• Title/Summary/Keyword: self-expression desire

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The Influence of Clothing Color Preference of Adolescents on the Self Expression Desire and Fashion Interest (청소년의 의복색 선호가 자기표현욕구와 패션관심도에 미치는 영향)

  • Maeng, Lee-Sun;Chae, Jin-Mie;Oh, Kyung-Wha
    • Korean Journal of Human Ecology
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    • v.18 no.5
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    • pp.1077-1086
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    • 2009
  • In this study, the effect of clothing color preferences of adolescents on their self expression desires and fashion interest were investigated. These investigations were intended to understand some psychological aspects of adolescents and to make a contribution to guiding them in forming self identities and expressing themselves confidently through clothing. This research was based on 452 copies of questionnaires distributed to middle and high school students living in Seoul and other metropolitan areas from the middle of March to the beginning of April, 2008. The results were as follows. First, there was a significant difference in clothing color preference and clothing color tone preference between male students and female students. Second, the factor analysis which has been performed by taking assimilation, individuality, recognition, and image management as composing dimensions of self expression desire shows significant differences between these dimensions. Third, the difference in the self expression desires according to clothing color preference showed that the group preferring cool colors and the group preferring warm colors possessed the same highest self expression desires. And, it was revealed that the clothing color preference was a significant variable influencing fashion interest. Fourth, the effect of self expression desire on the fashion interest degree showed that recognition was the most significant factor and image management was the next.

Korean Genderless Fashion Consumers' Self-image and Identification

  • Shin, Eun Jung;Koh, Ae-Ran
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.3
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    • pp.400-412
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    • 2020
  • The "genderless fashion" style adopted by 20 to 30-year-olds in Korea cannot be ignored in the consumer fashion code. This study investigated self-images of Korean genderless fashion consumers through in-depth interviews. Interview analyses confirmed that Korean genderless fashion consumers express their self-image through clothing. As the theoretical framework, this study used Lacan's concept of desire to classify the types of self-image consumers want to express. The results are classified into three subject types: those who pursue self-fulfillment, those who pursue fulfillment from others, and those who pursue endless fulfillment through a self-image. This reflects various factors and the subjects' desires. Further, a subject's desire to present a specific self-image was an important factor in understanding the genderless fashion style. The study results revealed that modern fashion is an "unconscious" field of self-expression that crucially reflects individual desires. The study also contributes to the understanding of the concept of self-image at large.

Implementation of Self-expression Tool with Interactive Hangeul

  • Lim, Sooyeon
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.43-49
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    • 2018
  • Modern people communicate in a digital space without being limited by physical space and time. On the internet, people's desire for self-expression is getting bigger, and the most common self-expression tool is characters. Characters are visual materials to express human thoughts and desires. This study is a method to positively express the viewer's self in an interactive Hangeul system. The proposed system produces new formative shapes and meanings of Hangeul through the process of deconstructing and reconstructing the characters. Immediate character transformations that are synchronized with the motion of the viewer act as a tool of self-expression by inducing the viewer's active interaction repeatedly. Therefore, the proposed interactive Hangeul is more than enough to be used as a new graphic tool beyond the text to be read, and it is highly likely to develop into cultural contents using it.

A Study on Fashion Item Purchase Decision-Making Process of ZEPETO and Roblox of MZ Generation - Focused on Self-expression - (MZ세대의 제페토와 로블록스 패션 아이템 구매의사결정과정에 관한 연구 - 자아 표현을 중심으로 -)

  • Lee, Seowon;Kim, Nayoon;Jeon, Dabeen;Han, Yealim;Shin, Eunjung
    • Fashion & Textile Research Journal
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    • v.24 no.4
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    • pp.418-430
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    • 2022
  • This study aims to analyze consumers' purchase decision-making process of buying avatar fashion items on the Metaverse platform. Drawing on the connection between the self-expression tendency of the MZ generation and that of avatars in the Metaverse, this study uses a qualitative research method to analyze how consumers express their self-image through the appearance of their avatars. Unlike previous studies on the clothing purchase decision-making process, this study shows that purchasing and consumption behavior involve the following six stages: recognizing desire, collecting information, evaluating alternatives, making purchases, evaluating the consumption, and post-purchase action-taking. In the first stage of the purchase decision-making process, consumers' desire arises with self-image expression and confirmation. In the second stage, consumers have a high tendency to shop in the best item category. In the alternative evaluation stage, consumers tend to seek items that match their highest standard while considering their personal preferences. In the fourth stage, when making actual purchases, unplanned purchase behavior often occurs along with an active practice of alternative evaluation. In the fifth stage, the evaluation of the consumption shows that consumers achieve satisfaction by applying a style to their avatars that they are unable to try in the real world. In the last stage, consumers often use their purchases to communicate their various styles with other online consumers. Therefore, we conclude that the online purchase decision-making process differs from the offline process as it is divided into six stages.

The Road to Empire: Journeys to Europe and Far Eastern Asia by Natsume Soseki ('제국'으로 가는 길 - 나쓰메 소세키의 유럽과 아시아 여행)

  • YOON, Sang-In
    • Cross-Cultural Studies
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    • v.33
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    • pp.263-286
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    • 2013
  • Is this a right way in politics that attitude of Japanese scholars to separate Natsume Soseki from the expansionism of pre-war Japan to protect 'sanctity'? Nowadays, most Japanese scholars are regarded to share the desire that minimize the memory of the behavior of Japanese Imperialism in East Asia, such as Korea, China, etc. Furthermore, 'the desire to minimize' inescapably concluded in avoidance, concealment, at last the temptation of deliberate misleading. Until now, the controversy about the Natsume Soseki's travel to Korea and Manchuria has repeated in defence and criticism surrounding the self-awareness and recognition of others of Natsume Soseki, making the expression in a record of Natsume's travel as the subject of study, for example, the degrading expression about Chosun people and scorn for Chinese and Russian. This paper will investigate that Natsume's travel is the political practice which is combined with the desire for the empire, focusing on the political context in the action of journey of Natsume and its contents other than the expression itself.

The Expressive Characteristics of the Posthuman Body in Fashion Illustration (패션 일러스트레이션에 반영된 포스트휴먼의 신체 표현특징)

  • Choi, Jung-Hwa
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.9
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    • pp.1085-1098
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    • 2011
  • In the $21^{st}$ century, technology is a tool for the expansion of the five senses and physical ability that works as an element for posthuman identity. This study analyzes and theorizes on the characteristics of the posthuman body in fashion illustration. The method of this study analyzes documentaries about posthuman and fashion illustration. The results are as follow. Posthuman body types are classed as hybrid body, plastic surgery body, and digital body. The characteristics of the posthuman body are categorized as ultra- functional prosthetic, mythical undifferentiated, radical plastic surgery type and post-physical digitization type. The ultra-functional prosthetic type shows a restored body and upgraded functional body through a machine hybrid, cyborg suit and mannequin hybrid. It is a break from classical gender identity to form a nerve sense extension that displays physical and abstract power. The mythical undifferentiated type shows a therianthropic form, parts of an animal body, radical skin and gender bending. It represents the return to an undifferentiated world, the desire of a powerful being and the possibility of radical transformation. The radical plastic surgery type shows a photomontage of an ideal body, transgendered body, grotesque body marking, absence of partial or overall face organ and the expansion of abnormal body organs. It represents the expression of narcissism, unconscious desire, fantasy, fear and suggests an alternative ideality, sexual attachment and ambiguous gender identity. The post-physical digitization type shows an imperfect form or duplicated ego image through the omission of the body silhouette or detailed form, fragmented image using net, representative self like optical illusion using typography, an imperfect vague silhouette and immaterial body outline through the use of virtual light. It represents the lack of desire, narcissism, fluidity in a virtual space, the continued creation of a new self, ambiguous gender identity and the liberation of environment, sex, and race. Likewise, the posthuman in fashion illustration shows the absence of a species boundary, destruction of classical gender identity, a new personality and virtual self image.

A Study on The Self-identity in Role-playing Games - Focused on Lacan's Psychoanalysis (롤플레잉 게임에서의 자아 정체성에 관한 연구 - 라캉의 정신분석학을 중심으로)

  • Xiao Zhongyi;Choi Won-ho
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.475-487
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    • 2024
  • As today's "ninth art", role-playing games recognized by most players due to their surreal themes and sustained reflection on social diseases. Through precise control of story-telling and game visuals, players develop an avatar identification during role-playing game. Based on Lacan's mirror stage theory, a new self-identity mechanism is established under the guidance of role-playing games. As a "player", the subject's interpretation of himself is shifted by the game order, and the subject identifies with the role-playing game while at the same time being structured by the desire of role-playing game. The immersive experience and emotional guidance of role-playing games all point to the most instinctive human desires. The psychoanalytic theory from Lacan's perspective explains the source of players' desire, and the expression of players' desire in the game. It also plays an important role in the emotional rendering and identity aspects of role-playing games. This paper is to establish that role-playing games do have an impact on the player's self-identity through a Lacanian psychoanalytic reading of role-playing games.

The Study on the Image of a Woman's Body Exposure Expressed in Modern Fashion (현대패션에 표현된 여성인체 노출의 이미지에 관한 연구)

  • Kim, Sun-Young
    • Journal of the Korean Society of Costume
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    • v.57 no.1 s.110
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    • pp.28-38
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    • 2007
  • This study is on the image of a woman's body exposure, expressed in various situations or images in the modern fashion. The results of this study can be summarized as the following. First, either the exposure or stress of a woman's specific body parts like breast, waist, hips, or legs which can be sensed totally different from man's or the ironic disclosure of body parts always lapped around emphasizes femininity by giving full play the unique sexual beauty of a woman's body. Second, the desire of disclosure to have others' attention with the concealment as suggestive exposure expresses the eroticism. The modified eroticism is found different from the conventional concept and is based on the desire to make others notice one's existence continually by the sexual exposure dress particularly to entire the other sex, the dismantlement of changing an underwear to an outer-dress, and so forth. Third, both exposure of a woman's sexual body parts and expression of exposure to the utmost by laying a woman's entire body bare can mean sex liberty in the laissez-faire generation. This may suggest a pleasure-oriented way of thinking of the self-consolation rather than showing others, or feature the personality and the liberty endowed women with.

Cross Cultural Consumer Values, Needs, and Purchase Behavior (문화환경에 따른 소비자 가치, 욕구 그리고 구매행동)

  • Kim, Jai-Ok
    • Proceedings of the Costume Culture Conference
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    • 2003.12a
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    • pp.1-20
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    • 2003
  • ■ Both countries’ samples rated the self-directed values more important. ■ Among female consumers in China, clothing is regarded as asymbolic medium to demonstrate one’s social status/image, while in Korea, clothing is more an important medium to fulfill one’s desire for change, newness or emotional expression. ■ Korean female consumers seem more demanding (product quality & emotional satisfaction). ■ Experiential needs were a strong, more universally common motivator for apparel purchase. (omitted)

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A Study on the Sign of the Graffiti Depicted in the Western Costumes (서양복식에 나타난 Graffiti의 기호에 관한 연구)

  • 이효진
    • The Research Journal of the Costume Culture
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    • v.10 no.3
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    • pp.213-235
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    • 2002
  • The purpose of this study was to recognize the meanings of plastic language by analyzing the sign of the Graffiti depicted in western modern costumes. And the scope of this study was focused on analysing the costumes from 1980's when the Graffiti was recognized as one of the plastic arts. Graffiti was an unprofessional and covert desire of self-expression, having a close relation with our lives. It was used in diverse ways with repeating creation, development, and extinction, from expressing liveliness in Old Stone Age through describing symbolic meaning in the modern art. Graffiti means rude, humorous, or political writing and pictures on the walls of buildings. It's different from the delicate letters or pictures to inscript on the tree or rocks. Being introduced as part of Post-modernism in the 1970s, Graffiti was acknowledged as a new artistic action with the culture of hip-hop. In addition the Graffiti, the expression of sign was reflected artist's internal consciousness with boundless sign. The sign is something to transmit message from the nonverbal point of view, the oldest sign was the sign for petition or the expression of something as a primitive form. Sign can be defined as a framework of life inherited as a practice from the primitive age long past. Graffiti was cited as a concrete example of sign, theme of this paper, and general understanding on sign expression was pursued through free work which all artists present with essential and positive ways using signs, their own languages, and life style. The result of this study was summarized as follows: Since the end of the 20th century, a lot of fashion designers have represented symbolic images, such as letter and signs, as purely personal ways of expression through the western costumes. It was found that fashion designers of the Graffiti whose free work style from inherent inner consciousness might provide a basic framework to search for complex signs of modem costumes naturally understood life itself as plastic art, and sublimated human inherent desire and their inner world through their works.

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