• Title/Summary/Keyword: fashion platform

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Influence of product category and features on fashion recommendation service algorithm (패션 추천서비스 알고리즘에서 상품유형과 속성 조합의 영향)

  • Choi, Ji Yoon;Lee, Kyu-Hye
    • Journal of the Korea Fashion and Costume Design Association
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    • v.24 no.2
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    • pp.59-72
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    • 2022
  • The online fashion market in the 21st century has shown rapid growth. Against this backdrop, using consumer activity data to provide customized customer services has emerged as a viable business model that draws attention. Algorithm-based personalized recommendation services are a good example. But their application in fashion products has clear limitations. It is not easy to identify consumers' perceptions of the attributes of fashion, which are various, hard to define, and very sensitive to trends. So there is a need to compile data on consumers' underlying awareness and to carry out defined research to increase the utilization of such services in the fashion industry and further engage consumers. This research aims to classify the attributes and types of fashion products and to identify consumers' perceptions of a given situation where a recommendation service is offered. To find out consumers' perceptions of and satisfaction with recommendation services, an online and mobile survey was conducted on women in their 20s and 30s, a group that uses recommendation services frequently. A total of 455 responses were used for analysis. SPSS 28.0 was used, combined with Conjoint Analysis and multiple regression, to analyze data. The study results could provide insights into a better understanding of recommendation services and be used as basic data for companies to identify consumers' preferences and draw up a detailed strategy for market segmentation.

A Study on Shoe Design Affected by Glam Rock (글램 록 스타일 구두 디자인에 관한 연구)

  • Song, Ji-Hyun;Choi, Jeong-Wook
    • The Research Journal of the Costume Culture
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    • v.16 no.6
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    • pp.1156-1168
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    • 2008
  • This study investigated the preceding studies and concept of Glam Rock style, modernistically reinterpreted its aesthetic function and symbolism and connected them to design. It analyzed according to the standards for classification the Glam Rock style appearing mainly in the collections from 2002 S/S to 2007 S/S and presented four pieces of design through the analysis. Its findings are synthesized as follows. First, unstructured design constitutes mule stressing gold cubic overall. It takes an unstable form by the placement of unshapely front ball of foot from transforming Chopin and a relatively poor heel. Second, over trimming constitutes separated pumps in the form of over trimming irregularly a piece of broken glass, metal and thumb tack. Third, Mix & Match combines Boot body of flexible knit material with an acrylic wedge sandal. Fourth, a platform sandal has the structure of color contrast between yellow and bronze in calf fur of tiger-skin pattern. I hope that this study will be developed by reflecting Glam Rock spirit and style as cultural phenomena through analyzing Glam Rock style and presenting design according to selected standards for classification, inferring plastic beauty of fashion shoes from them, investigating the change and feature of age-specific shoe design and making a new attempt possible.

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A Study on the Current Status and Characteristics of Reward Hanbok in Crowdfunding (크라우드 펀딩에 나타난 리워드 한복의 현황과 특성 연구)

  • Shim, Joonyoung
    • Journal of Fashion Business
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    • v.26 no.3
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    • pp.155-167
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    • 2022
  • Hanbok, a traditional Korean clothing, became a hip culture for young people in the late 2010s. As hanbok brands for young people appeared and distribution channels changed for them, hanbok appeared on the crowdfunding platform. This study summarized characteristics of hanbok provided as rewards by funding projects in Wadiz, the largest crowdfunding platform in Korea. Results of this study are as follows. First, since the first successful crowdfunding in 2015, it has shown rapidly growth. Second, as a result of examining the name of reward hanbok, 167 reward hanbok appeared. They could be divided into three periods: women's hanbok, unisex hanbok and trendy hanbok period. Third, looking at characteristics of reward hanbok from each period, feminine Chollic onepiece during the women's Hanbok period adopted the feminine interpretation of the original men's Hanbok. Characteristics of reward hanbok during the Unisex Hanbok period are in the direction of the closure. By adopting the direction of the closure of hanbok that both men and women can use, unisex hanbok is appeared. Finally, reward hanbok during the trendy hanbok period reflected trends such as genderless and hip. Hanbok reflected various trends from home culture to COVID-19 that occurred around the world at that time.

Proposal of Makeup's Function on the Metaverse Digital Platform - Focusing on Zepeto - (메타버스 디지털 플랫폼의 메이크업 기능 제안 - 제페토를 중심으로 -)

  • Se Mi Nam;Eun Sil Kim
    • Fashion & Textile Research Journal
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    • v.25 no.6
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    • pp.739-744
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    • 2023
  • With the popularization of 5G networks and the development of AI (artificial intelligence) technology, Metaverse, which creates production capacity by combining virtual space and reality, is attracting attention. In this study, we searched for makeup applications with more than 100 million downloads from October 11, 2020 to November 3, 2020 through the Google Play Store. As a result of the search, four applications were found: YouCam Makeup, YouCam Perfect, Beauty Plus, and Sweet Snap. Based on the functions provided by the four applications, we attempted to suggest makeup functions applicable to Zepeto's avatar. Functions for the eyes (eyeliner, eyelashes, mascara, eye shadow, eye shape, eyebrow shape, lenses, double eyelids), functions for the nose (nose shape), functions for the mouth (lipstick, lip shape, smile function) ) Functions corresponding to the facial contour (contour, skin foundation, blusher, shading, highlighter, face painting, theme makeup) and functions corresponding to the body (body adjustment) were proposed. This study is the first in the beauty field to propose a method of applying the functions of the Metaverse platform as the importance of digital platforms is highlighted, and is the first to propose a makeup function applied to the Metaverse so that it can be used as important basic data in the future.

Internet Fashion Business: Environmental Analysis & Future Research Direction (인터넷 패션산업의 환경분석 및 향후 연구방향에 대한 제언)

  • Ko, Eun-Ju;Jo, Oh-Soon
    • Journal of Global Scholars of Marketing Science
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    • v.9
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    • pp.203-219
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    • 2002
  • The purpose of the study is to analyze environmental changes in market, customer and information technology of Internet fashion industry, to present fashion company's current situation and strategy for confronting business environmental changes, and to propose the direction of the future research in this fashion field. First, the importance of Internet has been increased due to the rapid growth in number of Internet user and the size of the e-commerce. Second, to satisfy the customers requiring reasonable price and differentiated product and service, e-Branding strategy implementation, customized service development and enhancement on Web-site credibility and loyalty are demanding in the market. Third, development on the mobile technology and the increase in the Internet user using mobile communication device requires preparing mobile consuming environment, new business platform. Fashion industry's current situation and competitive strategy developed by the environmental change analysis were used for developing future research direction, that is, the m-business, CRM, and e-Branding. Through the understanding of environmental changes in Internet fashion industry and proposed research direction, research on Internet fashion marketing is hoped to be vitalized. Results of this study were expected to be utilized the strategy development.

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Production of Digital Fashion Contents based on Augmented Reality Using CLO 3D and Vuforia (CLO 3D와 Vuforia를 활용한 증강현실 기반 디지털 패션 콘텐츠 제작)

  • Kang, Tae-Seok;Lee, Dong-Yeon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.21-29
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    • 2020
  • This study defines the pipeline for digital fashion contents production using CLO 3D, a 3D fashion design software that supports virtual clothing visualization as a cutting-edge simulation technology for fashion, and vuforia, a mobile platform augmented reality (AR) development kit for creating AR applications. The proposed production pipeline is organized in a method to produce a virtual clothing model through CLO 3D software through works of patterns, sewing lines, textures, etc., and AR contents based on computer vision techniques using the functions and properties of vuforia development kits in the Unity engine development environment. In addition, we present application method that can be practically utilized from the perspective of practical users, such as fashion designers and directors, by creating a new type of AR digital fashion contents directly as a flow of the defined production pipeline.

The Effect of VR Fashion Shopping Channel Characteristics and Consumer's Involvement in Channel Acceptance -Focusing on the Vividness, Interactivity and Fashion Involvement- (VR 패션쇼핑채널 특성과 소비자 관여가 채널수용에 미치는 영향 -생동감과 상호작용성, 패션관여도를 중심으로-)

  • Hur, Hee Jin;Jang, Ju Yeun;Choo, Ho Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.5
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    • pp.725-741
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    • 2019
  • Virtual Reality (VR) represents a key technology for future shopping platforms. This study examined the effect of vividness and interactivity, the two technological characteristics of VR, and fashion involvement, a consumer characteristic, on a consumer's intent to use VR stores under the framework of the Technology Acceptance Model (TAM). The study explained consumers' belief in a new technology and the process underlying the use behavior. The survey was conducted on 200 people between the ages of 20s and 30s via an online survey firm. Data are analyzed using confirmatory factor analysis and structural equation modeling. The results showed that a greater level of perceived vividness had a positive effect on ease of use and playfulness, while perceived interactivity had a significant impact on usefulness and playfulness. The findings also indicated that consumers with a high degree of fashion involvement tend to perceive a higher level of playfulness through VR shopping. Regarding the effects of consumer beliefs, perceived ease of use had a positive influence on usefulness perception. A higher level of perceived usefulness and playfulness meant a higher consumer intention to adopt a VR shopping platform.

Exploratory Study on Purchasing Fashion Products from Small Business Owners -Focusing on the Consumer Life Cycle and Purchasing Stage- (패션 소상공인 제품 구매에 대한 탐색적 연구 -소비자 생애주기와 구매단계를 중심으로-)

  • Kim, Songmee;Jang, Seyoon;Lee, Yuri;Jin, Woojune;Kim, Ha Youn
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.5
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    • pp.805-826
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    • 2022
  • This study explored the process by which consumers purchase products from small fashion business owners via online and mobile channels. In addition, group types were classified given that the purchasing process depends on the consumers' life cycle. The consumer focus group interview (FGI) was conducted on 18 participants that were divided into six groups by age, work, and children. Results revealed that first, consumer journey comprised four stages. Factors influencing need recognition were "attention to information of social media influencer," "attention to information of affiliated groups," and "repeated advertising of SME products/brands." For information searching, "exploring purchase reviews," "environment for mobile shopping information exploration," and "continuous product tracking" were important factors. Purchasing and shopping stages were affected by "price-free, improvised purchase decision" and "convenient mobile payment system and point benefits." After the purchase, "active sharing and repeated purchase when satisfied" and "blocking relationships when dissatisfied" occurred. Second, six consumer groups based on the fashion life cycle are the "Platform lover," "Influencer follower," "Trust builder," "Novelty seeker," "Convenience seeker," and "New designer supporter." Ultimately, small business owners can develop the process of planning and selling fashion products more efficiently.

Development and Application of Upcycling Fashion Education Program inConjunction withthe Community (지역사회와 연계한 업사이클링 패션교육프로그램의 개발 및 적용)

  • Kyunghee Jung;Soojeong Bae
    • Journal of Fashion Business
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    • v.28 no.2
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    • pp.125-138
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    • 2024
  • The purpose of this study is to develop and implement a step-by-step upcycling fashion education program that can be utilized within the local community. This program aims to provide basic data by analyzing the current state of community-based upcycling projects and upcycling center programs. To achieve this, the study first examined the meaning and value of upcycling in fashion through literature research and explored upcycling projects and programs in connection with local communities. Subsequently, an upcycling fashion education program platform was developed and applied using the design thinking process. The program involved students from nine high schools in Gwangju Metropolitan City. Depending on the school's circumstances, the time and difficulty level of the upcycling education program were adjusted accordingly. A unique eco-bag making kit, using jeans developed in this study, was employed. Following the completion of the program, a satisfaction survey was conducted among 167 participating students from the high school community class. The findings indicated that the majority of students experienced an increased appreciation, attraction, and interest in upcycling products. They also demonstrated an understanding of the environmental impact of upcycling products and the distinction between upcycling and recycling. It is believed that the educational program developed in this study can promote ethical fashion and foster a sense of value-based consumption. This program can be customized and flexibly adapted to different educational levels and institutional characteristics, making it accessible to a wide range of learners.

An Analysis of the Operation of the GPS Location Provider in the Android Platform (안드로이드 플랫폼의 GPS 위치 제공자에 대한 동작 분석)

  • Lee, Kyesang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.1
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    • pp.50-56
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    • 2014
  • Recently Android apps utilizing location based services are widely used. Understanding the operation of the GPS location provider, among various location providers supported in the Android platform, is an essential task for developers using the Android. This paper, based on the analysis of source codes of the GPS subsystem in the Android platform, shows clearly and orderly the operation of the GPS location provider, in key threads' perspectives as well as in a stepwise fashion from the initialization up to the final location report steps.