This study attempted to summarize the characteristics of fashion in the 1930s which were the background of 'Bonnie and Clyde' and analyze how fashion in the 1930s was expressed through costume in the movie, focusing on some critical scenes. For this, previous studies and domestic & foreign books, magazines and DVDs relating to movie costume were examined. For analysis of movie costume, 'Bonnie and Clyde (1967)' DVD was referred to. In the movie, meaningful scenes were captured using a GOM Player. Then, the study results found the followings: First, in terms of women's fashion in the 1930s, adult look and slim & long silhouette which naturally revealed breast, waist and hip with a long skirt, a military look with strong shoulders and tailored costume were found. In terms of men's fashion, in contrast, the Duke of Windsor Style (a slim silhouette jacket and loose pants) was popular. Second, in the movie, Bonnie's costume started with a slim linen H-line dress at her first meeting with Clyde. While committing crimes and becoming a famous gangster, she displayed the fashion styles which were in vogue in the 1930s such as fancy and luxurious slim dress, tailored suit and trench coat. Third, in terms of Clyde's costume, from his first meeting with Bonnie to his first crime, he put on common costume (ex: pants, vest, shirts, etc.) which revealed his open and unconventional character. After he became a famous gangster, he would wear the Duke of Windsor style (jacket, vest and pants). The study results well describe movie costume's role as visual language which expresses characters' inner circumstances and outer situations that reflect socio-cultural background.
This paper presents a performance evaluation of shape descriptors for gait analysis in case of silhouette sequence images. We used moment descriptors(MD), Fourier descriptors(FD) and Zernike descriptors(ZD) as a shape descriptor. To evaluate their performance, we firstly defined the performance index, that is, AI(asymmetry index) and PI(periodic index) based on the periodic property of the gait images. This is why they are represented by periodic parameters due to periodic gait images. This index means that how the shape is represented periodically. According to these indexes, we evaluated the data sets with periodic images, downloaded from internet. The results showed that Zernike descriptors had better performance of AI = 1.09 and PI = 2.21 than others. And in case of FD and ZD, it's efficient to implement the gait analysis with 5~10 parameters.
The purpose of the study is to show concretely the design features due to cltohes image after classifying the clothes image examining relations between clothes images and design factors. Samples of the study were 507 female university students. Materials of the study were 309 slide film using the spring and fall issues of magazines and catalogues in 1996 and 1997. SAS PC was used to analyze materials and finally priniciple component analysis the analysis by quantification theory 1. The results of the study were as follows. The most important images of clothes were fashion dignity activation and simplicity. In the relationship between the main image and item factor, one-piece jumper half-coat culotte skirt pantaloons and slim pants had an important effect on the fashion image while two-piece jacket, blouse, straight pants had an effect on the dignity image and three-pice, T-shirt, shirt-vest pantaloons normal pants culoote skirt and gather skirt strengthen active image. In the relationship between the main image and silhuette X-silhouette fitting upper and lower clothes upper clothes having waist line or hip bone length and mini-skirt were the factors that raisen fashion image. And in the A-, X-, Y-silhouette having normal fit upper clothes below the knee length skirt and the upper clothes below the hip line were main factors in dignity image. And H-silhouette big size sleeves mini-skirt the upper clothes below hip line were the factors that strengthened the active image. In the relationship between fashion image and detailed factors roll stand and sports collar set-in and shirt sleeves having 5-rate and long sleeves strengthened fashion image. And flat tailored collar boat and high nceckline and bow detail set-i sleeve had an important effect on the dignity image. And shirt collar boat and V-neckline shirt dolman and 7-rate sleeves were the factors that raise active image.
This study was intended to analyze conventional grading increments and methods for middle-age men's pants, and to suggest new grading guidelines that will enable to improve satisfaction with size and silhouette as a result of combining the concept of grading, which help maintain the ratio and proportion by sizes as one of ready-made apparel's advantages, with body form oriented and aesthetic approaches. In the apparel industry, the current sizing specifications and methods adopted by relevant companies, as well as the characteristics of body forms of men aged 35 to 55 years were comparatively analyzed to find out problems and ultimately to suggest their solutions or improvements. It was considered that as the conventional grading practices used in the industry were customary on the basis of the past experiences, it was required to take the body forms of target consumers into account and also, to reconsider the conventional grading methods. Analyses of sizing and specifications by brands show that 4 to 19 sizes including 82 or 84 as standard size have been produced. Since men's apparel has a large number of sizes with the large range of sizes, grading is critically important. As silhouettes depend on the distribution of grading rule values at each point of increment pattern in the main regions during grading, it is necessary to consider both size grading and form variations. To maintain an appropriate silhouette with keeping the angle of center back line of a pattern, it is desirable to set the ratio of side line part to center part from the crease line to approximately 3:7. It is required to diversify the values of grading rules according to different sizes and pattern regions in consideration for the body forms of key consumers. In addition, if the natural lines of designs and patterns for the width increments of waist circumference and hip circumference, the increments of hip width in pant's front and back panels, the ratio of grading rule values of the right and left sides of crease line, knee circumference, thigh circumference and so on are taken into account, grading will be satisfactory in the all aspects of size, silhouette and ratio.
The purpose of this study is to collect and analyze costumes presented in international dance sports competitions, and summarize the features of Latin American dance costumes' design. As for research methods, standards of Latin American dance costume design were analyzed via a literature review on dance sports. The scope of the study extended for six years from 2010 to 2015 to include the, top three UK Latin American dance competitions. The results are as follows. First, the silhouette analysis determined that the X silhouette to the lead with, -145 costumes (78%), followed by the H silhouette at 25 (13%), and other at 16 (9%). Amongst those there were 174 one-piece dresses (94%). Furthermore, the analysis on colors of Latin American dance sports costumes revealed that, amongst the 186 costumes, 115 were without color (62%), Bl(black) is the most frequent with 37%, then Wh(white) with 21% and Gr(gray) with 4%. Costumes with colors, based on the six basic colors in the Munsell color system, are comprised most often of red with 12%, the followed by Y(yellow) at 10%, B(blue) at 8%, YR(yellow-red) at 4%, P(purple) at 2%, and G(green) at 2%. Thirdly, the cloth materials of Latin American dance costumes are recognized through image inspection. Among visually recognizable materials, beading materials are the most common with 104 costumes (60%). Shiny materials like mesh, chiffon, organza, lace and burn-out are in 36 costumes in total (19%). Other cloth materials included Luster materials and; non-sheen materials, which were in 46 costumes (25%).
Kim, Ho-Ryel;Han, Chang-Min;An, Syoungog;Kim, Soo Kyun
Journal of the Korea Society of Computer and Information
/
v.25
no.11
/
pp.59-65
/
2020
Lately the VR (Virtual Reality) game genre is becoming increasingly more popular and it has been cementing its place in the market as its own independent game genre. The key advantage of VR is that it lowers the barrier between player and the virtual world, thus creating an immersive experience. The suggested method develops a game that allows the player to experience what it is like to be visually impaired using the unique characteristics of VR. A distinctive feature of this game is that the character is provided only a limited range of sight, which is created using silhouette outlines. This restrictive visual field is then grafted onto VR and the player can indirectly experience blindness in a highly immersive manner. The silhouette outline along with the particle system is created using Oculus Rift, a headset highly used in VR game development, and Unity 3D game engine. We will also explain in detail regarding the removal of borders between the objects.
Journal of the Korean Society of Clothing and Textiles
/
v.30
no.2
s.150
/
pp.207-220
/
2006
The purpose of the study is to develop the basic pattern of casual jacket for men aged between 25 and 34. Compared to the tailored jackets, casual jackets are designed much more diverse form depending on the target customer, price range and moreover fashion trend. Therefore in order to reduce the cost and time of developing new style, pattern draft from the basic pattern is better approach rather than develop each style form the measurements every time. For men's casual jacket pattern draft, the basic pattern of fit and comfort was developed through following research procedures. 173 men were surveyed about their habit of buying and wearing of casual jackets. MDs and pattern designers of 10 casual wear brands for men were interviewed. As a starting point, 3 different basic patterns were selected. 2 patterns were from the 2 interviewed brands and the last one was the pattern of ESMOD. The 3 patterns were studied by means of comparing measurements and general styling. As a results it was found that the pattern of S brand is featuring I silhouette, the pattern of K brand is featuring H silhouette and the pattern of ESMOD is featuring Y silhouette. The results of wearing test showed that the pattern of S brand is the best among the three. They were to add ease around the chest line and waist line, to relocate the waist line and the break point, to increase the jacket length and upper arm width. The improved pattern was made of polyester for the wearing test. The wearing test showed developed pattern was improved significantly. To verify the use of developed basic pattern, two buttoned single jacket was made.
Journal of the Korean Society of Clothing and Textiles
/
v.36
no.9
/
pp.940-951
/
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.
This study aims at analyzing the silhouette, dress patterns and detail of Empire Era(1789-1825), and making use of this results for the modern stage costume construction. The dresses of Empire era were divided into X and H style. The results revealed that the bust girth of X style group was bigger than that of H style group. Such patterns as high waistline, puff sleeve, train, etc. which appeared during the peak time of Empire style period were more remarkable for H style group. This obviously indicated that more epical characteristics were observed for H style group than for X style group. Similarly to silhouette analysis, based on the results from cluster analysis conducted to put similar groups together, two groups were formed - a visually differentiated and complex group and a simple group in the absence of detail. Most dress details from Empire period had simple embellishments. Comparison of the average size of the patterns between two groups indicated that waist front length of H style was shorter than that of X style. Front interscye was even greater than back width for both groups. Such trend was quite different from today's pattern in which back width is larger than front width based on body measurements. Preference for big breast during the period was reflected on dress patterns and the side length of front side goes across the back much further for bodice patterns. Two representatives were selected and reproduced using materials similar to those of real dresses of Empire style, following two times fit test.
The purpose of this study was to investigate the wearing sensation and satisfaction of high school girls' winter uniform jackets according to the fabrics and the shapes. The fabrics were divided into four parts of stretch and non-stretch woven fabrics. The shapes were divided into two parts of tight and general types. The results were as followings: 1. In the aspect of the appearance evaluation for the uniform jackets, silhouette and length item showed significant differences in fabric and shape. The non-stretch woven fabric and tight type was more satisfying than the stretch fabric and general type because its silhouette and length were shorter and fitter than the stretch one and general type. The jackets of non-stretch woven fabric of tight type were evaluated as the thinnest in the silhouette and were evaluated as the shortest in the length. Conversely, the jackets of stretch woven fabric of general type were evaluated as the thickest and longest. 2. As for the wearing sensation of school uniform jacket, all test items showed significant differences in fabric and shape. The stretch fabric and general type was more satisfying than the non-stretch woven fabric and tight type because the jacket of stretch fabric and general type was felt more comfortable in activities, and wearing. Accordingly, the appearance evaluation for uniforms' jacket is in sharp contrast with that of wearing sensation.
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