• 제목/요약/키워드: wear situation

검색결과 103건 처리시간 0.02초

Restoration using dental CAD/CAM system in severe tooth wear patient: A case report

  • Kee, Wonjin;Kim, Hyeran;Lim, Hyun-Pil;Yun, Kwi-Dug;Park, Chan
    • 구강생물연구
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    • 제42권4호
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    • pp.262-268
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    • 2018
  • In a situation where a vertical dimension has to be increased, the normal occlusion, function and aesthetics should be restored after taking into consideration the neuromuscular system and temporomandibular join. In order to do this, the provisional prosthesis should be made according to the patient's information. Moreover, the period of adjustment should be made through the provisional prosthesis modification, if necessary. The patient is then transferred to the final prosthesis to obtain results that are satisfactory. In the modern-day world, provisional prosthesis are replicated using three dimensional scanning and computer aided design/computer aided manufacturing (CAD/CAM) then made into final prosthesis. The adaptability of stomatognathic system can be judged by the PMMA provisional restoration. Functional and aesthetical aspect can be obtained. The adjustment period can be shortened by an intraoral correction and proper wear between provisional restorations. By using the CAD/CAM technology that transfers the information right into the final prosthesis.

한국 직장여성의 일상 상황별 추구하는 자기이미지와 선호 패션스타일 (The Preferred Fashion Style and Self-image that Korean Career Women's Seek According to Daily Situations)

  • 홍혜림;김영인
    • 복식
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    • 제66권7호
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    • pp.50-68
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    • 2016
  • The objectives of this study are to identify the self-image and preferred fashion styles that Korean career women seek in different daily situations, and to propose a positioning map in accords with the findings. The study conducted a survey and in-depth interviews. The study used twenty items of self-image adjectives extracted from existing studies, and eighteen fashion style stimuli collected by examining women's wear brands. The study surveyed 329 career women. Their daily situation was classified into five situations; external meeting and presentation, ordinary work, wedding and family gathering, blind date or date, and meeting with friends and acquaintances. The analysis results of this study showed that self-image and fashion style preferences are relevant to daily situation. The image most sought in external meetings and presentation was the 'Elegant' image, and the image most sought in meetings with friends and acquaintances was the 'active' image. Women on dates or blind dates sought the 'feminine' image the most, however they preferred to avoid this image during external meetings and presentations. Among fashion styles, the 'elegant/classic' style was most preferred, and the 'sexy/avant-garde' style had the lowest preference among all the styles. 'Mannish' was preferred in ordinary work and meeting with friends and acquaintances, however, it was shown as having the lowest preference level in blind dates or dates. The 'romantic/natural' style was highly preferred in meeting with friends and acquaintances, however it had a low level of preference for external meetings and presentations. This study has significance in providing practical information to utilize in fashion industry by identifying the relationship between self-image and preferred fashion style sought by career women according to daily situation, and using the results to propose a positioning map.

한류 패션의 동남아시아 진출을 위한 시장 분석 및 디자인 개발 - 베트남 호치민시를 중심으로 - (Fashion Market Analysis and Design Development for Expansion to Southeast Asian Market of Korean Wave Fashion -Focused on Vietnam, Ho Chi Minh City-)

  • 최혜린;이인성
    • 한국의상디자인학회지
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    • 제16권2호
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    • pp.139-150
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    • 2014
  • The purposes of this study are to analyze current situation of fashion market of Vietnam who is mainly influenced by Korean wave, analyze preferred fashion brand product and street fashion style of women in 10~20s interested in fashion so much, and develop the design suitable for Vietnamese consumers' preference so as to seek the methods domestic fashion industry can have competitive edge in emerging economic market. It's significant to suggest the direction of Korean new contents and seek the possibility of advancing new market by getting out of domestic market which is stagnated by preparing the foothold of fiber and fashion industry, beyond the first effects of Korean wave. Through this study, current situation of Korean wave which recently becomes new Korean wave based on the K-pop and futhermore, one of worldwide cultural situation could be recognized. Based on the preference of the Korean wave, current situation of Korean fashion industry spread gradually in Vietnam and design characteristics of fashion style preferred by Vietnamese consumers could be grasped. As the result, the design which can satisfy various needs of Vietnamese female consumers preferring fashion style was developed based on the characteristics by product's styles of Vietnamese fashion market. In addition, it intended to be helpful to plan the design of casual wear which is more professional so that Korean fashion industry can advance Vietnamese market through it.

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타이트 핏 여성 스포츠 상의 제품 생산현황조사 (Survey of the Present Situation of the Production of Tight Fit Women's Sportswear Top Products)

  • 전미화;장정아
    • 한국의류산업학회지
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    • 제20권5호
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    • pp.583-591
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    • 2018
  • This study investigated the current production of women's sportswear tights among a total of 813 yoga, gym and training tights on the market to provide basic data for the development of women's sportswear tight tops. The results found the following: First, according to the analysis of women's sportswear tight tops by brand, polyester, nylon and polyurethane were most used. In addition, elastic, breathable and quick-dry, sweat absorbent products were commonly found. In terms of design, crew neck and sleeveless styles were popular. In addition, mesh was frequently applied to the top of the chest and upper part of the back. The size was mostly marked in S, M and L, and the size range was very large by brand. For color, achromatic color was most common. In terms of price, 'KRW 50,000-100,000' was frequently found. Second, yoga tights were compared to gym & training wear. In the case of yoga tights, elastic, various products in diverse design (e.g., crew neck, sleeveless, long sleeve, etc.) and colors (e.g., red, black, etc.) made of breathable and water-absorbing fabric were most produced. In particular, a combination of mesh materials was common. In gym and training wear, crew neck and short-sleeve styles in achromatic color made of elastic, breathable and quick-dry, seat absorbing fabric were most produced.

TV 역사 드라마의 격구복식을 위한 연구와 제언 (A Study and the Suggestion of the Costume of Gyeokgu in the TV Historical Drama)

  • 김은정
    • 복식
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    • 제63권1호
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    • pp.27-41
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    • 2013
  • This study is to examine the costumes of Gyeokgu in different situations and to suggest when and how they should be used in historical drama. Gyeokgu is a type of polo game that was played in Korea and it was also known as Gyeokbong and Bonghee. The accounts of the game show that it was played during the South-North period as recorded in Balhaego, Haedongyeoksa, and Goryeosa until the Joseon period. The scenes of Gyeokgu have been shown in some historical dramas in order to make the story exciting or to show the life of royalty. The costume of Gyeokgu in the South-North period should be suggested Danryeong(團領), Bokdu, and Haw(靴) in a formal situation. The Gyeokgu in the Goryeo period was a sport for royalty. So the Gyeokgu costume in the Goryeo period was required to be worn with Danryeong(團領), Bokdu, and Haw(靴) for the kings and military officers in the early Goryeo period and with Cheollik(帖裡), Balip or Huklip(黑笠), and Haw(靴) from the middle of the Goryeo period. Women could wear Chima(skirt), Jeogori(blouse), Pyo, and Li(履) when they play Gyeokgu in the Goryeo period in the historical dramas. The Gyeokgu in the early Joseon period was a sport for the kings. After the king of Sejong, the Gyeokgu became a martial art for the military officers. The costume of Gyeokgu in the Joseon period should be Red Cheollik(紅帖裡), Kwadu, Jonglip, Gwangjodae(廣組帶), Sagu, and Haw(靴) as recorded in Muyedobotongji in the 18th century. The kings, servants, and military officers could wear the Cheollik and should be made in the different Git(collar), shape of the sleeves, and the proportion of the upper part and the underpart in each period properly. When the citizens play Gyeokgu, they could wear Geon(巾), Baji(pants), Jeogori(shirt), and Gipsin in the late Joseon period.

가속도센서를 이용한 상황인식 시스템 (Ambulatory System for Context Awareness Using a Accelerometer Sensor)

  • 진계환;이상복;최훈;서재원;배현덕;이태수
    • 한국콘텐츠학회논문지
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    • 제5권5호
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    • pp.287-295
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    • 2005
  • 본 논문에서는 유비쿼터스 컴퓨팅 기술의 여러 응용 서비스에서 가장 핵심적인 요소 기술 중의 하나인 사용자의 상황인식시스템에 대하여 기술한다. 제안하는 시스템은 실험 대상자의 우측 상완에 착용하는 $SenseWear(R)PRO_2R$ Armband (BodyMedia사)에 내장된 2차원 가속도센서를 이용하여, 센서에서 출력되는 가속도 변화량의 절대치의 평균치인 MAD(mean of absolute difference)를 계산하여 활동량을 정량화 하였으며, PC 기반의 눕기, 앉기, 걷기, 뛰기 4단계 동작의 인체동작상태 구분과 한정된 응급상활을 인지하는 퍼지추론 시스템으로 구현하였다. 본 시스템으로 측정한 수직방향의 MAD는 눕기, 앉기, 걷기, 뛰기에서 각각 0.204 g/s, 0.373 g/s, 2.808 g/s, 16.243 g/s이었다. 이들을 이용하여 분석한 인체동작 인식률은 눕기, 앉기, 걷기 뛰기에 대하여 각각 96.7 %, 93.0 %, 95.2 %, 98.4 %로 나타났으며, 제한된 상황에서의 응급상황인식률은 100 %이었다.

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골프 복식규범과 골프웨어 스타일 표현 -20·30대 골퍼를 중심으로- (Golf Clothing Norms and Golf Wear Stylistic Expressions -Centered on Golfers in 20·30s-)

  • 김고운;하지수
    • 한국의류학회지
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    • 제40권6호
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    • pp.1134-1149
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    • 2016
  • This study identified domestic and foreign golf clothing norms and extended recognition and attitude on golf clothing norms expressed in a golf wear style for golfer groups in their 20s-30s. Domestic golf clothing norms were derived from a theoretical research and case study; subsequently, golfers in their 20s-30s were classified into 4 groups. In-depth interviews were conducted using a serious leisure concept to analyze attitudes and stylistic expressions. Domestic golf clothing norms derived from stipulated and implicit norms varied as a type and situation of a golf course, gender of the golfer, and domestic golfers in their 20s-30s perceived such a point. For golfers in their 20s-30s, attitudes on golf clothing norms and their stylistic expressions showed differences according to gender and leisure type. As for gender characteristics, female golfers focused on 'look prettier' in stylistic expressions through experiences with a double-standard clothing norm; however, male golfers showed strict application and observance of a clothing norm in stylistic expressions compared to female golfers. However, male golfer groups in their 20s-30s as 'casual leisure participants' and those as 'serious leisure participants' showed differences becuase the former showed a tendency to observe clothing norms from other viewpoints and evaluations and the latter showed off their abilities and careers as a means of distinction. As for characteristic of stylistic expressions according to a leisure type, golfers in their 20s-30s showed distinction as serious leisure participants through forming new and independent clothing norms. Research findings are expected to provide an opportunity to reconsidering the influence of clothing norms in young people who have a strong tendency to express clothing style as a means to pursue individuality and taste.

플라잉 상태에서 바지형태의 하네스에 대한 하중압력 분포 측정 및 가상착의 적용 (Investigation of the body distribution of load pressure and virtual wear design of short pants harnesses in flying condition)

  • 권미연
    • 한국의상디자인학회지
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    • 제23권3호
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    • pp.11-21
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    • 2021
  • Virtual reality is currently mainly used in games, but is starting to be applied as a variety of media fields, such as broadcasting and film. Virtual reality provides more fun than reality, and can provide new experiences in areas that cannot be experienced in reality due to the constraints of time, space, and environment. In particular, as the social non-contact arena has increased due to COVID-19, it is being applied to education, health, and medical industries. The contents are further expanding into design and military fields. Therefore, the purpose of this study was to observe the change in distribution of load and pressure felt by the body in the flying state while wearing a short pants harness, which are mainly used in the game and entertainment industry. In the experiment, the average pressure in the flying state was measured by attaching a pressure sensor to the back and front of a human mannequin. As a result, it was confirmed that the load concentrated on the waist in the flying state was 44 N, with a pressure of 1353 kPa. The pressure distribution was concentrated in front of the center of gravity, and was measured was at 98% by the pressure sensors, with an average pressure value of approximately 15 kPa, and a pressure value of approximately 12 kPa at the back, which was measured at 67% by the pressure sensor. The results of the load and pressure distribution measurement are presented as fundamental data to improve the wearability and comfort of harnesses in the future, and are compared to actual measured pressure values by analyzing the clothing pressure in flight through virtual wear of harnesses through the CLO 3D program.

"고려사" 예지(禮志)의 복식사적 검토 (Historiographical Study of Costume Depicted in the "Ye-Ji(禮志)" Section of the Book "Goryosa(高麗史)")

  • 이승해;홍나영
    • 복식
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    • 제61권4호
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    • pp.52-62
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    • 2011
  • This study is about the history of costumes depicted on the book Goryosa(高麗史) Ye-Ji(禮志). Researches about the costumes of Goryo dynasty are very rare and are mostly based on Goryodogyung(高麗圖經) and Goryosa Yebok-Ji(與服志). However, records about suitable costumes for a special scene of a rite can also be found in Ye-Ji besides Yebok-Ji. Therefore, this study analyzes Ye-Ji and categorizes the results into character and situation. Characters that can be found are king, officials, crown prince, aristocrat, commoner and envoy. Situations that can be found, according to the original text, are Gilrye(吉禮), Hyoongrye(凶禮), Goonrye(軍禮) and Garye(嘉禮). The results of the study are as follows; $\blacktriangleright$ The king had to change clothes in order to suit the situation according to the precise sequence of rituals. Therefore the king had to wear different clothes in the same rite, optionally, depending on the situation. This also applies to the case of officials. $\blacktriangleright$ The crown prince and aristocrats generally wore the same clothes as officials. $\blacktriangleright$ In the important ritual of Garye(嘉禮), many cases can be found where officials wore Jobok(朝服) and hands-on worker wore Gongbok(公服). $\blacktriangleright$ It is remarkable that on the New Year's day, the winter solstice and Sungsoojul(聖壽節; the emperor's birthday) the envoy of Ming Sangbok(常服); whereas the king and the officials of Goryo wore the Myunbok(冕服) or Jobok(朝服).

선행연구에 나타난 의복소비자 행동변인 및 시장 변인연구 (A Study on the Variables of Clothing Consumer Behavior and Market: Literature Review)

  • 박혜선
    • 한국의류학회지
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    • 제20권6호
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    • pp.1125-1137
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    • 1996
  • The author reviewed seventy papers on social psychology of clothing and fashion marketing fields, which were published in the Journal of the Korean Society of Clothing and Textiles between 1983 and 1996. The market variables and consumer behavior variables were focused on. This review showed that the market variables had been divided into three groups of variables: 1) product variables (product image and product classification): 2) brand variables (brand image and brand positioning): and 3) store variables (store image, store type, and distribution system) Consumer behavior variables have been studied on the basis of EBM Consumer Behavior Model: 1) purchasing motivation as need recognition: 2) information using as search information: 3) evaluation criteria and choice criteria as alternative evaluatioin : 4) clothing purchase, brand choice and store choice as purchase: 5) degree of wear, satisfaction and dissatisfaction as outcome: and 6) clothing discard. Variables that influence on consumer behavior, including situation variables, clothing attitude variables, personal . social variables were added to develop a variable model of clothing consumer behavior using the EBM Consumer Behavior Model.

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