• Title/Summary/Keyword: sports item

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The Application of Agent and Advertising in 3D Sports Game (3D 스포츠 게임에서 Agent와 광고의 활용에 관한 연구)

  • Lee, Yong-Jae;Lee, Young-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.10
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    • pp.2269-2276
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    • 2010
  • This research shows how autonomous character agents work in 3D sports game and its application to advertising. It is a kind of interdisciplinary study between game and advertising. In other words, advertising can be used a beneficiary model in game industry. For the purpose of analyzing the role of agents, 3D table-tennis game and advertising tools are developed. The role of agents is booming up and focusing on the game by their voices and texts. In game, several famous brands are showed up as a mean of advertising. This study analyzed the role of agents and advertising from the game user's position. For validity and reliability of the research, questionnaires were analyzed. As a results, several facts are found. Firstly, the agents worked positively as a game boomer. More than half of the respondents answered the agents are useful for the game. Secondly, the advertising tools showed up on the game are helpful to understand the brand. In other words, the game is contributed to build up the brand image. These kinds of attempts may be significant in that the agents are performed as a parter of functional and woman-oriented game. And advertising brands when placed in the game could play the role of the game item or quest. The proposed method can provide the basic references for developing 3D game as an interdisciplinary study.

A Study on the Popular music and Fashion of youthful subculture (청소년 하위문화에 나타난 대중음악과 복식에 대한 연구-1970년대 이후를 중심으로-)

  • 엄소희
    • Journal of the Korean Society of Costume
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    • v.26
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    • pp.101-121
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    • 1995
  • The Purpose of this study was to investigate homology between the Popular music and Fashion of youthful subculture and how the image of popular music have influenced on the 90's fashion. As the result, Korean youthful subculture analized to be different from western youthful subculture. In western countries, the style of youthful subculture groups spread to tricle up as developed themselves but represented tricle down phenomenon in Korea. Because life con-dition of Korean Youthful was different from westerns in everything. The Image of popular music have an influenced on the 90's fashion, it is be classified into the Jazz image, the Country & Western image, the Rock image, and Hip-Hop, Ragge image. 1. The jazz image from Jazz music has come back dandism of the nostalgia mood and intro-duce ethnic sense into fashion. 2. The Country & Western image is reflected in fashion of accessories details, materials and Coordination item. 3. The rock image from Acid Rock and Punk Rock effected the advent of hippie mood fashion, ethnic, ecology, new unisex fashion and Punk fashion trend. 4. The hip-hop, raggae image from Rap and Raggae music showed on fashion of primitive mood's naturism, Sports wear's generalization and dualism. After the 90th, youthful fashion of new gener-ation may be infered constantly on the move toward $\ulcorner Fashion democracy \lrcorner$formation.

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Analysis of the preppy look design as shown in the domestic men's wear collection (국내 남성복 컬렉션에 나타난 프레피 룩 디자인 분석)

  • Kim, Ji Young
    • The Research Journal of the Costume Culture
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    • v.23 no.6
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    • pp.987-1003
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    • 2015
  • The purpose of this study is to supply available data for men's fashion design planning by analyzing the trend and design tendency of the preppy look in the domestic men's collection. In the men's collection of Seoul fashion week from 2011 S/S to 2015 S/S, 494 photos judged to be the preppy look by three design specialists were chosen in Seoul fashion week and style.com's web-site. Design analyses were compiled based on year, season, brands, item, color, material, and silhouette. The preppy look was found often in S/S season, three piece combinations were the most common, and "H", "I" silhouettes were also popular. Refined black and refreshing orange were used with traditional preppy colors like navy, beige, gray, and white. Contrast color arrangement and neutral, moderate tones were seen repeatedly. Two-thirds of fabrics were pattern-less with clean, bulky, and soft textures. Coordinating accessories like hats, backpacks, books, headsets were used frequently. Among the various preppy fashion types, there were 'traditional preppy' faithful to tradition, 'sophisticated preppy' with refined semi-formal look, 'sportive preppy' with active sports sense, and 'natural preppy' with natural and comfortable senses. In a contemporary preppy look, traditional and practical senses are combined with casual and sportive pieces. This study can provide the data for design planning, interpreting, and applying the fashion themes along with contemporary sensibilities since the preppy look is based on cultural history.

The Effect of Proprioceptive Exercise on Knee Active Articular Position Sense Using Biodex System 3pro®

  • Park, Jae-Yong;Lee, Jung-Chul;Bae, Jong-Jin;Cheon, Min-Woo
    • Transactions on Electrical and Electronic Materials
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    • v.15 no.3
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    • pp.170-173
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    • 2014
  • In order to assess the impact of proprioceptive exercises on the position sense ability of the knee joint, we conducted an analysis using Biodex System $3pro^{(R)}$, targeting 42 ordinary people (male=22, female=20). After applying proprioceptive exercise, we measured changes in balance and flexibility, and active articular position sense (AAPS), depending on gender. To find out the change in each measurement item variable, we carried out dependent t-tests. The statistical significance level was set to 0.05. The research showed that after applying the proprioceptive exercise, AAPS was significantly improved for both men and women (p<.01). In the case of women, the flexibility was significantly improved (p<.01). Also, the balance was significantly improved for both men and women (p<.01). Therefore, the proprioceptive exercise program is considered to be very useful in improving muscle and joint function, and preventing injuries. Thus, continuous clinical studies using Biodex system $3pro^{(R)}$ are required for a variety of scientific evaluations of proprioceptive skills.

A Study on Gender Expressed in Contemporary Fashion (현대 패션에 표현된 젠더(Gender)에 관한 연구)

  • Park, Mi-Ryung
    • Fashion & Textile Research Journal
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    • v.5 no.4
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    • pp.324-330
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    • 2003
  • The purpose of this study is on the meaning and variety about gender expressed in modern fashion. The results are as follows ; First, the typical masculine gender was authority, discretion as a result of heteropatriarchy focused on the western reason. It was conservative and the symbolic image type of the meaning excluded masculine sexual expression. Dress and its ornament was expressed as the style of straight silhouette, dark color, rough and stiff material. Second, the typical feminine gender was the symbolic image type of a mother and a wife defined relatively by man as a result of western heteropatriarchy and the image type which men regarded women as sexual objects. Dress and its ornament was expressed as the style of silhouette which let bodily curve out, light color, soft material. The most typical item is dress and suit. Third, androgyny has been described as the feminie gender of androgynous, which shows masculine image as the effect of feminism and social success of professional women. Dress and its ornament is expressed as the style of business suit, the symple of typical man's one. The masculine gender of androgynous is showed man's suit as silhouette that let bodily curve out, light color, exposure and soft material, which is the symbol of feminine dress, Fourth, unisex is the area of dress and its ornament used the sexless symbol which there has been no gender more because of the spread of sports and diffusion of leisure in life style.

Analysis on the Improvement of Ski Resort Service Quality with the Performance Model (스키리조트 서비스품질 개선 우선순위 도출)

  • Yeo, Hwan-Leep;Kim, Pan-Soo
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.33 no.1
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    • pp.59-70
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    • 2010
  • This paper reorganized five service qualities dimensions of ski-resorts, then derived the improvement priority order of the service quality through a satisfaction measure considering the importance. There're more competitive situations to guarantee customers using the skies and snowboards is a major sports in winter season. In these competitive environments, this paper's going to propose a predominant-competitive strategies for improving the service quality of ski-resorts. This study measured the satisfaction considering the importance of service quality target on customers has an experience ski resort service quality to improve ski resort service quality. This study using Performance Model decide a priority order about a particular item improvement, then is going to present a guideline that can improve the service quality more exactly. As a result of the study the factors that is important to the customer were prime physical factor, access, assistance physical factor, staff service and assistant service, an improvement priority order were accommodation and eating-drinking facilities, waiting time of a slope and lift/gondola, entertainment/shopping facilities in the resorts, equipment rental and lift fare.

An Analysis of 2006 Summer Street Fashion in Harbin, China

  • Bae, Sao-Jeong
    • Journal of Fashion Business
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    • v.11 no.3
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    • pp.87-96
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    • 2007
  • The purpose of this study is to analyse the characteristics of style, color and items of street fashion in Harbin. This kind of study will contribute to the understanding the preference of fashion in northeastern area, thereby, affording a fundamental resources for the strategic establishments of design and marketing in Korean brand launching into China. The results of this study are as follows. The preferred fashion style is casual one, rather than formal one. The order of preference in casual wear is character, jean and sports casual. In the view of color, preference in top color is, white, black, brown and pink. In the bottom, it is blue, white, black and brown. In one-piece, it is white, blue and brown. Throughout all items, the most frequently founded color is white, which might be ascribed to the seasonal influence of summer. The Chinese specific preference of color could not be observed. In aspect of items, the one-piece takes the proportions of more than half of the all the items. The typical details of one-piece dress are irregular hemline and asymmetrical line. While knee length takes proportion of 70%, in item of skirt, the full length is 46.8% in frequency for pants. In one-piece, knee length is 80% amounted as first rank, followed by midi and mini.

Artificial Intelligent Clothing Embedded Digital Technologies

  • Lim, Ho-Sun;Lee, Duck-Weon;Shim, Woo-Sub
    • Journal of Fashion Business
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    • v.14 no.6
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    • pp.70-83
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    • 2010
  • With the rapid development of science and technology and the increased preference by consumers for high-function products, many products are being developed through the fusion of technologies in different industries. Among such fusion technologies, digital clothing which combines clothing with computer functions is being examined as a new growth item. The objectives of this study are to examine the concept, history, development, and market of intelligent clothing, in order to discuss future directions for the development of digital clothing technology. intelligent clothing (wearable computers) originated in the 1960s from the concept of separating computing equipment and attaching it to the body. This technology was studied intensively from the early 1980s and to the early 1990s. In the late 1990s, studies on wearable computers began to develop intelligent/digital clothing that was more comfortable and beneficial to users. Depending on the user and purpose, intelligent/digital clothing is now being developed and used in diverse industrial areas that include sports, medicine, military, entertainment, daily life, and business. Many experts forecast a huge growth potential for the digital textile/clothing market, and predict the fastest market growth in the field of healthcare/medicine. There exists a need to find solutions for many related technological, economic, and social issues for the steady dissemination and advancement of intelligent/digital clothing in various industries. Further, research should be continued on effective fusion technologies that reflect human sensitivity and that increase user convenience and benefits.

Strategies for Development of Cultural Products Design for Promotion of Cultural Tourism Festivals - Focusing on utilization of local cultural resources - (문화관광축제 활성화를 위한 문화상품 디자인 개발 전략 연구(제 1보) - 지역문화자원 활용을 중심으로 -)

  • Chung, Kyung-Hee;Lee, Mi-Sook
    • Journal of the Korean Society of Costume
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    • v.59 no.7
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    • pp.17-33
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    • 2009
  • The purpose of this study was to get some pieces of prior information to eventually develop high value-added fashion cultural products design using local cultural resources, to promote the cultural tourism festival. For this purpose, this study is carried out the investigation of cultural product stores and visitors' questionnaire survey. The subjects of this study were festivals which were selected as cultural tourism festival by the Ministry of Culture, Sports and Tourism from 2000 to 2008. Of them, six festivals were finally selected but food festival was excluded. The results of this study were as follows; First, the store survey was conduced to analyze the situation of the products of cultural tourism festival. The most frequent product was accessories. And a T-shirt was found to be sold every festival probably because it was the most popular item and basic item which people could buy without burden. While the most diverse kinds of products were found in the Andong, the Jinju and Gangjin were found not to develop various products. In the design motif used for cultural products, most products did not use festival or local image. The highest use of the festival and local image was found in Gangjin and Muju. The Andong and Chungju were found to sell very common products buying anywhere rather than products using local cultural resources or image. In the material of cultural products, most products use metal. And In the price of cultural products, 10,000-30,000 won was found highest. Second, the purchase conditions of cultural tourism festival visitors were examined. The visiting goal and companion of visitors was found to vary with the type of cultural tourism festival. The types of visitors were also found to have an effect on the choice of items in the purchase of cultural products sold in the festival. Only one third of respondents responded buying one and more cultural products. The purchase rate was found high in the festival where cultural product items were various and there were many products symbolizing festival or region. The most purchased item was a mobile phone hanger and the amount of purchasing cultural products was 10,000-30,000 won. The reason not to purchase cultural products was dissatisfaction with utility, originality, possibility of a present, symbolism, and price. The most important attribute in the purchase of cultural products was design, followed by symbolism, price, originality, and innovation. The highly preferred product group included clothing, miscellaneous goods, and accessories. Specifically, T-shirt was found highest. Based on these research results, it was found that the design strategy for the cultural products development should consider both regional and festival images. The items and designs of the cultural products should reflect visitors' characteristics and the price zone should be varied.

Item Goodness-of-fit and Difficulty of Childhood Autism Rating Scale(CARS) - Application of Rasch Model - (아동기 자폐증 평정척도(CARS)의 문항 적합도 및 난이도 -Rasch 모형의 적용-)

  • Kim, Tae Hyung;Seo, Eunchul
    • 재활복지
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    • v.20 no.4
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    • pp.135-156
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    • 2016
  • The purpose of this study was to investigate item goodness-of-fit of Childhood Autism Rating Scale(CARS), Rasch rating scale model was applied to 15 items of the CARS in a sample of pervasive development disorder(n=238). An assumption to test Rasch Model, which is satisfaction of unidimensionality, is regarded through PCAR analysis, and jMetrik 4.03 program is used to test the goodness-of-fit of items. The results of this study were: First, 5-point rating scale was appropriate for the CARS rather than 7-point original rating scale. Second, the result of examining the CARS questions goodness-of-fit, there was a overfitting or misfitting items according to the classified groups. Only in particular Q11 item in diagnosis subject of integration population of autism has become inappropriate. Therefore, it is necessary to provide education for the CARS more systematically. Thirdly, the result of comparing the personal attributes score and difficulty of a CARS question, Q2, Q3, Q10, Q11 items are necessary to distinguish conceptually defined in more detail. Fourth, the results of investigating the difficulty of CARS question, it was found to exhibit a verbal communication is most serious problem for the population of autism.