• 제목/요약/키워드: fashion show model

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글로벌 패션 소비자의 진 브랜드 구매행동 - 미국, 중국, 프랑스 소비자를 대상으로 - (Global Fashion Consumers' Purchase Behavior of the Jean Brands - Focused on USA, Chinese, and French Consumers -)

  • 박진아;고은주
    • 복식
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    • 제61권10호
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    • pp.119-134
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    • 2011
  • The present study proposes and tests an integrative model for global consumers to examine the relation among fashion marketing mix, brand attitude, brand loyalty, and purchase intention in the jeans market. The questionnaire surveys 692 consumers in the United States, China, and France. The statistical analysis methods that are used are as follows: frequency analysis, factor analysis, SEM analysis, and multi-group analysis. The results show that fashionability, perceived quality, and advertising have a direct and also a positive effect on brand attitude; however, advertising didn't have a direct effect on purchase intention. In addition, the results of the SEM analysis show that brand attitude leads to brand loyalty, while also showing a direct and indirect positive effect on purchase intention. Furthermore, the multi-group analysis reveals significant differences in SEM among countries such as the United States, China, and France.

의류제품(衣類製品)의 전자상거래(電子商去來)를 위한 20대(代) 여대생(女大生)의 체형(體型) 및 3D 인체(人體) 모형(模型) (The Body Shape and 3D Humanbody Model for the Electronic Commerce of the Clothing Manufacture of College Women in their Twenties)

  • 김효숙;이소영
    • 패션비즈니스
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    • 제8권4호
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    • pp.94-103
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    • 2004
  • The purpose of this study was to make activated electronic business transaction of clothes. The subject used for this study was 19 - 24 aged 149 college women who most likely buying products through internet. By compare the 149 women's body shape with 3D model, 149 women could be judged their body shape objectively. We showed the average 3D model by the measurement of 19 - 24aged women's body shape. 19 - 24aged women are big customer of internet shopping mall. By understanding of the difference between real somatotype and perceptual somatotype, we can reduce the disadvantage such as returning clothes. Also, imaginary fitting model can be used for internet shopping mall, animation work, fashion show, and advertisement work. Therefore, we can expect the worth of this study to do.

이미지에서 3차원 인물복원 기법을 사용한 패션쇼 애니메이션 생성기법 (Fashion-show Animation Generation using a Single Image to 3D Human Reconstruction Technique)

  • 안희준;미나르 마드올 라흐만
    • 한국산업정보학회논문지
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    • 제24권5호
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    • pp.17-25
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    • 2019
  • 본 논문은 단일 이미지를 패션쇼 워킹 영상으로 변환하는 기술을 소개한다. 일반인이 가상으로 패션모델이 되어 보는 흥미로운 응용일 뿐 아니라, 나아가 가상 착용기술과 함께 결합하게 되면 의상착용결과의 동적인 확인이 가능한 기술이다. 본 논문에서 사용한 기술은 이미지에서 3차원 인간신체 모델을 추정 복원해 주는 SMPLify 기법에 기초하여, 인체 모델에서 의상을 포함한 사람으로 모델을 확장하고, 이에 애니메이션 기법을 적용하여 구현되었다. 인체와 의상을 포한한 사람의 3차원 모델은 2차원 이미지 상에서 기하변형과 깊이정보를 사용하여 복원하였다. 패션 데이터 셋에 적용해 본 결과 정자세의 경우에는 성공적인 수준의 결과를 보였으나, 상용수준의 성능을 위해서는 이미지의 분할 기술, 매핑기술 및 가려진 영역의 복원기술 등 선 후처리 기술에 보완이 필요한 것으로 확인되었다.

디지털 시대의 의상 디자인 개발에 관한 연구 (A Study of Clothing Design in the Digital Age)

  • 배리사;이인성
    • 복식
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    • 제54권4호
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    • pp.63-74
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    • 2004
  • This study shows that clothes to be just the same as the real thing can be Produced through the third dimension computer graphics, and then presents that not only the area of fashion design can be expanded in the virtual reality field by doing the simulation of the fashion show, but also the information can be made the real time public ownership and the communication can be fulfilled smoothly. In this study, analyzing the third dimension computer graphic programs to be used much at present, Alias Wavefront Company's Maya software which was the most effective in the clothes simulation and the clothes CAD SGS OptiTex 8.7 which went well substitutive for it were used of them. The conclusions of this study that got through the work manufacture are as follows: The first, if the file manufacturing in the clothes CAD by using the computer was stored, the pattern used 3D simulation was available because it could be summoned in 3D software. The second, if the data of DXF form in Maya program was summoned, they could not be applied by Maya Cloth supported in Nurbs only because they were recognized as the DXF_layer. So the curve along the outer lines of the pattern was drawn and Maya Cloth was applied to be possible to get the natural silhouette of clothes. The third, when the clothes were manufactured by 3D, if the draping character was applied according to the textile special quality, not only the control of textile's thickness, weight, quality feeling, and silhouette was available, but also the clothes were available to graft the special textile materials. The fourth, the natural motion of model was produced by capturing the actual model's walking action In order to produce the fashion show motion and also the dynamic fashion show was available by the angle of camera, the establishment of lighting, and etc. in the final rendering. The clothes manufactured by 3D are available to change the design by changing the materials, or by adding the details, or by utilizing the special materials on clothes. Therefore, the trial and error following at the clothes manufacture can be reduced. But the elevation of the rendering speed, the price down, the strengthening of personal security, and etc. are required.

패션 모바일 커머스 품질 평가에 대한 비즈니스 모델 연구 (A Study on the Business Model of Fashion Mobile Commerce by Quality Evaluation)

  • 나윤규
    • 패션비즈니스
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    • 제18권1호
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    • pp.1-21
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    • 2014
  • This study exceeds the view on the fragmentary fact-finding surveys related to the application of mobile commerce which further develops the evaluation model of fashion mobile commerce website and considers the validity of comprehensive fashion mobile commerce with quality evaluation factors according to the Task-Technology Fit. To fulfill the study objectives, a total of 433 questionnaires are being conducted to the customers with first-hand experience on fashion merchandises through mobile commerce. The judgement sampling method is employed according to the sample population ages from 20s to 30s during two months period. Based on the results of the above-mentioned path analysis, we have observed the following: First, the path relation analysis results show that the M-marketing (M-marketing) between perceived usabilities had effects to the perceived usability and the M-sales had effects to the perceived usability. Second, as seen from the fashion mobile shopping conformance (TTF), the perceived usability, customer satisfaction, and path pipe analysis result conformances between perceived values and immersions have effects of perceived usability, customer satisfaction and perceived value, and thus, indicate that the perceived usability had effects on the customer satisfaction and immersion. Third, the customer satisfaction, perceived value and immersion all have effects on the purchasing intention.

패션모델용 의복 제작을 위한 20대 여성 모델 체형 연구 (A study on the body types of women's models in their 20s for making clothes for fashion models)

  • 이문숙;박명자;어미경
    • 한국의상디자인학회지
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    • 제20권4호
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    • pp.31-40
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    • 2018
  • The purpose of this study is to identify the body type characteristics of fashion models by comparing body dimensions and body types of fashion models with ordinary women in their 20s in Korea. To that end, the study selected 71 people, with 28 being female university students in the Seoul area and 43 professional fashion models. One hundred and fifty-seven ordinary woman were selected who ranged from 20 to 29 years old, and 588 women from the 7th Size Korea fit for research purposes. Body measurement items were selected for the direct measurement data for Size Korea, which included 20 items of body size and 10 items of calculation needed for clothing production. The results of the study were as follows. According to the analysis of fashion models and ordinary woman in their 20s, their body size showed significant differences in 25 out of 30 items. The five items that do not show significant differences are bust point-bust point, waist back length, front interscye length, hip circumference-bust circumference, and neck point to bust point to waistline-waist front length. If you integrate the results, the fashion model is much taller than the ordinary woman, has a longer lower body, and has an 8.05 head figure. Also, the fashion model found itself to be the ideal type that ordinary women prefer because of the slimmer waist and bent shape, which is more than that measured in normal women.

패션 산업에서의 친환경 디자인 (Design for Environment within Fashion Industry)

  • 장남경;김윤정;주잔나
    • 복식문화연구
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    • 제15권6호
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    • pp.952-964
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    • 2007
  • This study is about the design for environment which is central social interest in recent days. This study focused on both experimental designs which convey meanings and practical designs which can be produced within the fashion industry and then influence on the wide range of consumer, human and surrounding environment. The purposes of this study are to categorize national and global fashion designs for environment, to analyze data based on the fashion pipeline from planning to discard, to suggest systematic actions, and to establish fashion design for environment model. Through these processes, this study helps in making fashion designs for environment more understandable, and demonstrates one future direction for using environment as fashion industry's innovative strategy. This study attempts to create business and at the same time suggests design actions based on social belief. The results of this study are following. Fashion designs for environment were categorized by organic fabric, new-to-the-world fabric, reduce, multi-function, reproduce, order-made, recycle, and reuse. The results show that fashion designs for environment have been implemented throughout the fashion pipeline, and applied the concepts of design for environment including green, sustainable slow, and natural design principles. Furthermore, labelling and service from supply side, green purchasing from demand side, and integration from both sides are suggested as company's and society's systematic actions.

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소비자 기술준비도에 따른 증강현실(AR) 패션 쇼핑 서비스 수용의도 (Augmented Reality (AR) Fashion Shopping Service Acceptance Based on Consumers' Technology Readiness)

  • 허희진;이하경
    • 한국의류산업학회지
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    • 제23권3호
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    • pp.347-357
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    • 2021
  • This study analyzed the effects of optimism and innovativeness, the two drivers of a consumer's technological readiness to use an augmented reality(AR) fashion shopping service within the framework of the Technology Acceptance Model (TAM). The survey was conducted on 249 people (males = 58; females = 191) in their 20s who were willing to participate in the AR experience. Data were analyzed using confirmatory factor analysis (CFA) and structural equation modeling by AMOS 22.0. The results indicated that a greater level of perceived optimism had a positive influence on the ease of use and usefulness of the technology. The findings also show that consumers with a high degree of innovativeness tend to have a higher level of playfulness toward AR fashion shopping. Regarding the effects of user beliefs, ease of use had a positive effect on the perception of usefulness and playfulness with higher levels implying a higher consumer intention to adopt an AR fashion shopping service. In addition, this study reveals the moderating effect of consumers with high-fashion versus those with low-fashion innovativeness. For the latter, technological innovation had an insignificant effect on playfulness, thus indicating that consumers with low interest in fashion did not enjoy AR fashion shopping even if the technology was highly innovative. Nevertheless, the analysis confirms the possibility that experiencing a fashion product through AR technology could replace the actual experience of wearing the products.

Effects of the Attributes of Mobile Shopping Apps on Purchase Intention of Fashion Products

  • BYUN, Sangwoon;KYUNG, Moon-Soo
    • 산경연구논집
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    • 제11권1호
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    • pp.49-57
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    • 2020
  • Purpose : The purpose of this study is to examine the effect of the attributes of mobile shopping apps on the purchase intention of fashion products in the steadily growing mobile commerce market and analyze the mediation effect of shopping flow. Research design, data and methodology : In this study, a survey was conducted on users in their 20s to 50s who had experience of fashion products via mobile shopping apps. The questionnaire was analyzed on the final 507. The research issues were verified using Frequency analysis, Exploratory factor analysis, Reliability analysis, Confirmatory factor analysis, and Structural equation model. Results : Among the attributes of mobile shopping apps, reliability, enjoyment and ease of use were found to have a significant impact on shopping flow and fashion product purchase intention, while shopping flow had a significant impact on fashion product purchase intention. Product diversity and usefulness of shopping apps didn't show a significant effect. After examining the mediation effect, reliability, enjoyment, and ease of use were shown to have indirect effects by showing partial mediation effects. Conclusions : Studies show that consumers are not putting much emphasis on how diverse a product line is available and how useful a mobile shopping app is when they shop for fashion products on mobile devices. Factors that affect consumers' purchase intention are reliability, enjoyment and ease of use of shopping apps. These results shows that it is important to provide reliable information about fashion products, provide reliability to customers by setting up means for safe transactions, and provide a wider variety of services and information to make using the mobile shopping app enjoyable. In addition, there is a need to make it easy to find a fashion product that consumers like and make it easy to purchase when consumers find out fashion products that they like, and to configure how to use the app easily. Consequently, consumers become immersed in shopping which is also able to improve consumers' purchase intention on fashion products when a reliable, enjoyable and easy to use mobile shopping app is provided.

생성형 인공지능을 활용한 신발 추천 모델 개발 (Development of a Shoe Recommendation Model for Matching Outfits Using Generative Artificial Intelligence)

  • Jun Woo CHOI
    • Journal of Korean Artificial Intelligence Association
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    • 제1권1호
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    • pp.7-10
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    • 2023
  • This study proposes an AI-based shoe recommendation model based on user clothing image data to solve the problem of the global fashion industry, which is worsening due to factors such as the economic downturn. Shoes are an important part of modern fashion, and this research aims to improve user satisfaction and contribute to economic growth through a generative AI-based shoe recommendation service. By utilizing generative AI in the personalized consumer market, we show the feasibility, efficiency, and improvements through an accessible web-based implementation. In conclusion, this study provides insights to help fulfill consumer needs in the ever-changing fashion market by implementing a generative AI-based shoe recommendation model.