• Title/Summary/Keyword: fashion platform

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Style has no age - Reconstructing age on Pinterest -

  • Babicheva, Eva;Lee, Kyu-Hye
    • The Research Journal of the Costume Culture
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    • v.25 no.6
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    • pp.719-740
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    • 2017
  • Sociocultural and demographic shifts have resulted in a changing perception of older age. Older women, historically subjected to age-ordering rules of dress, have increasingly refused to be marginalized fashion consumers and have been striving to construct a more positive age identity. Although studies have examined consumers' negotiation of marginalized identities, age identity has not received much attention as a type of marginalized identity. This study argues that Pinterest acts as a platform for identity work by allowing older women to creatively reconstruct their sense of self by saving images and organizing them into thematic boards. Drawing on symbolic interactionism theory and notions of digital self-presentation, this paper seeks to explore the discursive practices that older women employ on Pinterest to resist ageist fashion discourses. The sample consisted of 15 fashion-oriented Pinterest profiles of older women. Netnographic inquiry was employed first to examine what images were saved and what thematic boards were created. Three analytical frameworks for visual data analysis were integrated to further scrutinize the visual texts within the thematic boards. The analyses revealed three main themes-rejecting age, accepting age, and consuming age. The themes that emerged formed the basis for an age identity reconstruction process whereby women attempted to bridge the existing gap between older age and mainstream fashion discourse.

The Effect of Anthropomorphism Level of the Shopping Chatbot, Message Type, and Media Self-Efficacy on Purchase Intention (쇼핑 챗봇의 의인화 수준과 메시지 유형, 미디어 자기효능감이 구매의도에 미치는 영향)

  • Ha, Yu Jin;Hwang, Sun jin
    • Journal of Fashion Business
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    • v.25 no.4
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    • pp.79-91
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    • 2021
  • Currently, chatbot, a conversational platform based on artificial intelligence, is drawing attention as a new marketing channel. This study attempted to verify the effect of the anthropomorphism, message type, and media self-efficacy level on purchase intention. The experimental design of this study was a 2 (anthropomorphism level of shopping chatbot: low vs. high) × 2 (message type: factual vs. evaluative) × 2 (media self-efficacy: low vs. high) three-way mixed analysis of variance (ANOVA). This study conducted a survey by the convenience sampling method of 402 women in their 20s and 30s living in Seoul and the Gyeonggi area who were aware of chatbot services. For the final analysis, 388 questionnaires were used. Data were analyzed with the SPSS 23 program and three-way ANOVA. Simple main effects analysis was conducted. The results of this study were as follows. First, there were statistically significant differences in purchase intention according to anthropomorphism level, message type, and media self-efficacy. Second, message type and media self-efficacy showed statistically significant interaction effects on purchase intention. Lastly, anthropomorphism and the media self-efficacy level and the message type of the shopping chatbots showed significant three-way interaction effects on purchase intention.

Perceived Authenticity through Short Video: Audience Perceptions of Emerging Independent Fashion Designers Self-Presentations

  • YAO, JIAHUI;KIM, SEHWA
    • International Journal of Contents
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    • v.17 no.4
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    • pp.101-118
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    • 2021
  • The prevalence of We-Media short videos has attracted emerging independent fashion designers (EIFD), a new force in the fashion industry directing their brand promotion to We-Media for amassing online followers. However, compared to famous content generators, EIFDs' creative, design-based visual appeal has not provided them with the significant edge. The former's success is admittedly supported by the platform backstage algorithm. Yet, the content is the cornerstone for building relationship between the sender and the reception. The authentic perception of the content is one of the basic appeals for which the audience chooses to follow the source. Therefore, with the EIFD short video as the research content, this study is established from the audience's perspective to understand the different dimensions of their authentic perceptions of EIFDs short video. The study was conducted mainly in the form of the Q method. The collection of 52 Q samples were realized through the Focus Group Interview and literature review on multidimensional authenticity. Thirty-six subjects participated in the sorting of the Q-sets. Finally, four dimensions of audience authenticity perceptions of EIFDs were derived: 'ingenuity', 'relevant', 'transparent', and 'experiential'. The corresponding short video content design strategies are suggested for effective communication of EIFDs and their personal brands.

The Effect of Perceived Affordances of Gamified Avatar Fashion Styling on Metaverse Engagement Behavior Intention (지각된 아바타 패션 스타일링 게임 어포던스가 메타버스 인게이지먼트 행동 의도에 미치는 영향)

  • Jeeweon Wee;Namhee Yoon;Yoon-Jung Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.3
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    • pp.560-576
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    • 2023
  • Drawing on gamification affordance theory, this study examines the relationships among key affordances of avatar fashion styling, perceived enjoyment, and engagement behavior intentions-defined as the intention to share content on avatars in the metaverse platform-and the moderating role of metaverse familiarity. Based on survey data collected from 198 Korean ZEPETO users with avatar fashion styling experience, the hereby proposed research model was tested with structural equation modeling. The results demonstrated that self-expression and competition positively influenced perceived enjoyment, which subsequently affected customers' engagement behavior intention. Furthermore, metaverse familiarity as a moderating effect intensified the positive association between affordances and perceived enjoyment as well as between perceived enjoyment and engagement behavior intentions. The individual interaction effect of each affordance dimension on perceived enjoyment was different, with self-expression having a greater influence on enjoyment among the high-familiarity group and competition having a greater influence on enjoyment among the low-familiarity group. Considering that users with low metaverse familiarity might have higher needs for social interaction for adaptation, competition, being more socially triggering, might have affected these users more crucially.

What Do Consumers Expect and Gain from the Sharing Economy? A Systematic Literature Review (2016-2021) on the Antecedents and Outcomes

  • Jeesoo Kim;Soyeong Lee;Zhenghao Tong;Hongjoo Woo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.2
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    • pp.367-381
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    • 2024
  • The sharing economy (SE) describes an economic system in which consumers share a product or service via collaborative consumption. Reasonably, the SE receives much attention in the fashion industry as a sustainable form of consumption. However, a systematic review of the antecedents and outcomes of consumer participation in SE is limited by researchers' and practitioners' hindered understanding of what consumers expect and gain from the SE. This study offers a systematic review of the SE research conducted from January 2016 to July 2021 and proposes a conceptual model. In terms of antecedents, three factors, composed of nine categories and 153 variables, were identified: 1) consumer factors (80 variables), 2) platform/product factors (69 variables), and 3) environmental factors (4 variables). The outcomes included 14 variables divided into two categories: 1) positive outcomes (8 variables) and 2) negative outcomes (6 variables). The results provide recommendations for future research on applying the SE to the fashion sector. First, to more thoroughly investigating antecedents of consumer participation in fashion sharing, the research must focus on barriers and environmental factors, in addition to demographic and psychological variables. Secondly, research on the outcomes of participating in fashion sharing, including economic and social benefits, is needed.

Fashion Accessory Design Suggestions Using Firework Images with the OLED Display Platform (불꽃놀이 형상과 OLED를 기반으로 한 패션 액세서리 디자인 제안)

  • Kim, Sun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.10
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    • pp.1188-1198
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    • 2011
  • This study proposes the use of firework shapes to design fashion accessories in the judgment that they are appropriate for the expression of creative images in consideration of the display of fireworks as a kind of entertainment and a festive symbol. This study promotes the sustainable application of firework shapes to develop the designs of fashion culture items that feature a distinctive personality and uniqueness. In this present study, the proposed fashion accessory design was intended to create an entertaining new atmosphere that uses an Organic Light Emitting Diode (OLED) that draws attention as a futuristic display. In terms of methodology, a literature review of firework shapes and OLED was conducted; in addition, Adobe Illustrator CS2 and Adobe Photoshop CS2 were used to develop six different standard motive designs with formative design elements represented by a variety of firework shapes. Each of the six motifs was further expanded with different color combinations. Rich images are produced with the use of pink, blue, purple, green, yellow, orange, and red, in conjunction with various OLED effects to express the three-dimensional images of fireworks. The motifs are applied to three types of items: bags, bracelets, and necklaces. For the video images, evening and tote bags, pendants, and bangles were used. Shifting images and lights should produce unique images as well as satisfy the consumer desire for entertainment. The Adobe Image Ready software was used to present the motive of fireworks applied to the design of fashion accessories in video images but not in still-cut images due to physical constraints of this paper.

A Study on the Types and Strategies of Customizable Fashion Brands on Web Media (웹 미디어에 나타난 커스터마이저블 패션 브랜드의 유형 및 전략 연구)

  • Lee, Misuk;Chung, Kyunghee
    • Journal of Fashion Business
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    • v.21 no.1
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    • pp.134-147
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    • 2017
  • The purpose of this study is to analyze fashion brands' contents and characteristics of the participation platform of users, to assess the types and strategies of mass customization(MC). Most fashion brands sell one professional content: Shoes brands were the most common, followed by bags, unisex wear, and menswear. In consumer's design selection elements, changes in color and materials were the most common. For the personalization service elements, monogram service was the most common. The results of MC types analysis were as follows, Customized Standardization was the most common, followed by Tailored Customization, Pure Customization, and Segmented Standardization. For the types according to changes in products and expression methods, Cosmetic was the most common. And the classification according to modulation, Modularizers were the most common. For Creativity, brands in the making stage were the most common. For Flexibility, although brands different methods, high flexibility by modularizing design elements of products and accomplishing various design through participation. The Ease of use for various expression was generally high, parallel to Flexibility. For Durability, because consumers could receive end products only when they participated in the assembly stage in the on-line purchase, their continuous participation was not possible, so they participated only once. The typical types and strategy of MC were analyzed. The Customized Standardization type was the most common in shoes, bag, and womenswear brands. It was the Cosmetic type which could change colors and materials, the Modularizers, and had high Flexibility and Ease of use and low Durability.

A Study on Development of Fashion Sharing Platform for Shared Economy -Focusing on fashion rental service case- (공유경제를 위한 패션 공유플랫폼 활성화 방안 연구 -패션 대여서비스 사례를 중심으로-)

  • Yoon, Ji-Yeon;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.199-205
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    • 2017
  • Despite the economic downturn, the amount of clothing being discarded is increasing due to the fast fashion. The purpose of this study is to propose a fashion sharing service development to settle the rational consumption culture along with the abandoned clothes problem. Shared fashion rental service has attracted as a solution to environmental problems not only when clothes are incinerated but also in manufacturing process, but there is a lack of precedent research. Therefore, this study is meaningful in that it has developed two development plans based on the results of analysis of service case based on three factors by Rachel Botsman. First, active community development. Second, it is the creation of goods through activation of the shared economy. In this study, there are limitations that can't be proved through actual application, so more research is needed through empirical studies on actual users in the future.

A study on Design of Casual wear utilizing 3D Virtual Clothing Technology - focus on Generation Z (3D 가상 의상 기술을 활용한 캐쥬얼웨어 디자인 연구 - Z 세대를 중심으로)

  • Shin, Hae Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.75-81
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    • 2021
  • With the development of advanced information and communication technology, Generation Z, familiar with digital culture, is drawing keen attention as a major consumer of the fashion industry. In this study, casual wear for Generation Z, who is proficient in digital devices and prefers information acquisition and lifestyle over the Internet, was designed using 3D virtual simulation and developed into four looks: Gulish, Sportive, Easy and Contemporary. The use of simulation of 3D virtual clothing in costume design can build digitalization of future fashion industry through convergence with digital fashion design planning and production process in fandemic environment and strengthen online platform distribution. In a business environment that continues to innovate to enhance work efficiency by introducing an Untouch fashion production system, the use of 3D virtual clothing technology can increase the efficiency of sustainable management through 3D sample production, online fitting, modification, and final critic processes to reduce the time and cost of human and physical resources and review.

Factors driving Fashion Chatbot Reliability -Focusing on the Mediating Effect of Perceived Intelligence and Positive Cognition- (패션상품 챗봇에 대한 신뢰 형성 요인 - 지각된 지능과 긍정적 인지의 매개효과를 중심으로 -)

  • Lee, Ha Kyung;Yoon, Namhee
    • Fashion & Textile Research Journal
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    • v.24 no.2
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    • pp.229-240
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    • 2022
  • This study explores the effect of anthropomorphism on fashion chatbot reliability, mediated by perceived intelligence and cognitive evaluation. The moderating effects of individuals' need for human interaction between chatbot anthropomorphism and perceived intelligence, cognitive evaluation, and chatbot reliability are also explored. Participants, who were recruited through the online research firm, responded to questions after watching a video clip showing a conversation with a fashion chatbot on a mobile screen. The data were collected through Mturk, a crowdsourcing platform with an online research panel. All responses (N = 212) were analyzed using SPSS 26.0 for the descriptive statistics, frequency analysis, reliability analysis, exploratory factor analysis, and PROCESS procedure. The results demonstrate that chatbot anthropomorphism increases chatbot reliability, and this is mediated by chatbot intelligence. Although chatbot anthropomorphism increases cognitive evaluation, the effect of cognitive evaluation on chatbot reliability is not significant; thereby, the effect of chatbot anthropomorphism on chatbot reliability is not mediated by the cognitive evaluation. The direct effect of anthropomorphism on chatbot reliability is also moderated by individuals' need for human interaction. For participants with a high need for human interaction, chatbot anthropomorphism increases chatbot reliability; however, anthropomorphism does not significantly affect chatbot reliability for participants with a low need for human interaction. The study's findings contribute to expanding the literature on consumers' new technology acceptance by testing the antecedents affecting service reliability.