• Title/Summary/Keyword: garments attributes

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Influential Factors on the Adoption of Performance Infants' Wear -Focusing on Product Attributes, Consumer Traits, and Communication Characteristics- (혁신제품으로서의 기능성 소재 유아복의 채택 단계에 미치는 영향 요인 -제품 특성, 소비자 특성, 커뮤니케이션 특성을 중심으로-)

  • Hong Kyung-Hee;Lee Yoon-Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.1 s.149
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    • pp.146-156
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    • 2006
  • The purpose of this study is to investigate the factors that influence consumers' adoption of performance infants' wear made of functional textiles. Based on Innovation Diffusion Model, product attributes, consumer traits, and communication characteristics were considered. A survey was carried out with a convenience sample of 241 housewives who have infants under 4 year-old, living in the Seoul metropolitan area. To analyze the data, SPSS 10.0 was used employing ANOVA, Duncan's post-hoc comparison, $X^2$, and f-test. The participants were classified into 4 groups based on their levels of adoption of performance infants' wear: No-Cognition, Negative Attitude, Positive Attitude, and Purchasing groups. There were significant differences among the four groups in terms of their perception of product attributes, communication characteristics, and personal traits. In terms of product attributes, the Positive Attitude group and Purchasing group showed higher perception of relative advantage, compatibility, trialability and observability than other groups. These groups were also high in terms of their tendency of actively seeking for additional product information, and particularly relied on the information from experts on TV or the Internet, personal experience posted on the Internet, or their own experience. Those who were in professional, well-educated and high income brackets were more likely to be Purchasing group than Positive Attitude group, which means once the positive attitude was formed they are likely to purchase the product.

Body cathexis and Clothing Behavior of Middle-aged Women according to the Depression Level (중년기 여성의 우울도에 따른 신체만족도 및 의복행동)

  • Lee, Jungeun;Choi, Hyojin;Shin, Bongjin;Park, Soonjee
    • Fashion & Textile Research Journal
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    • v.18 no.2
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    • pp.207-215
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    • 2016
  • This research was designed to analyze the relationship among depression level, body cathexis, and clothing behavioral attributes of middle-aged women. Respondents for questionnaire were middle-aged women aged from 40 to 59. A total of 197 responses were analyzed by SPSS 21.0 through t-test, and factor analysis with Varimax rotation. The results were as following. As older, the portion of depressed group increased. Higher in depression level, her body cathexis decreased, meaning those two valuables have negative relationship. Six clothing behavioral factors were extruded: style pursuit, body shaping, showing-off, comfort pursuit, recreativeness, and consciousness of others factor, which covers both physical and psychological aspects of middle-aged women. The difference between 40's and 50's was significant in depression level, however, not significant in body cathexis and clothing behavioral attributes. Except for weight, body cathexis satisfaction level of 'depressed group' were significantly lower than 'not-depressed group', meaning that psychological factor give a significant effect on body cathexis. 'Not-depressed group' tend to choose her own style and 'depressed group' more likely to be conscious of others and conform to the affiliation group. This finding implies that design and coordination of garments for middle-aged women could be recommended according to the depression level to improve the quality of life.

Images of Hanbok by contemporary foreign illustrators for children - Focusing on children's books published since the 2000s - (현대 외국인 작가의 삽화에 나타난 한복 이미지 - 2000년대 이후 출판된 아동도서를 중심으로 -)

  • Ko, Yoon Jung;Yim, Eunhyuk
    • The Research Journal of the Costume Culture
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    • v.29 no.3
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    • pp.328-345
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    • 2021
  • The aim of this study is to investigate morphological characteristics of Hanbok images in children's books and propose a direction for the modernization and globalization of traditional culture. This study examines 43 children's books by contemporary foreign illustrators that contain Hanbok illustrations and analyzes them from postcolonial perspective. The results include the following three attributes: first, the transformation of clothing structure and donning method that confuse fundamentals of Korean costume; second, the Westernization of silhouette drawing with tailored garments analogous to Western dress; and third, extension to East Asian dress that represents Hanbok mixed with Chinese or Japanese costume and use what is considered to be the East Asian patterns instead of Korean traditional ones. These attributes are based on Eurocentrism, which expresses and interprets the East from the Western view point with continuously distorted image of the East. Korean illustrators also painted Hanbok incorrectly, which could influence foreign illustrators. Nevertheless, traditional dress illustrated in various ways has artistic value and has a popular global impression. Further, it enables children to experience either own or other cultures through dress illustrations. Thus, the outsider requires an in-depth understanding of other cultures, while the insider needs a critical perception of their own culture as described by others while revisiting the original resources. Furthermore, we suggest follow-up research on Hanbok for subsequent generations; publishing translated books on various topics, producing and disseminating a primer for diverse readers, and essentially receiving counsel from experts.

Clothing for the Handicapped: Brace.Crutch & Wheelchair User (장애인을 위한 의복디자인 (I) -부목 .목발 및 휠체어 사용자를 중심으로-)

  • 홍성순
    • The Research Journal of the Costume Culture
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    • v.9 no.6
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    • pp.830-841
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    • 2001
  • The purpose of my study is to provide some information on clothing for the handicapped with special needs. So I have designed clothes for the handicapped to provide some solutions for their clothing problems. These clothing designs for crutch and wheelchair users were based on solutions proposed by many researchers. The number of handicapped has been increasing gradually for years, especially the physically handicapped. Although they make use of many instruments for ease of movements and other physical conditions, most of the handicapped generally use crutches and wheelchairs. So I designed clothing for the crutch and wheelchair users. In order to ease problems in dressing and undressing, when using the crutch and wheelchair, various physical attributes of clothing should be considered: (1) Selection of fabric, (2) construction and location of the opening, (3) type and location of fastenings, and (4) design of garments for comfort and ease of movement. Clothing should also be able to satisfy psychological needs related to attractive appearance. My designs have proposed seven items of clothing. These include a cape-coat, over-blouse, one-piece dress and an pants for the crutch users. Also, a shirts, pants, and wheelchair wrap for wheelchair users will be displayed.

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Basic Research for 3D Virtual Clothing Simulation of Traditional Korean Dang'ui Costumes -A Focus on Issues Occurring in the Course of a 3D Virtual Presentation that Uses the Qualoth for Maya Program- (당의의 3차원 시뮬레이션 활용을 위한 기초 연구 -마야 퀼로스(Qualoth) 프로그램을 이용한 전통복식의 3차원 재현의 문제점을 중심으로-)

  • Kim, Min-Kyoung;Choi, Young-Lim;Nam, Yun-Ja
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.11
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    • pp.1836-1843
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    • 2010
  • This research examines the possibilities of a traditional costume revival and digital exhibition as well as the application of 3D virtual clothing modeling data in order to preserve and record a disappearing costume heritage to realize it as a social education tool through the newly emerging technology of 3D virtual clothing. A 3D revival of costumes worn by royal families and aristocrats was accomplished through the 3D animation and simulation technology of Maya 2011 (Autodesk, Inc.) and Qualoth (FX Gear, Inc.). The simulation shows the possibility of a 3D revival and digital exhibition of costume heritage. However, further technology support to analyze and realize the composition and design is still necessary to develop the digital contents of traditional garment culture that includes skirt pleats, petticoat silhouettes, that exaggerates the skirts and knots of traditional upper garments (Jeogori). Further studies on design attributes of historic costumes and the upgrading of 3D simulation software are required to realize 3D virtual clothing. Korean traditional costumes will be revived as a cultural content in the digital era as a result of outstanding issues detected by this study.

The influence of perceived usefulness and perceived ease of use of experience store on satisfaction and loyalty (체험매장의 지각된 용이성과 유용성이 만족과 충성도에 미치는 영향)

  • Lee, Ji-Hyun
    • Journal of Distribution Science
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    • v.9 no.3
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    • pp.5-14
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    • 2011
  • One of the new roles of modern retail stores is to supply consumers with a memorable experience. In Korea, enhancing a store's environment so that customers remember a unique shopping experience is recognized as a sound strategy for strengthening the store's competitiveness. Motivated by this incentive, awareness of the experience-store concept is starting to increase in various categories of the retail industry. However, many experience stores, except in a few cases, have yet to derive a significant profit, explaining why Korean consumers are somewhat unfamiliar with, yet fascinated by, the experience stores that now exist in the country. Consumer satisfaction directly, and indirectly, affects a company's future profit and potential financial gain; customer satisfaction also affects loyalty. Therefore, knowing the significant factors that increase satisfaction and loyalty is essential for any company, in any field, to be able to effectively differentiate itself from the competition. Intrigued by increased competition opportunities, most Korean companies have adopted experience-store marketing strategies. When establishing the most effective processes for increasing sales and achieving a sustainable competitive advantage of a new concept, companies should consider certain factors that influence consumers' ability to accept new concepts and ideas. The Technology Acceptance Model (TAM) is a theory that models how people accept new concepts. TAM proposes the following two factors that influence a person's decisions about how, and when, he or she will use a new product: "perceived usefulness" and "perceived ease of use." Much of the existing research has suggested that a person's character also affects the process for accepting new ideas. Such personal character attributes as individual preferences, self-confidence, and a person's values, traits, and/or skills affect the process for willingly consenting to try something new. It will be meaningful to establish how the TAM theory's components, as well as personal character, affect individuals accepting the experience-store concept. To that end, as it pertains to an experience store, the first goal of the study is to examine the influence of innovative factors (perceived usefulness and perceived ease of use) on satisfaction and loyalty. The second objective is to define the moderate effect of consumers' personal characteristics on the model. The proposed model was tested on 149 respondents who were engaged in leisure sports activities and bought sports outdoor garments and equipment. According to the study's findings, the satisfaction and loyalty of an experience store can be explained by perceived usefulness and perceived ease of use, with the study's results demonstrating the stronger of the two factors being "perceived ease of use." The study failed to explain the effects of a person's character on the model. In conclusion, when the companies that operate the experience stores execute their marketing and promotion strategies, they should stress the stores' "ease of use" product components. Additionally, it can be extrapolated from the study data that since the experience-store idea is still relatively unfamiliar to Korean consumers, most customers are not yet able to evaluate, nor take a position regarding, their respective attitudes toward experience stores.

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