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.
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.
Journal of the Korea Fashion and Costume Design Association
/
v.16
no.2
/
pp.139-150
/
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.
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.
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.
Jin Gye-Hwan;Lee Sang-Bock;Choi Hun;Suh Jae-Won;Bae Hyeon-Deok;Lee Tae-Soo
The Journal of the Korea Contents Association
/
v.5
no.5
/
pp.287-295
/
2005
This paper describes user context awareness system, which is one of the most essential technologies in various application services of ubiquitous computing. The proposed system used two-akial accelerometer, embedded in SenseWear(R)PRO2 Armband (BodyMedia). When it was worn on the right upper arm of the experiment subjects, MAD (mean of absolute difference) value of the sensor data was calculated to quantify the amount of the wear's activity. Using this data, PC-based fuzzy inference system was realized to distinguish human motion states, such as, lying, sitting, walking and running and to recognize the restricted emergency situations. In laboratory experiment, the amount of activities for tying, sitting, walking and running were 0.204 g/s, 0.373 g/s, 2.808 g/s and 16.243 g/s respectively. The recognition rates of human motion states were 96.7 %, 93.0 %, 95.2 % and 98.4 % respectively for lying, sitting, walking and running. The recognition rate of restricted emergency situation was 100%.
Journal of the Korean Society of Clothing and Textiles
/
v.40
no.6
/
pp.1134-1149
/
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.
Journal of the Korea Fashion and Costume Design Association
/
v.23
no.3
/
pp.11-21
/
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.
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).
Journal of the Korean Society of Clothing and Textiles
/
v.20
no.6
/
pp.1125-1137
/
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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