS. Therefore, by analyzing the functions of beauty applications through this study, we intend to provide useful data in the future development of beauty applications and help in the development of beauty applications.