• Title/Summary/Keyword: silhouette image

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The Analysis of Characteristic Design of Hat and the Fashion Image in Fashion Collection (패션컬렉션에 나타난 모자와 패션이미지의 디자인 특성 분석)

  • Jeong, Hae-Son;Jeong, Su-Jin
    • Journal of the Korea Fashion and Costume Design Association
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    • v.10 no.1
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    • pp.55-68
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    • 2008
  • This study is aiming to set a characteristic design and a fashion trend by analyzing hat style trends and fashion images shown in fashion collections in recent seven years. Also, based on the result of the analysis on the five world's major collections, the influence and the interrelation of hat and fashion image were analyzed. The study was performed by the context analysis method and the image evaluation method. In the context analysis method, the 1,391 pictures for hat-styles which were believed to be the standard of fashion style from the S/S season of 1998 to the F/W season of 2004 were analyzed. The research is summarized as follows. Based on the result of the fashion collections, the kinds of hats came Bowler, Beret, Cloche, Capeline, Cap and Hood in order, and Casual, Feminine, Natural, Formal, Romantic, and Mannish came in order for the case of the fashion images for putting on a hat. The result of the analysis on the characteristic of fashion design according to the kinds of hats, the casual image, with highest frequency, was found from all of the kinds except Capeline. Bowler and Cloche were conspicuous in jackets/slacks, Capeline was conspicuous in one-piece shape, and cloth silhouette showed the highest frequency in H type. As for Bowler, the color of cloth and hat was mostly black, and as for Beret and Cloche, achromatic color showed the highest frequency. But as for Capeline, the cloth color, including chromatic color, was various. As for Beret, pattern and material image were various comparatively, but as for other kinds of hats, there were the materials with no pattern and with hard material image.

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A Study on the Characteristics and Fashion Images of Female Political Leaders (여성 정치 리더의 특성과 패션 이미지 연구)

  • Han, Jee Eun;Jung, Sung Hye
    • Fashion & Textile Research Journal
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    • v.17 no.3
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    • pp.315-326
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    • 2015
  • Woman leadership has been remarkably highlighted with women's accelerating entry into society. Domestic and overseas interests about political leaders began with the age of media and they are rapidly spreading worldwide with the development of internet, SNS and blog. Along with this phenomenon, exposure of images has been remarkably increasing and fashion has been also used as a political strategy. However, the research on woman political leaders has been insufficient so this study selected Geunhye Park, Michelle Obama and Hillary Clinton as representative woman leaders for the research. 149 pictures of Geunhye Park, 171 pictures of Michelle Obama and 124 pictures of Hillary Clinton from the articles containing their pictures from Jan. 2002 to Dec. 2013 were analyzed, focusing on their gender. The three woman political leaders' typical images of femininity, masculinity and androgyny were categorized respectively and the period and works in which those images had been expressed were reviewed. Also, fashion styles of the images pursued by each gender were analyzed through their color, material, silhouette, design point, items and accessories. As a result, Geunhye Park had femininity image at the beginning and had masculinity image when she did election campaigns, which led to her current image of androgyny. Michelle Obama uses the image of femininity, masculinity and androgyny simultaneously. It was found that Hillary Clinton emphasized the image of masculinity and androgyny but she emphasizes femininity image these days.

A Study on the Expressive Characteristics of Design Elements and Fashion Images Shown in Wedding Dress Styles in the 2000s (2000년대 웨딩드레스 스타일의 패션이미지와 구성요소 표현특성)

  • Jun, Wonhee;Yoo, Youngsun
    • Journal of the Korean Society of Costume
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    • v.64 no.1
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    • pp.64-76
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    • 2014
  • This study aimed to analyze the expressive characteristics of design elements and fashion images shown in wedding dress styles in the 2000s. The findings were as follows. First, in wedding dress style the fashion images analysis showed that classic images appeared the most frequently, and fantastic, modern, kitsch, sexy, futuristic and ethnic images appeared the most, respectively. Second, design elements analysis of fashion images concluded that as for the appearance frequency of the silhouette, A line was the highest in classic, fantastic and kitsch images and H line was the highest in ethnic, modern, futuristic and sexy image. As for the appearance frequency of the necklines, bared top neckline was the highest in all of the fashion images. As for waistlines, natural waistlines except modern image of obscure waistlines appeared the most frequently in all of the images. As for sleeve, sleeveless appeared the most frequently in all of the images. As for material, see-through was the highest in ethnic, classic, sexy, fantastic and kitsch images. Luster material was the highest in modern and futuristic image. As for colors, white and achromatic, traditional wedding dress color, appeared the same in all of the seven fashion images, but chromatic colors appeared the most frequently in ethnic images. Third, the distinguishing expression features of fashion images shown in the wedding dress style of the times is as follows: 'Total fashion in wedding dress style', 'Emphasizes sexy image expression in wedding dress style', 'Various co-existence of wedding dress style', and 'Avant-garde expression in wedding dress style'.

Multiple Camera-Based Correspondence of Ground Foot for Human Motion Tracking (사람의 움직임 추적을 위한 다중 카메라 기반의 지면 위 발의 대응)

  • Seo, Dong-Wook;Chae, Hyun-Uk;Jo, Kang-Hyun
    • Journal of Institute of Control, Robotics and Systems
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    • v.14 no.8
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    • pp.848-855
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    • 2008
  • In this paper, we describe correspondence among multiple images taken by multiple cameras. The correspondence among multiple views is an interesting problem which often appears in the application like visual surveillance or gesture recognition system. We use the principal axis and the ground plane homography to estimate foot of human. The principal axis belongs to the subtracted silhouette-based region of human using subtraction of the predetermined multiple background models with current image which includes moving person. For the calculation of the ground plane homography, we use landmarks on the ground plane in 3D space. Thus the ground plane homography means the relation of two common points in different views. In the normal human being, the foot of human has an exactly same position in the 3D space and we represent it to the intersection in this paper. The intersection occurs when the principal axis in an image crosses to the transformed ground plane from other image. However the positions of the intersection are different depend on camera views. Therefore we construct the correspondence that means the relationship between the intersection in current image and the transformed intersection from other image by homography. Those correspondences should confirm within a short distance measuring in the top viewed plane. Thus, we track a person by these corresponding points on the ground plane. Experimental result shows the accuracy of the proposed algorithm has almost 90% of detecting person for tracking based on correspondence of intersections.

A Study on Ball Joint Doll's Symbolism and Clothing Design (구체 관절 인형의 상징성과 인형 패션 디자인에 관한 연구)

  • Son Yi-Jeong;Lee Un-Young;Lee In-Seong
    • Journal of the Korean Society of Costume
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    • v.56 no.7 s.106
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    • pp.42-53
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    • 2006
  • The purpose of this research is to study doll's symbolism representing our social culture and the characteristics of clothing design. The ball joint doll was selected, that are pretty much resembled to human body in terms of facial expression, body proportion, joint movement, etc. Results of research are summarized as follows: the ball joint doll is indicated a doll whose joints are free to move with a round shaped joint, which originated by Yochilya simon, who adopted German Hans Bellmer's method.'rho ball joint doll, first, there appeared state of human isolation due to the material civilization and industrial revolution, and trend of adhering to one's own world made human possess dolls. Second, according to the doll play became a representing play culture among Kidult culture, dolls, that are resembled with human being, were recognized as personalized objects. Third, along of expanding digital culture that makes easy to exchange information via Internet, so, ball joint doll market is growing fast, for which various levels of mania are being formed. Take a look at the doll fashion in modern society. In accordance to form of Look, it is largely categorized Young Casual look, Office look, Ethnic look and Military look. When take a look at design specialty, young casual look was presented as a comfortable silhouette and also made of elastic materials and expressed vivid bright tones. Office look image was expressed as a suit of jacket with skirt, and cotton wool polyester materials and acro-matic colors. Ethnic look was represented by Japanese traditional dress and Chinese traditional clothing. The Military look was generally emphasized army uniforms of straight silhouette and shoulder straps.

A Study on the Combinative Patterns of Lapel and Collar in Tailored Jackets with Different Break Line (테일러드 재킷 꺽임선에 따른 라펠과 윗칼라의 조화에 관한 패턴 연구)

  • Jung, Doo-Yi;Song, Jung-A
    • Fashion & Textile Research Journal
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    • v.14 no.6
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    • pp.952-959
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    • 2012
  • This study looks into the changes in collar patterns in tailored jackets with different numbers of buttons. The study discusses the pattern design method of tailored colors in 4 different styles, such as the effect of the number of buttons of tailored jackets on collar width and length, lapel width and length, and angle of lapel and overall balance in design. Through the first dress experiment, patterns were adjusted and corrected. The second dress experiment was conducted with the modified experimental clothes. The results of comparison and analysis are as follows. The 1 button tailored jacket was most preferred for its beautiful expression and overall balance of upper color and lapel when its lapel width was 7.5 cm. The second most preferred one was the 2 button tailored jacket with lapel width of 8 cm, and the 3 button jacket showed relatively good balance when its lapel width was 7.5 cm. The 4 button tailored jacket showed a bad balance in collar and button. Also, its overall silhouette was disappointing and thus was less preferred than others. For smaller number of buttons, the angle of lapel's break line increased, thus displaying a more refined and slim silhouette. On the other hand, the angle of lapel's break line decreased for greater number of buttons, thus displaying a dull and fat image. As a result, the jacket with many buttons was less preferred.

A Study on Hand Region Detection for Kinect-Based Hand Shape Recognition (Kinect 기반 손 모양 인식을 위한 손 영역 검출에 관한 연구)

  • Park, Hanhoon;Choi, Junyeong;Park, Jong-Il;Moon, Kwang-Seok
    • Journal of Broadcast Engineering
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    • v.18 no.3
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    • pp.393-400
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    • 2013
  • Hand shape recognition is a fundamental technique for implementing natural human-computer interaction. In this paper, we discuss a method for effectively detecting a hand region in Kinect-based hand shape recognition. Since Kinect is a camera that can capture color images and infrared images (or depth images) together, both images can be exploited for the process of detecting a hand region. That is, a hand region can be detected by finding pixels having skin colors or by finding pixels having a specific depth. Therefore, after analyzing the performance of each, we need a method of properly combining both to clearly extract the silhouette of hand region. This is because the hand shape recognition rate depends on the fineness of detected silhouette. Finally, through comparison of hand shape recognition rates resulted from different hand region detection methods in general environments, we propose a high-performance hand region detection method.

Human Pose Matching Using Skeleton-type Active Shape Models (뼈대-구조 능동형태모델을 이용한 사람의 자세 정합)

  • Jang, Chang-Hyuk
    • Journal of KIISE:Software and Applications
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    • v.36 no.12
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    • pp.996-1008
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    • 2009
  • This paper proposes a novel approach for the model-based pose matching of a human body using Active Shape Models. To improve the processing time of model creation and registration, we use a skeleton-type model instead of the conventional silhouette-based models. The skeleton model defines feature information that is used to match the human pose. Images used to make the model are for 600 human bodies, and the model has 17 landmarks which indicate the body junction and key features of a human pose. When applying primary Active Shape Models to the skeleton-type model in the matching process, a problem may occur in the proximal joints of the arm and leg due to the color variations on a human body and the insufficient information for the fore-rear directions of profile normals. This problem is solved by using the background subtraction information of a body region in the input image and adding a 4-directions feature of the profile normal in the proximal parts of the arm and leg. In the matching process, the maximum iteration is less than 30 times. As a result, the execution time is quite fast, and was observed to be less than 0.03 sec in an experiment.

Fashion design applying of features of chinese Hui minority costumes (중국 소수민족 회족(回族) 복식의 특성을 활용한 패션디자인)

  • Li, Sihan;Wang, Lifeng;Lee, Younhee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.22 no.2
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    • pp.167-180
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    • 2020
  • The purpose of this study is to present the use of traditional culture and the direction of various fashion designs by developing and producing contemporary fashion designs on the Muslim costumes of the Chinese Hui minority. Based on research methods, the cultural background was investigated and the design characteristics were summarized. Based on the results of this survey, 4 sets of women's fashion were designed. The design intent was to feature Muslim traditional costumes and to adopt a functional contemporary design. The conclusions of this study are as follows. First, simple and indecisive clothing shows the innocent and good side of the congregation. In this study, traditional dresses were used to make use of the simple silhouette and color, and to create a contemporary atmosphere, various materials, such as wool, glossy industrial complex, lace, and fur were used to create a modern sense design by adding diversity to the simple silhouette. Second, the biggest feature of the regimented Muslim costume focuses on a head cover and suggests a contemporary sense of hood improvement, and a design that can be used with two sides. These hooded head covers can provide fashion and diversity and can be proposed as functional. Third, contemporary Muslim fashion is gaining global attention and it is possible to develop various fashion designs based on traditional motifs. This study was able to increase the feminine image by changing the solemnity of the communal dress without discarding the foundation of the traditional religious culture based on the daily dress of the people.

Application of Fashion Design to Mobile-Phone Game Character's Dress Design (모바일폰 게임 캐릭터 의상 디자인을 위한 패션 디자인 활용연구)

  • Lee, Min-Sun
    • Journal of the Korean Society of Costume
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    • v.57 no.3 s.112
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    • pp.63-77
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    • 2007
  • The purpose of this study is to apply fashion design to developing dress design of mobile-phone game characters. As for the research methodology, first, market research has been carried out to extract main images from dress designs of game characters and to understand their socio-cultural meanings. Second, the fashion design, which ran be compared to the extracted images of game characters were selected. Third, analyses were done to find out the gap between the game character's dress designs and the fashion designs. The main images of game characters are revealed as erotic, romantic, heroic, grotesque. These images have been formed by psychological and socio-cultural effects such as stimulation, empathy, compensation, increase of female game player. The differences between the game character's dresses and the fashion designs are as follows; With regard to style, game dresses have silhouette distinguished from background, but fashion collection have blurred silhouette. In the aspect of color, while strong colors are mainly used in game dress, neutral rotors are preferred in fashion collection. As for texture, the expression of 'textures in game character's dress is so far limited due to the insufficient level of the concerned technology. However, the fashion design applying drape of fabrics are well-developed. Mobile-phone game players want reality in game design. Therefore, the effort to overcome the gaps between game dress and fashion design can contribute to the growth of game character design.