• 제목/요약/키워드: sewing industry

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서울시 의류봉제 소공인클러스터의 특성요인에 따른 정책수단 차별화에 관한 연구 (A Study on the Differentiation of Policy Instruments According to the Characteristic Factors of Apparel Sewing Micro Manufacturers Clusters in Seoul)

  • 정영수;황주성
    • 한국경제지리학회지
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    • 제26권3호
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    • pp.238-255
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    • 2023
  • 본 연구는 클러스터의 특성요인을 측정할 수 있는 변수로 도출하여, 창신동, 독산동, 장위동 의류봉제 집적지의 특성을 밝히고자 하였다. 이 결과를 토대로 각 집적지별로 정부의 지원정책에 대한 수요가 어떻게 다른지를 비교분석하였다. 자료는 세 지역의 입주업체를 대상으로 한 대면 설문조사와 심층인터뷰를 통해 수집하였다. 분석결과, 창신동은 '혁신성장 지향형', 독산동은 '네트워킹 지향형', 그리고 장위동은 '전문집적 지향형', 클러스터로 판별되었다. 정책수요에 대한 조사 결과 세 지역의 정책수요가 다르게 나타났는데, 창신동은 역량형성, 독산동은 정보제공, 장위동은 혜택의 정책수단을 선호하였다. 동일한 의류봉제 업종의 집적지 간에도 형성과정과 특성이 다르고, 그로 인해 정책수단에 대한 수요도 다르다는 것을 확인할 수 있었다. 정책적 제언으로는 주기적인 실태조사를 통한 집적지별 특성과 정책수요의 파악, 집적지의 특성에 부합하는 차별화된 지원정책의 수립과 집행을 제언한다.

이세이 미야케의 패션에 표현된 친환경적 디자인 특성 (Characteristics of Eco-friendly Design Expressed in Issey Miyake's Fashion)

  • 하승연;이연희
    • 복식
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    • 제62권3호
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    • pp.57-72
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    • 2012
  • Interest in the environment is rising in all the sectors of industry and culture. Even in the fashion industry, fashion designers have recently begun delivering messages on the environment. In particular, $Issey$ $Miyake$ has been constantly interested in environmental issues, and has been deemed as a designer who values practicality and universality in clothing. This study seeks to examine Issey Miyake's fashion from the perspective of an eco-friendly design. This research analyzed collections of $Issey$ $Miyake$ from 1980 to 2010 through photo works and www.firstview.com. The research method was to study 8 people who have professionalism in fashion design and have analyzed 201 works of $Issey$ $Miyake$ from 1980s to 2000s that have the characteristics of eco-friendly design. The results showed the following characteristics of eco-friendly design in Issey Miyake's fashion : naturality, simplicity, sustainability and transformability. First, $Issey$ $Miyake$ preferred natural materials and used Japan traditional dyeing that integrated modern techniques for naturality. Second, he expressed simplicity in his fashion by applying the least cutting and sewing in geometric panels. Third, he pursued sustainability with comfortable clothing that anyone could wear regardless of trend, age and body shape. Finally, he developed the A-POC system that eliminated the usual needs for cutting and sewing and tried transformability on clothing using buttons, strings, belts, zippers, and layered styling.

의류수출업체의 3D 디자이너 직무에 대한 질적 연구 (A Qualitative Study on 3D Designer Jobs in Fashion Vendors)

  • 최영림
    • 한국의류산업학회지
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    • 제23권4호
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    • pp.504-514
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    • 2021
  • This study attempted to extract and structure the job skills required for 3D designers, which have been recently introduced to the fashion industry. The study aimed to materialize and objectify the 3D designer's job, using a focus group interview for the survey. The 3D designer has the TD task of making 3D virtual samples using the pattern files developed in Pattern CAD. Graphic design and fabric digitization are also major tasks for the 3D designer. CLO is mainly used for 3D virtual sample production, and PixPlant, Substance, Photoshop, Cinema 4D, Daz studio, and 3ds MAX are used for image and avatar editing. As per the job skills required for 3D design work, basic knowledge about patterns and sewing, skill in 3D virtual clothing technology, ability to use various software, and English skills were considered important, in that order. In particular, the need for knowledge about patterns and sewing became more important than the skill in 3D virtual clothing technology itself. To train 3D designers, it was found that not only 3D virtual clothing software, but also education on patterns and clothing construction, CAD developer's curriculum certification system, and 3D designer qualification management were required. In addition, 3D designers are recognized as an essential job in fashion vendors, and the demand for domestic brands is increasing. The biggest limitation of the 3D virtual clothing system is the perfection of the digital fabric. Also, technical improvement is needed.

한국적 디자인을 기본으로 한 패션문화상품 셔츠디자인 개발 (Development of Korean Cultural Shirt Design as a Fashion Culture Product)

  • 최은주
    • 한국의류산업학회지
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    • 제19권6호
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    • pp.777-785
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    • 2017
  • The MICE industry is a new industry that combines corporate meetings, intensive tours, conventions and exhibitions. The convention (the international conference itself) is a conception born from the interpretation of multiple industries such as conferences, incentive tourism, exhibitions and fairs. It is therefore necessary to develop products that can contribute to the revitalization of the MICE industry. We will participate in globalization era trends by developing original design with unique color sense as well as traditional beauty and elegance that can represent the Korean Wave in order to develop high value-added fashion cultural products. We examine the formative characteristics of Chogakbo and apply them to the harmony of geometrical characteristics and colors. The morphological characteristics and sewing method of the Korean traditional 'fo' were also used for shirt designs. It is a fashion cultural product that applies to the Korean Cheokagbo design as well as maintains a basic aloha shirt design that can be worn by everyone (regardless of gender and age) to make it globally acceptable. We used a simple and interesting geometric configuration of the surface represented by the surface composition of the patchwork as well as proposed a design costume by 3D clothing simulation work. The research results can be used as basic data for the domestic fashion market and cultural goods market.

패션전공 교육 개발을 위한 부산 의류제조 산업체 요구도 조사 ( A survey on the needs of the garment manufacturing industry in Busan for the development of fashion major education program)

  • 백경자
    • 복식문화연구
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    • 제31권2호
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    • pp.213-227
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    • 2023
  • To analyze the status and needs of the small- and medium-sized garment manufacturing industry in Busan, this study comprised an online survey of companies and interviews with 14 representatives of the 98 companies. The results are as follows: Approximately 34.7% of the garment manufacturers were located in Geumjeong-gu, Busan. The most common type of work was the contracting factory type. Daily production output was between 100pcs and 300pcs. Production materials comprised 42.9% woven and 24.8% knitted fabrics. Main products were menswear, uniforms, womenswear, casual wear, sports and leisure wear, protective clothes, and children's clothing. The main clients were uniform companies, main factories, wholesale markets, online shopping malls and promotion companies, exporters, and department stores. As a result of a survey on industrial needs with company representatives, their satisfaction with company employees was 57.2%, and the most important factor when hiring employees was job-related competencies, among which the ability to understand the sewing process was the most necessary. In terms of computer software literacy, illustrations and pattern CAD/CAM are required. They thought industry-university cooperation is crucial for advantage for advantage research and product development, as it allows for the sharing knowledge, resources, and especially human resources. The greatest administrative issue were human resources and funding.

지속가능한 패션산업을 위한 업사이클링 텍스타일디자인 개발과 디지털 3D 활용 연구 (A Study on the Development of Upcycling Textile Design and Digital 3D Utilization for the Sustainable Fashion Industry)

  • 김미경
    • 패션비즈니스
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    • 제27권5호
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    • pp.108-120
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    • 2023
  • Recently, interest in eco-friendliness and sustainability has been increasing due to the rapid progress of fast fashion and the crisis of sudden environmental changes after COVID-19. This study aims to develop upcycling textiles and express product design using digital 3D to realize a sustainable fashion industry and present environmental aspects, diversity, creativity, and new directions in fashion industry design. The research method is to develop and pattern upcycling textile designs by applying weaving techniques with waste materials. It uses the developed upcycling textile design in digital 3D to incorporate it into clothing fashion and shows the utility and practicality of upcycling textile design. As a result of the study, the appearance is realistic when outputting DTP of upcycling textile design. It endures without loosening or tearing, making it a durable and creatively expressive fashion item. Texpro 3D mapping reduces the time and cost of making actual sample fabric. Upcycling textile design and 3D CLO virtual clothing are combined to produce actual clothing samples, resulting in zero waste reduction due to cutting and sewing. This study anticipates actively and continuously advancing the development of upcycling textile design and digital 3D in terms of ethics and the environment.

A Case Study on Manufacturing Processes for Virtual Garment Sample

  • Choi, Young Lim
    • 한국의류산업학회지
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    • 제19권5호
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    • pp.595-601
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    • 2017
  • Advances in 3D garment simulation technology contribute greatly to consumers becoming more immersed in movies and games by realistically expressing the garments the characters in the movie or game are wearing. The fashion industry has reached a point where it needs to maximize efficiency in production and distribution to go beyond time and space in order to compete on the global market. The processes of design and product development in the fashion industry require countless hours of work and consume vast resources in terms of materials and energy to repeat sample production and assessment. Therefore, the design and product development tools and techniques must aim to reduce the sample making process. Therefore, this study aims to study a case for comparing the real garment sample making process to the virtual garment sample making process. In this study, we have analysed the differences between the real and virtual garment making processes by choosing designated patterns. As we can see from the study results, the real and virtual garments generally are made through similar processes in manufacturing, while the time consumed for each shows great variation. In real garment making, scissoring and sewing require the greatest number of work hours, whereas in virtual garment making, most of the time was spent in the simulation process.

한·미 FTA에 대한 한국섬유업체의 인식 및 대응방안에 관한 연구 (A Study on Awareness and Responses of Korean Textile Firms against Korea-US FTA)

  • 하주영;이현옥;구양숙
    • 한국의류산업학회지
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    • 제17권6호
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    • pp.978-987
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    • 2015
  • This study investigates the awareness levels of Korean textile companies and develops appropriate response plans for the Korea-US Free Trade Agreement. The study also explores practical and realistic directions that the Korean textile industry must initiate. A qualitative study was conducted on 10 individuals for a more in-depth and demonstrative understanding that provide a better awareness on the responses of the textile industry towards the Korea-US FTA. The results of this study are as follows. First, the effect of the Korea-US FTA on the textile industry was insignificant. Second, industry members determined that fabric sectors and specialized fabrics (such as industrial materials and finished clothing products) could realize benefits through the Korea-US FTA. Third, industry members emphasize that the current focus is on FTAs by countries that have solidified their positions as manufacturing and sewing bases for the US and Europe (such as Southeast Asia) and not the Korea-US FTA. Based on results acquired through this study, the response measures to enter the U.S. market are as follows. First, the industry must develop high-performance and high value-adding direct export products suited to the needs of the US market in order to realize the benefits of the Korea-US FTA. Second, the industry and government must cooperate to actively host and participate in overseas trade shows that can actively open sales channels within the US. Third, the self-sustainability of textile companies must be cultivated through continuous and focused government training.

2D 이미지를 활용한 인체치수 구현 프로세스 개발 (Development of a Body Size Measuring Process Utilizing 2D Images)

  • 정재훈;류지현
    • 한국의류학회지
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    • 제33권12호
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    • pp.1853-1861
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    • 2009
  • 의류산업에서의 신체치수는 소비자의 만족감에 영향을 미치는 중요한 요인으로 인식되고 있다. 최근 IT기술의 발달로 인해 소비자의 다양한 욕구에 반응하기 위한 맞춤주문형 의류시스템 연구가 국내외적으로 많이 이루어지고 있으며, 특히 개인별 신체치수를 얻기 위한 다양한 방법들이 연구되고 있다. 본 연구는 2차원적인 3장(전면, 측면, 후면)의 이미지 캡처를 이용하여 이미지의 표준화를 위한 변환, 외곽선 추적, 키노드 추출 과정으로 계산된 데이터를 원형 3차원 인체 형상 데이터에 대조하여 모델링을 변화시키는 프로세스를 통해 상하길이, 둘레데이터 및 인체 형상 데이터를 간편하게 획득하는 시스템을 개발하여 시스템 구현을 통한 정확성을 평가하였다.

의류생산 정보의 커뮤니케이션 (A Study on the Communication of Clothing Manufacturing Information)

  • 허은영;조진숙
    • 복식
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    • 제38권
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    • pp.289-304
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    • 1998
  • In Korean clothing industry, most of the manufactures produce garments by subcon-tractors partially or entirely. It is very often that the design part is remote from production part and there is miscommunication between these two parts resulting dissatisfaction to both. Therefore it is very important to communicate the manufacturing information clearly and quickly to produce garments exactly the design part intended. Also to automate the clothing out how to produce and use the information objectively and efficiently. As a first step of moving to automation, the purpose of the research is to find out how manufacturing information and data are communicated in clothing manufacturing at present. In order to follow the information flow of a cer-tain manufacturer, the case study method was used. The case study samples were 12 clothing firms of 13 brands. The results and suggestions are as follows :- 1. A manufacturing information is communicated through paper documents such as“Production Order”, sample and patterns. At present, a production order sheet is the most efficient communication media, which comprises most of the information being communicated. 2. A manufacturing information comprises control information on the product, design in-formation, pattern information, cutting information, material information, sewing information, production schedule information, quality control information, costing information and information about the subcontractors. 3. A manufacturing is not quite objective except pattern information and cutting information which is presented by CAD systems. The communication of design information and sewing information should be somehow more objective. 4. There is not much information from a subcontractor. Considering that a subcontractor is the other partener of the communication, more information from the subcontractor is required for both benefit. 5. A designer produce most of the manufacturing information, but the information is communicated through a production manager to the subcontractor. The difference between the information maker and information communicator can cause any miscommunication. In future automated manufacturing, it will be possible for the designer to communicate to the manufacturer directly from the early stage of designing.

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