This paper studied sports-inspired fashion(SIF) that is often characterized as 'designer clothes inspired by active sportswear.' First, we reviewed the social, economical, artistic, and technological background behind its development. Second, we studied the development history of SIF by classifying it into four periods. Third, we analyzed how SIF emerged and developed with its own characteristics from a historical perspective. For a theoretical background, we did a critical review of previous literature in the field of clothing history, history of culture, and art history. We collected the data from magazines, such as Fashion Show and Gap Press and from the internet sources as well, such as firstviewkorea.com. We also did the content analysis of the data by consulting a chosen group of fashion designers. This study revealed that active sportswear started to develop from everyday clothes for functional convenience in the beginning and then SIF emerged later as a major fashion trend with the popularity of sportive look. This trend became stronger with the global spread of American popular culture. SIF eventually became high fashion with collaboration between sportswear industry and designers. This study confirmed that SIF reflects the characteristics of many sports games in silhouettes, colors, and details. It is predicted that sports will continue to be an important source of inspiration for fashion designers.
This study explored the relationship between Generation MZ female consumers' participation in sports activity, consumption of body-exposing sportswear, body-esteem, and appearance management behavior. In-depth interviews were conducted with twenty Generation MZ female consumers who regularly participate in sports activity and consume body-exposing sportswear. Based on transcriptions of in-depth interviews conducted with research subjects, the researcher and two assistant researchers collectively categorized and compared common characteristics found in their responses, categorized according to themes using units of words/terms and paragraphs. The main finding were as follows. Firstly, Generation MZ female consumers participated in various sports activities for an average of approximately one hour, three times per week. The effects of such participation were improvements in physical and psychological health. Secondly, Generation MZ female consumers considered aesthetical, functional, and economical factors when they consumed body-exposing sportswear, regardless of the activity in which they participated. This sportswear served to increase the efficiency of exercise and also played a motivational role. Thirdly, the overall body-esteem of Generation MZ female consumers who participated in sports activity regularly and consumed body-exposing sportswear was high. Fourthly, Generation MZ female consumers who regularly participated in sports activity and consumed body-exposing sportswear were practicing active appearance management behavior in order to show how their body had been shaped by sports activity. In addition, they were pursuing four self-images: "polished image pursue", "self-care image pursue", "natural image pursue", and "trustworthy image pursue".
Journal of the Korea Fashion and Costume Design Association
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v.21
no.1
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pp.103-113
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2019
The purpose of this study was to develop an e-textile using LEDs that can enhance visual and functional effects, and to identify their applicability to sportswear. By applying the design elements of fashion design concretely with LEDs, an e-textile design module is developed and that module is applied to the product, so LED application design can be proposed for use in a practical product. E-textiles have been divided into five categories, and their usefulness were verified by applying e-textiles to men's and women's sportswear. The product beign considered has a built-in tilt sensor, which illuminates the LEDs according to the user's movements, and allows the LEDs to be turned on or off in accordance to the user's preference. E-tatoo is a type of LED application that enhances the appearance by placing LEDs on a small area, emphasizing origin points, just like an actual tattoo. Designed with LEDs arranged in a straight line and various curved forms, e-strips can provide a function that matches the characteristics of each section of clothing or fashion item. E-wappen uses about 7-10 LEDs to give motifs a strong sense of visibility, thus adding to their vibrancy. E-panels and e-clothes were able to produce creative and high-value textures. It is also expected to be used for special purposes or bags as it is possible to produce high value-added textures that are creative and aesthetically beautiful. For instance, a progressive LED string on the straight line of female leggings can further emphasize rhythmic movements during exercise, and e-wappen also serves the purpose of nighttime protection. It is also believed that the application of dance or dance-related sportswear will make the movement of the performance more intense and lively.
This study focuses on the sportism expressed in the modern fashion. Many factors attribute to the advent of sportism such as rapid development and cultural changes toward sports, increase in leisure time, new fashion materials resulting from new technologies, youth culture and postmodernism. Designers gazing into the future are inspired by the details and functionality of clothing for snow boarding, skiing, rock-climbing and fitness. While the sportswear is the term whith stemmed from the need for functionally in sports, the Sportism is the style inspired by the formative elements, that is, the details, the silhouette, and the colors of the sportswear. New technologies for sports, the powerful influence of youthful culture, and the celebritizations of the sports stars made the sports look more popular. It can be categorized into three aesthetic values, i.e., the functional sportism, the street sportism, and the futuristic sportism. The functional sportism is expressed with the details of function, simplicity, and no useless ornament, the street sportism with fun, androgynous and unisex mode and the image of hip-hop look and traditional look, the futuristic sportism with new high tech fabrics and cyber style. The characters of these are a sence of unisex, sensualness, ostentation, renovation.
Journal of the Korean Society of Clothing and Textiles
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v.40
no.5
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pp.775-787
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2016
This study examined the wearing conditions of compression wear for weight training. Compression wear has recently received significant attention from the public and athletes as high-level functional sportswear. The survey was conducted on 373 men in their 20s for general information on purchase behavior, preferred brand, function, and preferred design. The majority of participants (n=181) were aware of the function of compression wear. The most selected reason for wearing compression wear was for its convenience during sports activities. Respondents had the greatest preference for designs with a round neckline, regular leggings type, upper arm-length sleeve, and thigh-length bottom. Respondents also wanted a stronger compression in the core muscle part (abdomen, back, and waist).
This paper focuses on the sports look expressed in 20th century fashion. It is Age of Sport just as rock'n roll became dominant cultural form of the 1960's and 1970's . In the 1990's the sportsware is fashion. Designers gazing into the future are inspired by the details and functionality of clothing for snow boarding , skiing , motorbike racing and fitness. No doubt fashion in 2000 will also be full of references to it. Since the late 1960's the sportswear that was originally a term for clothing worn for various sports activities in the 1890's has changed and is now considered as fashion for day as well as evening. This has occurred primarily in the U.S. due to the adoption of less formal lifestyles by Americans. while the sportwear is the term which stemmed from the need for functionality in sports, sports look is the style inspired by the formative elements, that is, the details, the shilhouette, and the colors of the sportswear. New technologies for sports, the powerful influence of youthful culture, and the celebritizations of the sports stars made the sports look much hipper and more popular. It can be categoried into three aesthetic values, I. e., the functional sports look,, purism and no useless ornament, the street sports look with fun, androgynous and unisex mode and the mix and match of different texture and colors, and the futuristic sports look with new high tech fabrics and avant-garde style.
Sportswear transforms itself into a new fashion item to satisfy desires for beauty in addition to having functionality and movability for sports activities. Sportswear is not in fashion just temporarily but comes in various forms along with sociocultural phenomenon that put emphasis on well-being and leisure. This research aims to study the needs of the bikers who ride bicycles or cycles has become a popular outdoor activity, and give suggestions for high functional sports design that can satisfy the needs of the highly demanding taste of athletes. To understand the design development direction and design preference, practical consumer needs were derived through a survey analysis on bike wear purchasing satisfaction and actual wearing state by bike riders. For consumer needs analysis, focus group interview, in-depth interview and questionnaire method were used. Based on analysis of those researches, athleisure bike wears appropriate for urban sports activities were categorized into sports, life, fitness and leisure 4 styles for athleisure bike wear design development. It is believed that this study will contribute to in the category expansion of sports wear market and satisfy the consumer demands for functional and specialized casual bike wears as well as fashion factors optimized to life style of modern people.
This study aims to investigate the color characteristics of female fitnesswear by analyzing the status of color usage and color arrangement method of each item of female fitnesswear of sports brands. This study targeted eight global total sportswear brands. A total of 2956 colors of female sportswear were collected and analyzed from the homepage of each brand. As a result of analyzing the color of fitnesswear, first, the overall color of the fitnesswear showed high distribution centered on PB, Bk and R of low color tone, such as p and dkg. Moreover, bright tone colors were added for vitality and functional image of sports. Second, as a result of analyzing the color of each item, commonly, the PB, Bk and R had large proportions. Third, as a result of analyzing 2-color arrangements of fitnesswear, color arrangements including achromatic color had overwhelmingly higher frequency than color arrangements that had only chromatic colors. This shows that the color arrangement using achromatic color is important and has a higher preference. Fourth, as a result of extracting the representative color arrangement as color chip and comparing, the 2-color arrangement of female fitnesswear had the characteristics of the color arrangement of large area main color and small amounts of emphasized color centered on achromatic colors of Bk and W. This study is meaningful that it can be utilized as basic data for color planning of fitnesswear brands by subdividing female fitnesswear into 4 items and analyzing the color-tone and arrangement.
The objectives of this study were to investigate university students' knowledge and expectation of functional materials for apparel and to examine how the knowledge and expectations affect their behavioral intention. For this purpose, a questionnaire survey was conducted. 500 questionnaires were distributed to the students and 409 questionnaires were used for data analysis. The data were analyzed by frequency, factor analysis, reliability analysis, regression analysis and ANOVA, using SPSS 12.0 package. As the results, it showed that the knowledge related to functional materials for apparel was medium level. Brand knowledge among the objective knowledge of functional materials for apparel revealed to have a lower level than the knowledge of clothing materials, product, use and wash & care. The level of self-evaluation knowledge among subjective knowledge appeared to be lower than the one of experience related knowledge. As the correlation coefficient of objective knowledge and subjective knowledge was low, it was thought that both of them must be considered in studying on consumer knowledge. It showed that the university students' expectation of functional materials for apparel was composed of physiological and physical aspects, social and psychological aspects, and practical and aesthetic aspects. The expectation was revealed to be generally high. However, the level of expectation to the practical and aesthetic aspects was lower than those of other aspects. University students' knowledge and expectation were found to have influence on their behavioral intention. In other words, it showed that the higher university students' knowledge level and expectation level were, the bigger behavioral intention was.
Journal of the Korean Society of Clothing and Textiles
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v.45
no.6
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pp.965-977
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2021
The study aimed to analyze the functional differences in 3D virtual garment programs and compare body scan data with the corresponding 3D virtual models. We selected 3D virtual garment programs, formed virtual models in a representative size for high-school male cyclists, and analyzed them using the Design-X program. The results were as follows. In the 3D virtual garment programs, the anthropometric items for virtual model forming differed significantly from the standard anthropometric items suggested by Size Korea. Comparing the lower body scan data and virtual models formed by the 3D virtual garment programs, the biggest difference was in the shapes of the waist and hips, i.e., the flatness values of the waist and hips were different for each program in the cross-section view. In the lower body, a data-input-based program was needed for changing the exact measurement position of the waist circumference and hips' shape in detail. If a 3D virtual garment program provides functions for the virtual model's joint angle input and free motion transformation, it is expected to be widely used in the sportswear industry.
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