• Title/Summary/Keyword: image fashion

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Application of Traditional Decoration Techniques to the Korean Costume (한국복식에 활용된 전통장식기법)

  • Lee, Hae-Young
    • Korean Journal of Human Ecology
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    • v.13 no.1
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    • pp.145-152
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    • 2004
  • The purpose of this study was to find out the traditional decoration techniques in the Korean costume. Both quantitative and qualitative research methods were used to collect and investigated the traditional decoration techniques used in the related literatures and museum catalogues. The results were as follows. The broad and back stitching are fundamental stitching, which used to Nubi and Keki. Top stitching applied broadly to the Korean costume, for example, Jergori, Wonsam, Jeonbok, Beosun, Bojagj and so on. The expression techniques for top stitching were one, two or three stitches. When the top stitching was used as colorful stitches, they were more decorative. The Zatmulim was used for the decorative effect on the seam line because it was triangular shaped and became more effective by changing the rotor and size. Sunmulim was used on the narrow line such as the seam lines of Gergori and Chima. The bakchi decoration was imitating a bat shape, had a meaning of bringing the goodness and gave the tiny and elaborated image. It was used to the neckline of Geogori, seam line of Chima, Pungcha Bazi and so on. Sattgi was used to attaching the bottom of two stiff fabrics adopting for Beosun, Ayam and Norigae. When it used colorful strings, the more decorative effect was added. The knot for button used the fabric instead of buttons and applied to the Cheonlik, Gergori. The aesthetic values of the traditional decoration techniques in the costume were both natural beauty and practicality with creativity.

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An Analysis on the Costume Design in Rhythmic Gymnastics Competition (리듬 체조 경기 의상의 디자인 분석)

  • Kim, Sun Young
    • Korean Journal of Human Ecology
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    • v.24 no.6
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    • pp.875-887
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    • 2015
  • The analysis in this work is about costumes among the rhythmic gymnasts in competition, which is intended to develop designs about rhythmic gymnastics costume and provide the basic material from the results. In its research method and range, the general information on rhythmic gymnastics was reviewed in literature and the case analysis was followed about costumes of world high rankers in competition during 2012~2015 seasons. Research showed the following results. First, leotard took a shape of skirt-added one-piece type, where a combination with long tight sleeve, round neck line, and stand-up collar had a relatively higher percentage in design. With regard to a bottom line of skirt, an amorphous type was most common that highlights rhythmical beauty without any particular form. This design exposed shoulders and waists on both sides, expressing the feminine beauty. Second, in color used mainly, white appeared most frequently. In its combination, more than three were employed. Third, transparent mesh was applied as basic, where lace and chiffon were used. Abstract pattern took the highest portion in pattern. Particularly, crystal bead or gradation coloring was used to maximize the visually splendid image, giving an effect of optical illusion as if neckless clothing, choker, bracelet, or glove were worn. Fourth, it appeared that the costume for each event was changed in every season, when only music was substituted but the same earlier costume was put on for the different event.

The Effect of Garment Category, Fashionability and Wears' Body type on Impression Formation (의복범주가 젊은이의 대인지각에 미치는 영향 -유행성 및 착용자의 체형과 관련지어-)

  • Kim Jae Sook;Kim Hee Sook
    • Journal of the Korean Society of Clothing and Textiles
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    • v.16 no.4 s.44
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    • pp.371-377
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    • 1992
  • The purposes of the study were 1) to extend the cognitive categorization theory in an attempt to explain the of garment category, fashionability, and wearer's body types on impression formation, and 2) to find out structures of wearer's impressional dimension and wearer's professional image. The research included a quasi-experiment and survey. The experimental design was a $2^{3}$full factorial design of 3 independent variables. The experimental materials developed for the study were a set of stimuli and a response scale. The stimuli consisted of 8 drawings made by 3 independent variables (garment category, fashion level, wearer's body type). Result were as follows: 1) Garment category, fashionability and wearer's body type had significant effects on impression of the 5 factors-evaluation, potency, appearance, sociability and good-bad, with exception of wearer's body type which was nonsignificant to the potency factor. 2) Garment category was most effective on the evaluation and the potency. However wearer's body type was most effect on the appearance factor and fashionability variable was most effective on the good-bad factor. It was conclued that the results supported the cognitive categorization theory on impression formation and a cognitive categorization hypothesis of clothes.

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Dynamic Manipulation of a Virtual Object in Marker-less AR system Based on Both Human Hands

  • Chun, Jun-Chul;Lee, Byung-Sung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.4 no.4
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    • pp.618-632
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    • 2010
  • This paper presents a novel approach to control the augmented reality (AR) objects robustly in a marker-less AR system by fingertip tracking and hand pattern recognition. It is known that one of the promising ways to develop a marker-less AR system is using human's body such as hand or face for replacing traditional fiducial markers. This paper introduces a real-time method to manipulate the overlaid virtual objects dynamically in a marker-less AR system using both hands with a single camera. The left bare hand is considered as a virtual marker in the marker-less AR system and the right hand is used as a hand mouse. To build the marker-less system, we utilize a skin-color model for hand shape detection and curvature-based fingertip detection from an input video image. Using the detected fingertips the camera pose are estimated to overlay virtual objects on the hand coordinate system. In order to manipulate the virtual objects rendered on the marker-less AR system dynamically, a vision-based hand control interface, which exploits the fingertip tracking for the movement of the objects and pattern matching for the hand command initiation, is developed. From the experiments, we can prove that the proposed and developed system can control the objects dynamically in a convenient fashion.

Moderating Effect of Luxury Value Perceptions in the Relationship between In-Store Emotions and Perceived Brand Luxury

  • Lee, Eun-Jung;Kim, Hanna
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.1
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    • pp.81-96
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    • 2016
  • The meaning of luxury varies by individuals. The differing luxury perceptions should influence the way individuals react to relevant marketing programs for luxury. Limited research exists on the topic despite interest in luxury segmentation and consumer-oriented values for luxury in marketplaces. Referring to the conceptual framework by Wiedmann et al. (2007), we explored the moderation role of four dimensions of luxury value perceptions (LVP; financial, functional, individual, and social dimensions), in the relationship between in-store emotion and perceived brand luxury. A total of 218 U.S. consumers participated in our online survey using a hypothetical luxury store image. The results revealed the following: First, on the relationship between felt pleasure and perceived brand luxury (PBL), the financial dimension of LVP only showed a significant moderation effect. Second, the effect of felt arousal on PBL was moderated by the financial and social dimensions of LVP. Lastly, the individual dimension of LVP only moderated the relationship between felt dominance and PBL. Theoretical and managerial implications are suggested.

A Study on the Wearing Conditions of Development for Functional Snowboarding Apparel (기능성 스노보드 웨어 개발을 위한 착용실태 조사)

  • Kim, Ji-Eun;Choi, Hei-Sun;Kim, Eun-Kyong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.10
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    • pp.1252-1263
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    • 2011
  • This study examined the current state of snowboarding apparel. We investigated the preferred design, the required functions, and inconvenient factors in snowboard apparel through interviews with snowboard pro-players and questionnaires with functional apparel consumers. The research was conducted as follows. In order to raise problems through interviews with pro-snowboarders and grasp the individual traits of consumers, a survey was conducted with male and female consumers in their 20s-30s who enjoy snowboarding and those who had purchased specialized brand snowboarding apparel more than once. After the survey with consumers, this study set the classification standard for snowboard maniacs according to snowboarding frequency and classified the snowboarders into two groups. Both groups carry MP3 players most frequently in ordinary times and they preferred notable and brilliant colors and partially-used patterns (printed patterns). Through the investigation of the mobile functions that the snowboarders wanted for snowboarding apparel, it was found that the most preferred functions were those of listening to music and photo/video image-taking.

An Improved Approach for 3D Hand Pose Estimation Based on a Single Depth Image and Haar Random Forest

  • Kim, Wonggi;Chun, Junchul
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.8
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    • pp.3136-3150
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    • 2015
  • A vision-based 3D tracking of articulated human hand is one of the major issues in the applications of human computer interactions and understanding the control of robot hand. This paper presents an improved approach for tracking and recovering the 3D position and orientation of a human hand using the Kinect sensor. The basic idea of the proposed method is to solve an optimization problem that minimizes the discrepancy in 3D shape between an actual hand observed by Kinect and a hypothesized 3D hand model. Since each of the 3D hand pose has 23 degrees of freedom, the hand articulation tracking needs computational excessive burden in minimizing the 3D shape discrepancy between an observed hand and a 3D hand model. For this, we first created a 3D hand model which represents the hand with 17 different parts. Secondly, Random Forest classifier was trained on the synthetic depth images generated by animating the developed 3D hand model, which was then used for Haar-like feature-based classification rather than performing per-pixel classification. Classification results were used for estimating the joint positions for the hand skeleton. Through the experiment, we were able to prove that the proposed method showed improvement rates in hand part recognition and a performance of 20-30 fps. The results confirmed its practical use in classifying hand area and successfully tracked and recovered the 3D hand pose in a real time fashion.

Consumer Attitude Formation on Private Apparel Brand (유통업체 의류 상표에 대한 소비자 태도 형성)

  • Choi, Mi-Young;Rhee, Eun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.8
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    • pp.1210-1221
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    • 2006
  • The strength of the PB(Private Brand) is that it can eliminate intermediary in the distribution channel and thoroughly control the quality under its own name. This study has developed traditional studies on private brand proneness in approaching data processing and empirical point of view of a consumer's attitude buildup process on PB through 'recognition-attitude-action(behavioral attitude)'. The subjects of this study are consumers in their $20s{\sim}40s$ who are main customer groups of PBs. A screening process has taken place to select consumers with purchasing experiences of retailor PBs. The data is analyzed by 'Structural Equation Modeling' of Amos 5.0 to verify consumer attitude formation model on private apparel brand. The results generated from this study are as follows: First, the proposed consumer attitude model on private apparel brand consists of store evaluation, experiential product evaluation, cognitive product evaluation, hedonic attitude, utilitarian attitude and purchase intention. Second, not only positively influence on utilitarian attitude but hedonic attitude can arouse positive emotional reaction of a consumer. Third, the store evaluation is ahead of the product evaluation because PB is more related to the image of a store. The influence of the store on PB is relatively stronger when compared with NB.

Research on Shoe Size of Internet Shopping with Consumers and Vendors (인터넷 구두 치수실태 조사 -착용자 및 제화업체 조사를 중심으로-)

  • Han, Hyeon-Jung;Jeon, Eun-Kyung;Chang, Eun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.8
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    • pp.1234-1241
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    • 2006
  • The purpose of this study was to identify the sizing problems for shoes, and provide improvement information for shoe industries in internet shopping mall. For this, the study was conducted through a survey with 611 young women consumers from late 10s to late 20s. In addition, we investigated the actual conditions of shoe size system from manufacturers and vendors of internet shopping mall. On the survey from consumers, it was revealed that the main reason which makes the consumers hesitate to purchase is the difference between the image or size shown by the monitor and the actual product. Also, the problem was substantiated through status of internet shoe vendors. Moreover, it was found that consumers rarely have the knowledge of the letter sizes for the foot girth at purchasing shoe. To overcome the problems of shoe size system in internet shopping industry, the new sizing system that both consumers and vendors can satisfy is needed immediately.

A Study on the Cultural Commodities' Design Development with Applying to the Korea Traditional Rock Art Pattern( I ) -With Turtle, Ship, Human's Face Patterns of Ulsan Ban Gu-Dae Rock Art as the Central Figure- (한국 전통 암각화 문양을 응용한 문화상품 디자인 개발에 관한 연구[ I ] -울산 반구대 암각화의 거북, 배, 사람얼굴 문양을 중심으로-)

  • Park Soon-Chun
    • Journal of the Korean Society of Costume
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    • v.56 no.6 s.105
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    • pp.33-44
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    • 2006
  • With the basis of objective truth by the subjective sensibility and the Rock art's history and the molding the Rock arts image motive, the conclusion like this; The first, Rock art express the imagination variety as symbols of abundance, fecundity, stable lift's present mourning and absolute respect and the spirit. The second, the new motives are developed by making formative images with deeply understanding essential side in the Rock arts. With this, the pattern is repeated with making motive's repeat units and the new pattern is developed by 45-angle iteration. These cultural products were used to produce necktie, scarf, and clothing making commonly efficient use in actual life- with 3D simulation. Through developing Rock art pattern, it is great the possibility of development for expressing Korea images with making an excavation. A competitive design as to the international period can be developed with applying to the variety department-cultural products development.