• 제목/요약/키워드: real clothing

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3차원 의상 모델링 시스템을 이용한 여성용 테일러드 재킷의 맞음새 평가 (A Study on the Fit Preferences of the Tailored Jacket for Women Using 3D Clothes Modeling System)

  • 도월희
    • 한국의류학회지
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    • 제36권9호
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    • pp.940-951
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    • 2012
  • This study evaluates the fit preference of the tailored jacket according to body types for 20's adult women through a comparison of real and virtual fit. A five point fit evaluation scale utilizing a wearer acceptability scale by Shen and Huck was used to evaluate the degree of the preference of real and virtual fit. This scale contained 23 items in three categories: front fit, back fit, and side fit. For each item, 5 responses from 'too tight' fit (1 point) to 'too loose' fit (5 point) were possible. The middle position for each fit criterion indicated a 'good' fit (3 point). The data were analyzed with a t-test using statistical program SPSS 17.0. According to the results, there were no significant differences ($p{\leq}.05$) between the real and virtual fit preference in total measurement items such as front collar, lapel and roll line, front shoulder slope, front armhole, front waist, abdomen, sideseam, hemline, front silhouette, side shoulder, side armhole, side sleeve width, side hip, side silhouette, back collar stand, upper back, back armhole, back waist, back hip, back silhouette except front bust, side waist, and back center back. The factor that caused a difference in the fit preference between the real and virtual fit evaluation was a specific body type such as Body Type A that indicated a small bust circumference and a big hip circumference.

사회적 자기이미지와 가상공간에서의 아바타 이미지 - 이상적 이미지와 실제적 이미지를 중심으로 - (Social Self Image and Avatar Image in the Virtual World: Focus on Ideal-Self Image and Actual-Self Image)

  • 윤송이;;이규혜
    • 복식
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    • 제61권9호
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    • pp.1-14
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    • 2011
  • The purpose of this study was to understand the relationship between one's social-self image and Online Avatar image. Influence of these virtual images on one's attitude toward real world and commitment to the virtual world was examined. In addition, the gender difference was examined. A structural equation model with social self image as exogenous variable and influence of Avatar as endogenous variable was designed. Real and ideal Avatar images were the mediating variable in the model. Survey questionnaire was developed and data from 425 respondents were analyzed. Results indicated that the conceptual model was a good fit to the data. Respondents who perceived their social self-images importantly were likely to have real images of Avatars. Ideal image and real image had significant on commitment to virtual world and attitudes toward the real world. For male respondents, social self image had stronger influence on real image of Avatar and ideal image had stronger influence on commitment to virtual world than female respondents.

남자대학생의 자기 이미지와 의복행동에 관한 연구 (Self-Image and Clothing Behavior of College Men)

  • 이명희;김현주
    • 복식
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    • 제38권
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    • pp.323-336
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    • 1998
  • The purpose of this study was to classify the contents of self-image of college men and to investigate how clothing behavior was influenced by self-image, age, major, and the expenses of clothing. Samples were 342 male students of univer-sity in Seoul. Results of this study were following : 1. Four factors of self-image derived by factor analysis : F. 1‘mature-unmatured’;F. 2‘characteristic-ordinary’; F. 3‘conservative-open’; F. 4‘dominant-submissive’.2. 5 variables of clothing behavior were influenced by real self-image. Fashion was influenced by characteristic, open, dominant image, and the expenses of clothing. The ex-planatory power of the 4 variables was 29.3%. Aesthetics was influenced by characteristic, submissive, conservative image, the expenses of clothing, and age(R2=28.7%). Modesty was influenced by conservative and ordinary im-age(R2=6.5%). Coformity was influenced by ordinary image and the expenses of clothing (R2=5.7%). Comfort was influenced by dominant image and age(R2=5.3%). 3. 5 variables of clothing behavior were influenced by ideal self-image. Fashion was influenced by unmatured, characteristic, sub-missive image, and the expenses of clothing (R2=28.9%). Aesthetics was influenced by characteristic image, the expenses of clothing, and age(R2=23.5%). Modesty was influenced by conservative, mature, and ordinary image (R2=8.3%). Coformity was influenced by ordinary image(R2=1.9%). Comfort was influenced by mature image and age(R2=5.6%). The findings indicated that self-image had a significant effect on fashion and aesthetics, and characteristic image and conservative image were important variables that affected clothing behavior of college men.

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인터넷 쇼핑몰에서의 패션상품 구매의도 결정요인 (Discriminative Factors of Buying Intention in Fashion Internet Shopping)

  • 김효신;이선재
    • 복식
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    • 제51권6호
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    • pp.117-128
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    • 2001
  • The purposes of this study was to investigate discriminative factors of clothing buying intention on Internet shopping mall. The sample included 435 male(44.8%) and female(55.2% ) adults, and an instrument was developed based on previous studies. The statistical analysis used for this study were factor analysis, 1-test, and LISREL. The results of factor analysis showed that consumers evaluated apparel internet shopping attributes based on perceptional dimensions of internet shopping consisted of clothing quality and value. web service quality and value, and adoption of internet shopping. Each dimension has sub-factors as follows: (1) clothing quality was perceived as 'artistry' 'sociality' and 'practicality'. (2) web interface service quality was perceived as 'visuality', 'advantage', 'response', 'dependability' and 'buying-confidence'. (3) internet shopping adoption was perceived as 'usefulness' and 'convenience'. T-test revealed that consumer's buying intention, re-entry intention, and store attitude were differed concerning all sub-factors including 'usefulness' and 'convenience' in adoption of Internet shopping dimension. As a result of LISREL, clothing buying intention path model was set up as following path. (1) 'artistry', 'sociality' and 'practicality' of clothing quality affected clothing value perception positively. (2) 'visuality', 'advantage', 'response' and 'buying-confidence' of web service quality affected web service value perception positively. (3) clothing and web service value perception affected store attitude positively. (4) store attitude affected clothing buying intention positively. However, Adoption of Internet shopping dimension that was perceived as usefulness and convenience did not affect clothing buying intention path model. Therefore, consumers buying, intention model in internet circumstance could be used nearly the same as real market circumstance.

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RGB-D 센서 및 3D Virtual Clothing CAD활용에 의한 패션소재의 동적표현 시스템에 대한 연구 (A Study on the Dynamic Expression of Fabrics based on RGB-D Sensor and 3D Virtual Clothing CAD System)

  • 이지은;김슬기;김종준
    • 패션비즈니스
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    • 제17권1호
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    • pp.30-41
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    • 2013
  • Augmented reality techniques have been increasingly employed in the textile and fashion industry as well as computer graphics sectors. Three-dimensional virtual clothing CAD systems have also been widely used in the textile industries and academic institutes. Motion tracking techniques are grafted together in the 3D and augmented reality techniques in order to develop the virtual three-dimensional clothing and fitting systems in the fashion and textile industry sectors. In this study, three-dimensional virtual clothing sample has been prepared using a 3D virtual clothing CAD along with a 3D scanning and reconstruction system. Motion of the user has been captured through an RGB-D sensor system, and the virtual clothing fitted on the user's body is allowed to move along with the captured motion flow of the user. Acutal fabric specimens are selected for the material characterization. This study is a primary step toward building a comprehensive system for the user to experience interactively virtual clothing under real environment.

Examining Portraits in Digital Fashion Art Non-Fungible Tokens (NFTs) through Baudrillard's Simulation

  • Yoon Kyung Lee
    • 한국의류학회지
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    • 제47권5호
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    • pp.929-942
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    • 2023
  • Web 3.0 enables people and machines to connect, evolve, share, and use knowledge on an unprecedented scale and in new ways, drastically improving our Internet experience. The metaverse is a collective, virtual shared space supporting all digital activities. Prompted by the rapid growth of digital art and digital fashion, this theoretical analysis explores using Jean Baudrillard's simulation concept to create unique digital art non-fungible tokens (NFTs), allowing them to express and communicate ideas like real-world art. Specifically, this study analyzes 120 digital fashion portraits of humans and animals and classifies them under three types of simulacra covering four stages of Baudrillard's simulation process. The result shows that NFT fashion artworks reflect the core features of a digital reality by connecting and transcending the boundaries of cultures, genders, and nationalities. However, in the final simulation stage (the fourth step), the simulacrum can only coexist in the virtual world as a hyperreal object (the Type III of simulacrum): an object more real than reality.

스마트폰 화면으로 인지되는 직물의 색상과 재질감 선호도 및 구매의도 비교 - 관능실험 방법을 중심으로 - (Comparison of fabric color, texture preference, and purchasing intention to fabrics recognized by smartphone displays - Focused on sensory test method -)

  • 김태진;상정선;박명자
    • 복식문화연구
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    • 제25권6호
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    • pp.819-830
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    • 2017
  • This study aims to gather precise information on the real fabric color and texture, and purchasing intention of mobile shoppers buying clothes. Eighty volunteers participated in the sensory test on three smartphones with four colors and two fabrics-smooth taffeta and hairy doeskin. This study carried out the posteriori test using the one-way ANOVA and Duncan test by SPSS21.0. In the analysis' results of color preference, there were no differences among the four colors of taffeta between the smartphones, but different preferences between the red and yellow doeskin exist. In the case of the Samsung phone, which has an immense color distortion, the red fabric has a low color preference. In contrast, on the Apple phone yellow fabric had the highest preference because of its brightness. The Apple phone also has the highest purchasing intention of yellow colored taffeta, which is similar to the color preference results, although the real fabric has the opposite result. For doeskin, the real red and blue colored fabric has the highest purchasing intention. The Samsung phone has the biggest color mismatch with the real fabric. It also has the lowest purchasing intention of red taffeta fabric, while the LG phone has the lowest purchasing intention of blue fabric. Using the paired comparison method of the similarity between 'real' fabrics and the mobile version of fabric colors has a low similarity on all four colors of taffeta and doeskin fabrics. Therefore it can be concluded that phones do not represent the 'real' fabric color.

니트 CAD시스템의 3D 가상착의 프로그램을 활용한 니트디자인 (Knit Design Using 3D Virtual Clothing Simulation Program of Knit CAD System)

  • 이슬아;이윤미;이연희
    • 복식
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    • 제65권1호
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    • pp.104-117
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    • 2015
  • Recently, the fashion industry has been integrating with The IT industry in order to develop in various ways. This study looks into ways to utilize the 3D CAD system, which would reduce time and cost while producing samples, and strengthen the communication between the brand and its cooperators by deploying knit designs using Knit CAD system's 3D virtual clothing program. The research method was reference, Internet resources 3D fashion CAD system and 3D Knit CAD system. Based on the data, simulation of the complete design of 4 deployed knit designs was done by using 3D virtual clothing program of the Knit CAD system utilizing knit design elements. One of each design element among the virtual clothing designs was chosen to produce real clothing, and the experts did verification on the appearance assessment of 3D virtual clothing knit designs of the Knit CAD system. As a result, 3D virtual clothing knit design of the Knit CAD system proved itself as an efficient system in terms of time and cost.

유목적(遊牧的) 사고와 트랜스퍼머블 클로딩 (Nomadic Thoughts and Transformable Clothing)

  • 나영원;박명희
    • 복식
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    • 제53권8호
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    • pp.91-104
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    • 2003
  • This study describes not only meaning of transformable, i.e., new paradigm being expanded since the 1990's, but also nomadic thoughts being formation background of transformable. In this study, the concept of ‘transformable’ has dictionary definition and theoretical background expressing art, architecture and products, etc. The author has examined relations between nomadic thoughts and ‘transformable clothing’ by investigating the works of transformable clothing designers including Lucy Orta. The ‘transformable clothing’ means ‘clothing being transformable to meet some purposes’. Considering nomadic thoughts, 1.e., one of formation of transformable, the transformable clothing with nomadic thoughts can be transformed in various ways by usefulness and removal. The clothing has features of removal, escape and protection and has the values that can adapt itself to social circumstance and environment through the module system of separation, taking to pieces and assembling, etc. to suggest resonable clothing. Such a clothing cannot be settled down so that it shall be developed to let modern people move continuously as the 21th century nomad between real world and virtual world. However, this study did not examine internal meaning sufficiently because of main investigation objects of external expression, and was limited to nomadic thought at formation background. To improve such things, another study will be made in the future.

자유 기술 응답을 통한 보유 의복 선호/비선호 원인 구조 고찰 (Investigations into the Causes of Wardrobe Pveferene/Dispreference through Open-ended Response Questionnaire)

  • 김세희
    • 복식
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    • 제54권8호
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    • pp.59-74
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    • 2004
  • The Purposes of this study are to investigate consumers' causes of clothing preference and dispreference separately, and to get 'real' descriptions about that causes using an open-ended response questionnaire. The sample was composed of 81 undergraduate students. Subjects were asked to select their preferred clothing and disprefered clothing respectively among wardrobes they have and to describe the causes of that preference/dispreference. The data was collected through an open-ended response questionnaire and analyzed using content analysis. The system for content analysis was divided into the view Point of image, clothing itself, wearer's physical characteristics, wearing situation, others' response, wearer's values, wearer's consciousness, and purchase process. Image was the primary cause that raised clothing preference, and clothing itself, wearer's physical characteristic, wearing situation, others' response, wearer's consciousness, wearer's values, and purchase process followed. In audition. wearer's physical characteristic was the primary cause that raised clothing dispreference. and image, clothing itself. wearer's consciousness, wearer's values. wearing situation, purchase process, and others' response followed. Finally, the framework for the causes of clothing preference/dispreference was developed.