• Title, Summary, Keyword: 패션쇼

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A Study on Material Analysis with Usability for Virtual Costume Hanbok in Digital Fashion Show (디지털 패션쇼를 위한 가상 한복 재질분석 및 사용성 연구)

  • Ahn, Duckki;Chung, JeanHun
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.351-358
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    • 2017
  • This study seeks to propose the virtual costume's pipeline production in digital fashion show which is based on the unique characteristic combining computer graphic technology and traditional fashion design. This study analyzed the fabric materials based on Korean traditional costume to create a virtual Hanbok for the digital fashion show, and conducted the group of professional's satisfaction statistics through the experiment to verify the realistic usability. The contents of primary process of producing virtual Korean costume is analyzed by summarizing the thickness, weight, and color as the three essential fabric properties required for virtual Hanbok. In addition, virtual costumes are compared with real Hanbok based on the usability survey to evaluate the positive research result by forty graphic experts. The purpose of this study is to present the guideline of essential material analysis of the fabrication to digital fashion show in the virtual clothing production.

A Study on 3D Virtual Clothing by Utilizing Digital Fashion Show (디지털 패션쇼를 통한 3D 가상 의상 표현 연구)

  • Wu, Sehee;Kang, Yeonkyung;Ko, Young-A;Kim, Anna;Kim, Naeun;Kim, Cheeyong;Ko, Hyeong-Seok
    • Journal of Korea Multimedia Society
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    • v.16 no.4
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    • pp.529-537
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    • 2013
  • *IT technology has been rapidly introduced to the clothing and fashion industry, and especially fashion shows have been changed very fast to keep up with the current digital era. In this research, the author designed virtual clothes, and investigated whether it is possible to make them similar to actual clothes and then performed a digital fashion show with these virtual clothes. This research discussed, based on case development and studies, whether a digital fashion show can express the designer's idea more creatively than the existing fashion shows and what needs to be improved for the effectiveness of digital fashion shows. As a result, the virtual clothes have been recognized to be very similar to actual clothes and facilitate creative expressions that are hard to be presented in actual fashion shows. The adaptation of 3D virtual clothes to real fashion industry in the future can make new contents through the innovation of distribution and industry.

An Analysis of the Case Study on Fashion Show Planning and Production (패션쇼 연출기획의 사례분석연구)

  • 오현남;김현주
    • Journal of the Korean Home Economics Association
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    • v.41 no.11
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    • pp.11-20
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    • 2003
  • The purpose of this study is : first, to examine factors of fashion show planning and production and to classify types of fashion show planning and production: second, to compare and analyze the factors through a case analysis to defined their differences. For the purpose, data are collected to compare and analyze from literature as well as the interview with fashion show planning and production companies in Korea. The result shows that all the factors are considered on a practical level except security and publicity among 15 factors presented in literature : the purpose of the show, target spectators, product selection, product prices, type of show, size, location, models, time of show, duration, theme, security, budget, and publicity. Show types are divided into national brands, designer brands, imported brands, and collections. The result of the comparison and analysis of the factors of the planning and production by type shows that factors vary greatly depending on the purpose of the show, target spectators, and form of the show and products. By analyzing the case study on fashion show planning and production on a practical level, the study recognizing the need of specialized development of fashion show planning in Korea's fashion industry, is a basic process of theory systematization for the planning and production in its marketing aspects, and will provide relevant theories in such aspects for those who want to enter into the field.

A Study on Design for the Interactive VR Fashion Show (상호작용 기반의 VR 패션쇼 디자인 설계)

  • Ahn, Duck Ki;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.25-34
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    • 2020
  • This study is a VR system design designed to evaluate the impact of interaction on user experience analyzed by developer's perspective for the interactive VR fashion show. In the VR fashion show design, we produced an interactive system through the four interactive elements of camera viewpoint, cloth, effects, and sound. The interactive design system is proposed based on three application facto rs in VR space design: speed, range, and mapping. The study focused on the user experience based on format conversion to apply the Unity3D engine using 3D model, animation, 2D UI design, and simulation.

The effects of the components of a fashion show on viewing satisfaction (패션쇼 관람만족에 영향을 미치는 패션쇼구성요인에 관한 연구)

  • Choi, Hyun-Joo;Shin, Young-Ok
    • Journal of Fashion Business
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    • v.12 no.1
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    • pp.45-62
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    • 2008
  • The purpose of this study is to identify how the components of a fashion show can influence the perception of the spectators, and what the spectators most like in a fashion show. Through the analysis on the literature reviews and in-depth interviews with professional's organizing fashion shows we established a list of the main components, which allowed us to set up a questionnaire. The results regarding the viewing satisfaction of the spectators at a fashion show were investigated and came out as follows: First, the components of fashion show are generally viewed to be four factors: the program, the directing, the model, and the sets. These four factors are influencing the perception of the spectators and are very important to the success of a fashion show and the enjoyment of a fashion show by spectators. Second, it is shown to us that the most influential factor for the perception is 'the directing'(stage scenery, background music, lighting, effects etc.), and the next is 'the sets'(convenience seat, display, service facilities etc.). So, in order to raise the level of satisfaction for the spectators, it is advisable to concentrate on these two main factors. Finally, we would suggest that the organizer of a fashion show shall carefully analyze how spectators understand and perceive the components of a fashion show. This study provides information about how the components of a fashion show can influence the spectator's perception and presents suggestions on how to improve a fashion show by reorienting it towards the satisfaction of the spectator. In addition, there needs to be a strategy by customer satisfaction experience to reinforce a customer-oriented fashion show and heighten a viewing satisfaction for spectators.

의류상품 소비자의 판매촉진 반응유형과 쇼핑성향

  • 김세희;이은영
    • Journal of Distribution Research
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    • v.4 no.3
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    • pp.33-46
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    • 2000
  • 본 연구는, 그 동안 간과되어 왔던 의류 상품의 판촉에 초점을 맞추어, 판촉의 여러 방법 별 소비자들의 반응 정도를 알아보고, 그 반응 경향이 소비자의 인구통계적 특성, 판촉에 대한 태도, 의복 쇼핑 성향, 기타 의복 구매 행동과 연관성을 가지는지를 규명함을 목적으로 한다. 수도권 거주 여성 444명을 대상으로 수집한 자료를 이용해 분석이 이루어졌다. 실증적 연구를 통해 다음과 같은 결과를 얻었다. 첫째, 판촉의 각 방법에 대한 소비자들의 반응 정도는 가격 할인이 가장 높았고 그 다음은 디스플레이, 쿠폰, 사은품, 백화점 패션쇼, 경품의 순서로 나타났다. 가격 할인, 디스플레이, 사은품, 쿠폰, 백화점 패션쇼 등 5가지 판촉 방법에 대한 소비자 반응 정도를 기준으로 군집분석한 결과 판촉에 대한 반응 유형에 있어 차이를 보이는 5개 집단을 규명할 수 있었다. 각 집단의 인구통계적 특성들 중에서는 소비자 자신의 학력과 자녀의 연령만이 집단간에 유의한 차이를 보였으며, 각 집단의 판촉 태도는 집단 간에 유의한 차이를 보였다. 둘째, 각 집단은 의복 쇼핑 성향 및 의복 구매 관련 정보원 이용에서 차이를 보였다. 결론에서는, 실증적 연구의 결과 판촉에 대한 소비자 반응 유형별로 인구통계적 특성, 판촉 태도, 의복 쇼핑 성향, 기타 의복 구매 행동에 차이가 있음을 알 수 있었으므로 의류 상품의 판촉 전략 수립시 표적 집단의 특성에 따라 판촉 방법 선택이나 판촉 정보 전달 경로 등을 조절하는 것이 필요함을 제언하였다. 예를 들어, 신중/경제적 쇼핑 성향을 가지며 판촉에 대한 태도가 호의적인 소비자들에 대해서는 다양한 정보 전달 경로를 통해 가격 할인이나 쿠폰을 제공하는 것이 좋은 판촉 방법이 될 것이며, 쾌락/유행 지향적이고 상표/품질을 중시하는 소비자들에 대해서는 잡지, 인적 정보, 카탈로그 등을 정보 전달 경로로 하여 디스플레이나 패션쇼를 통해 판매 촉진을 할 수 있을 것이다.0.10 $h^{-1}$과 0.09$h^{-1}$h-1이었고, 반감기는 각각 6.93 및 7.70시간으로 측정되었다. 각각의 농도에서 12시간 및 8시간 이후에는 g당 0.19$\mu\textrm{g}$ 및 0.18$\mu\textrm{g}$이하로 떨어짐을 알 수 있었다. Phosphamidon과 profenofos의 급성어독성은 profenofos가 높았고, BCF profenofos가 phosphamidon보다 약 100배 정도 높게 나타났으며, 배설속도는 phosphamidon이 profenofos보다 약 2배 정도 빨랐다.

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