• 제목/요약/키워드: virtual clothing

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Meta's Metaverse Platform Design in the Pre-launch and Ignition Life Stage

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권4호
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    • pp.121-131
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    • 2022
  • We look at the initial stage of Meta (previous Facebook)'s new metaverse platform and investigate its platform design in pre-launch and ignition life stage. From the Rocket Model (RM)'s theoretical logic, the results reveal that Meta firstly focuses on investing in key content developers by acquiring virtual reality (VR), video, music content firms and offering production support platform of the augmented reality (AR) content, 'Spark AR' last three years (2019~2021) for attracting high-potential developers and users. In terms of three matching criteria, Meta develops an Artificial Intelligence (AI) powered translation software, partners with Microsoft (MS) for cloud computing and AI, and develops an AI platform for realistic avatar, MyoSuite. In 'connect' function, Meta curates the game concept submitted by game developers, welcomes other game and SNS based metaverse apps, and expands Horizon Worlds (HW) on VR devices to PCs and mobile devices. In 'transact' function, Meta offers 'HW Creator Funding' program for metaverse, launches the first commercialized Meta Avatar Store on Meta's conventional SNS and Messaging apps by inviting all fashion creators to design and sell clothing in this store. Mata also launches an initial test of non-fungible token (NFT) display on Instagram and expands it to Facebook in the US. Lastly, regarding optimization, especially in the face of recent data privacy issues that have adversely affected corporate key performance indicators (KPIs), Meta assures not to collect any new data and to make its privacy policy easier to understand and update its terms of service more user friendly.

A study on the perception of the metaverse and luxury fashion brands

  • Hosun Lim
    • 복식문화연구
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    • 제32권2호
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    • pp.125-147
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    • 2024
  • This study aims to analyze consumer perceptions of the metaverse platform and luxury fashion brands in relation to consumer lifestyles, thereby providing foundational data for future marketing strategies of fashion brands using the metaverse. A survey on the lifestyle and perceptions of the metaverse, as well as on luxury fashion brands, was conducted among 300 men and women between their 20s and 40s. Statistical analyses included frequency analysis, cross-tabulation, chi-square (χ2) analysis, factor analysis, cluster analysis, one-way ANOVA, and Duncan's post-hoc test. Factor analysis of the participants' lifestyles revealed five distinct types: "Indifferent," "Social, individual, and leisure-oriented," "Trend-leading and brand-oriented," "Appearance and fashion-oriented," and "Self-improvement-focused and individualistic" types. The analysis of luxury fashion brand perceptions based on lifestyle types showed that the "Trend-leading and brand-oriented" type had higher awareness and preference for brands such as Gucci, Burberry, and Balenciaga, while the "Indifferent" type showed lower levels of awareness and preference. Regarding brand perception related to luxury fashion brand content experiences within the metaverse, Gucci, Burberry, and Balenciaga showed consistent results across all types. Specifically individuals classified under the "Trend-leading and brand-oriented" category exhibited higher awareness and preference for these brands within metaverse experiences, while those categorized as "Indifferent" displayed comparatively lower levels. Therefore, digital marketing strategies targeting consumers under the "Trend-leading and brand-oriented" category are expected to be highly effective for luxury fashion brands. This study is poised to contribute to the expansion of the marketing landscape within the metaverse virtual world for fashion.

Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • 섬유기술과 산업
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    • 제2권4호
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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패션 브랜드 어플리케이션의 특징적 유형 분석 - 한국 계정 어플리케이션 사례를 중심으로 - (The Analysis of the Characteristic Types of Fashion Brand Application - Concentrating on Korean Application cases -)

  • 박민아;고현진
    • 복식
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    • 제64권1호
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    • pp.136-151
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    • 2014
  • This study systematically analyzed types of fashion brand application focusing on accounts created in Korea. While referring to 'Chanel' which has developed a fashion brand app for the first time in August of 2008, not only for App store by Apple Inc. of the greatest market share but also for Android market, the one and only competitor of App store, the study examined cases of fashion brand app in Korea and foreign countries which have been in service till August of 2013 since the year of 2008. To achieve the research goal, the study conducted a literature research and a case review, categorizing the app by their distinctive functions which were Basic Information, SNS, AR, LBS, Entertainment, Mobile Shopping and Live Streaming. As for the first function, Basic Information, it was considered to provide information on a brand such as prices, sizes and colors of products which should be the most fundamental function of a fashion brand. The function would include look book, catalogues, photographs and others of products, helping users of the app with their understanding on images and concepts of the brand. Second, SNS function was considered useful for its mobility and communication and with the help of theirs, the users share fashion information with each other. Third, AR function as in a filed of virtual reality would edit virtual objects to look real in an actual environment. This would eventually offer the users a chance to try for clothes virtually. The fourth function, LBS, would work with GPS to find a store closest from a present location. This would be a help when the users try to find stores holding promotion events or trails while hiking in mountains. The fifth Entertainment function would include all sorts of games and chances for the users to listen to music and keep fashion diaries. The sixth function, Mobile Shopping, would help the users purchase items online via the app as they would not visit a store in person. The seventh function, Live Streaming, would give the users chances to actually see fashion collections in real time, held all over the world in every season. Because of this function, not only fashion experts but also regular people have become able to enjoy the fashion shows. The distinctive characteristics of the fashion brand application discussed in the study will be a useful reference when any relevant fields try to design other new fashion brand application.

알렉산더 맥퀸(Alexander McQueen) 작품에 나타난 죽음의 미학 (A Study on the Aesthetics of death in Alexander McQueen's works)

  • 왕형우;김현주
    • 디지털융복합연구
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    • 제18권5호
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    • pp.455-463
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    • 2020
  • 본 연구자는 선행 연구를 통해 태초부터 전개된 인류의 예술에 내포된 죽음의 미학의 전개 과정을 정리한 바 있다. 본 연구는 해당 연구를 심화시킨 후속 연구로, 알렉산더 맥퀸의 패션 작품에 담긴 죽음의 미학적 의미를 연구하였는데, 먼저 죽음의 미학적 특성을 분류하고, 이를 근거로 알렉산더 맥퀸의 의상 작품에서의 죽음의 미학적 특성을 분석 정리하였다. 본 연구의 결과는 다음과 같다. 첫째, 죽음의 미학적 표현은 죽음의 재현성, 상징성, 및 종교성의 세 가지로 나뉜다. 재현성 표현은 실질적 대상 재현과 상상의 대상 재현을 포함하며. 상징적 표현은 외면적 표현과 내면적 표현 두 가지를 포함한다. 둘째, 알렉산더 맥퀸의 작품에서 죽음의 재현성은 주로 가상의 무대 장면과 복장을 통해 구현하였다. 셋째, 죽음의 상징성은 육체적인 죽음과 직결된 해골, 혈액 등뿐만 아니라 죽음에 따른 다양한 정서와 심리상태도 보여준다. 넷째, 죽음의 종교성은 알렉산더 맥퀸의 작품에서 십자가 등의 모티브로 종교적 내용을 재현한 것으로 표현한 것을 알 수 있었다.

A Comparison Study of New Hanbok Brand Skirt Pattern for Developing of Customizing System

  • Cha, Su-Joung;An, Myung-Sook;Heo, Seung-Yeun;Ra, Joung-Hei;Jeon, Woong-Ryul
    • 한국컴퓨터정보학회논문지
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    • 제25권6호
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    • pp.183-191
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    • 2020
  • 본 연구에서는 커스터마이징 시스템 개발을 위한 신한복 치마 패턴 개발의 기초자료를 얻기 위해 신한복 브랜드의 치마 패턴을 비교 분석하고자 하였다. 신한복 6개 브랜드의 패턴을 분석하여 가상착의를 시킨 후 외관평가와 의복압 및 공극량을 평가하였다. 시판 신한복 브랜드 A, B, C, D, E, F의 허리치마 패턴을 분석한 결과, 같은 디자인의 free 사이즈 치마임에도 불구하고 각기 다른 치수로 제작되는 것으로 나타났다. 허리치마의 패턴은 기존의 한복과 같이 평면적인 패턴으로 구성되었다. 외관평가 결과 앞면, 옆면, 뒷면 모든 평가항목에서 6개 브랜드의 패턴 간에 유의미한 차이가 있는 것으로 평가되었다. 외관평가 모든 항목에서 B 브랜드의 허리치마가 우수한 것으로 평가되었다. 의복압을 알아보기 위해 색분포도와 공극량을 살펴본 결과, 허리에 둘러서 착용하는 허리치마의 특성상 대부분의 부위에서 공극량이 큰 것으로 나타나 의복압이 낮은 것으로 평가되었다. 본 연구에서는 신한복 활성화에 따른 치수 및 패턴 규격화를 위한 기초자료를 제안하며, B브랜드 패턴을 기본으로 한 통일된 패턴개발이 이루어져야 할 것으로 생각된다.

가상 체험기반 헤어스타일 앱 'Hair Style Magic Mirror' 을 중심으로 본 사용자 데이터 해석과 평가분석 (Analysis and Evaluation of Users' Rating Targeted on Virtual experienced App, 'Hair Style Magic Mirror App')

  • 김태진;진성아
    • 한국산학기술학회논문지
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    • 제13권12호
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    • pp.6105-6110
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    • 2012
  • 스마트기기는 우리의 삶을 더욱 지능화시키며 편리함을 더해준다. 고수준 인터페이스와 LTE와 같은 네크워크 고속화는 체험 가능한 App을 창출하고 있다. 본 연구에서는 Hair Style App 'Hair Style Magic Mirror App'을 경험한 사용자의 비정형데이터와 감성정보의 정보를 토대로 분석하고 평가한 후, 향후 체험형 앱이 갖추어야 할 바람직한 개선방향을 제안하였다. Chi-Square 분석결과 App버전은 사용자 만족도에 영향을 주지 못하였고 기술통계 분석결과 무료버전 보다 유료버전의 사용자 만족도가 높음을 확인할 수 있었다. 감성정보 분석결과 사용자는 App의 현실성을 중요하게 생각하고 있었다. 향후 App 개발자는 현실성과 감성에 초점을 맞춰 App 개발을 해야 할 것이다.

웹 2.0 시대 패션에 나타난 남성의 자아이미지 - 퍼스널 패션블로그를 중심으로 - (Men's ego-images represented on the fashion blogs in web 2.0 era)

  • 서성은
    • 복식문화연구
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    • 제22권5호
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    • pp.760-775
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    • 2014
  • In the era of 2.0 web, blog has become the media that men can express themselves with fashion more actively and independently, as paying much attention to their personal appearance and cultivating an upscale lifestyle. They often create their fashion images in the virtual space where enables a free and creative operations of self-expression. The study aims to identify the types of men's ego-images represented on the personal fashion blogs based on the framework of analysis from the previous research (Suh, 2014), to build the base data for analyzing men's fashion style in $21^{st}$21st century that reflects changes in men's sexual images, and to verify the framework as comparing with the previous case study about the women blogs (Suh, 2014). The case studies conducted 5 men's personal blogs such as bryanboy, iamgala, little fashionisto, katelovesme, and stylentonic. The study results almost same types of women's ego-images as following. The imaginary ego-image is classified as narcissism, regression, identification, and virtuality, the social ego-image as symbolism of roles and others'desire, the real ego as primary instinct, practical reality, object a, jouissance and sexual perversion. The personal style of men shown on the fashion blogs appears as a significant factor to analyze male customers in the growing men's beauty and fashion market.

Comparison of Middle Aged Men's Pants Pattern using 3D Simulation

  • Cha, Su-Joung
    • 한국컴퓨터정보학회논문지
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    • 제25권5호
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    • pp.107-116
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    • 2020
  • 본 연구에서는 교육용 2개와 산업체용 2개의 남성 바지 패턴을 비교하여 중년남성의 체형에 가장 적합한 패턴제도법을 분석함으로써 맞음새가 우수한 중년남성 의복제작에 필요한 기초자료를 제공하고자 하였다. 가상착의에 대한 외관평가 결과, J패턴이 대부분의 항목에서 가장 우수한 것으로 평가되었으며, H패턴이 가장 부적합한 것으로 분석되었다. 공극량을 측정한 결과, 허리둘레 부분은 4개 패턴 모두 공극량이 매우 작은 것으로 평가되었고, 바지통은 J패턴이 가장 공극량이 작은 것으로 나타났다. 가상착의 외관평가, 색분포도, 단면도, 공극률 등을 종합한 결과, 중년남성의 체형에 J패턴이 가장 맞는 패턴이었다. 그러나 J패턴의 경우에도 바지길이에 대한 수정이 필요할 것으로 분석되었다. 본 연구는 교육용 2개와 산업체용 2개의 패턴만을 비교 분석하였으므로 J패턴을 중심으로 하여 실제 착의실험을 통한 중년남성용 바지 원형 개발이 필요할 것으로 생각된다.

거북목 증후군 체형의 20대 여성의 상의 원형패턴 개발 (Development of a Bodice BlockforWomen in Their 20s with a Turtle Neck Syndrome Body Shape)

  • 서유라;김효숙
    • 패션비즈니스
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    • 제25권3호
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    • pp.144-158
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    • 2021
  • The purpose of this study is to develop a bodice block suitable for women in their 20s with turtle neck syndrome. The problem of turtle neck syndrome body type was derived through the evaluation of bodice blocks. First, the length of the front bodice was longer and the length of the back bodice was shorter. Second, the front neck point, back neck point, and the shoulder line were not in place. Third, the side neck was pushed up. Fourth, the length of armhole was long and it floated. Fifth, the front hem was attached to the body and the back hem was away from the body. A finally developed pattern was designed by developing four test patterns to solve the problem that appeared in a selected bodice pattern, and a t-test was conducted to determine the difference in the appearance evaluation by virtual clothing between the two patterns, bodice block and the development pattern. According to the result, the fit was not good from the side body because the position of the side neck point was not in a place due to the characteristics of the body shape of turtle neck syndrome, but the problems of the anterior neck position, the position of the back neck point, the shoulder line position, and the armhole shape were improved in the developed pattern.