A Study on the Characteristics of Fashion Paradigm According to Changing Convergence Culture

융합화 문화변화에 따른 패션 패러다임 특성 연구

  • Kim, Mi-Hyun (Dept. of Clothing & Textiles, Chung-Ang University)
  • Published : 2006.10.31

Abstract

The purpose of this study was to delve into the features of paradigm in conjunction with changing convergence culture in the 21st century's knowledge-based society, the influence of convergence paradigm on fashion, and changes in convergence culture. After identifying the features of the paradigm of knowledge-based society in association with changing convergence culture, the characteristics of fashion paradigm were examined in con=junction with the characteristics of the paradigm, and the convergence phenomena of modern fashion were investigated to figure out fashion trends. The findings of the study were as follows: According to the features of ubiquitous technology based on the theories of Mark Weiser and other futurologists, the characteristics of changing convergence culture in knowledge-based society could be classified into invisibility, relationship and materialized virtuality. When relevant theories were reviewed, invisibility, relationship and materialized virtuality are identified as the unique features of the paradigm of changing convergence culture in knowledge-based society. But those characteristics aren't separate concepts. Instead, they are being connected and fused together, thanks to universalized digital technology and ubiquitous technology. Changing convergence culture has brought a change to fashion paradigm as well. There is a type of design that lets all the characteristics stand out, and another design fuses just some of them together conceptually or formally. That is, fashion paradigm is marked by a combination of invisibility, relationship and an embodiment of virtual reality to be in line with changes in convergence culture.

Keywords

References

  1. Toffler, A. (1989). Future Shock. New York:Bantam, pp.17-19
  2. 김성우, 김상환, 박현미(삼성전자 소프트웨어 센터 인 터렉선 그룹) (2004) 유비쿼터스 컴퓨팅 환경에서의 사용성. 한국 유비쿼터스 컴퓨팅 학회 논문집, pp. 56-64
  3. 김성우, 김상환, 박현미(삼성전자 소프트웨어 센터 인 터렉선 그룹) (2004) 유비쿼터스 컴퓨팅 환경에서의 사용성. 한국 유비쿼터스 컴퓨팅 학회 논문집 pp. 68-71
  4. Negroponte, N., 백욱인(역) (2000) 디지털이다(being digital). 서울. 커뮤니커이션, P. 83
  5. 홍성욱 (2003) 하이브리드 세상읽기 서울. 안그리픽 스, p. 57
  6. Weiser, M., Brown, S. J. (1997). The Coming Age of Calm Technology: in beyond calculation Springer-Verlag, pp, 34-37
  7. Weiser, M., Brown, S. J. (1997). The Coming Age of Calm Technology: in beyond calculation Springer-Verlag, p. 41
  8. Weiser, M. (1991). The Computer for the 21th century. Scientific American, 256(3), Sept, pp. 77-81
  9. Michael, M. (2004). Computer Communications and Networking Technologies. Georzea: Brooks, p, 135
  10. Michael, M. (2004). Computer Communications and Networking Technologies. Georzea: Brooks, pp, 121-126
  11. Steuer, J. (1993). Defining Virtual Reality: Dimensions Determining Telepresence. Journal of Communication. Autumn, pp. 92-99
  12. Weiser, M. (1991), The Computer for the 21th century. Scientific American, 256(3), Sept, p, 75
  13. Steuer, J. (1993). Defining Virtual Reality: Dimensions Determining Telepresence. Journal of Communication. Autumn, p. 84
  14. SBS서울디지털 포럼(편) (2004). 제 3의 디지털 혁명 컨버전스의 최전선. 서울. 미래 M & B, P. 62
  15. Popcorn, F., Hanft , A. (2003). 미래생활사전. 서울. 을유문화사, p. 19
  16. Popcorn, F., Hanft , A. (2003). 미래생활사전. 서울. 을유문화사, p. 20
  17. http://www.siggraph.org/s2005/index.php (2005. 12)
  18. http://www.philosophica.jp/english/awarewear/activit ies.html (2005. 6)
  19. Kwinter, S.. 봉일범(역) (2000). 럼 콜하스: 학생들과 의 대화 서울:MGH Architecture Books, p. 46
  20. Kwinter, S.. 봉일범(역) (2000). 럼 콜하스: 학생들과 의 대화 서울:MGH Architecture Books, p. 58
  21. Rutsky , R. (2004). 하이테크 포스트휴먼시대의 예술 | 디자인 | 테크놀로지 서울- 시공사, p. 81
  22. Khazanov, M., 김호동(역) (1990). 유목사회의 구조 서울: 지식산업사, pp. 27-29
  23. 권오욱 (1999) 문학과 미술의 상호 텍스트성. 서울: 양운각, pp. 101-107