• Title/Summary/Keyword: 패션 관심도

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Costume Consumption Culture for Costumeplay (코스튬플레이 의상 소비문화)

  • Jang, Nam-Kyung;Park, Soo-Kyung;Lee, Joo-Young
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.203-212
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    • 2006
  • With interests and participation in the costumeplay that mimics characters appeared on carton or animation in recent days, the costumeplay becomes one of cultural phenomena. Using a qualitative research method, this study identified costumeplayers' costume consumption pattern and explored its meanings from the perspective of consumption culture. Indeed, this study intended to help for understanding costumeplayer group as a consumer, and to provide basic knowledge about new market analysis related to fashion design and marketing. The results from the analyzing participant observation and in-depth interviews data are as follows: first, costumeplayers usually begin costumeplay by friends' invitations or by themselves and then continue on participating. Through the costumeplay, participants have benefits such as fun, departure from the daily life, and social interaction. Second, participants acquire costumes through purchase, rent, producing or combination of daily wear, but both purchase and rent account high. Third, the meanings of consumption culture in costumeplay include consumption behavior repeating possession and disposal. Also, costumeplayers concerns efficiency when purchasing or renting the costumes, and internet is a place where information search, comparison, and actual purchasing are occurred. Based on the results, fashion design and marketing implication, limitation of this study and further research ideas were suggested.

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Physical Property of Hemp/Tencel Eco-Friendly Blend Spun Yarns (Hemp/Tencel 혼합 친환경 방적사의 물성)

  • Kim, Seung-Jin;Woo, Ji-Yun;Jang, Hong-Won;Kang, Ji-Man;Jang, Jae-Sik
    • Proceedings of the Korean Society of Dyers and Finishers Conference
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    • 2012.03a
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    • pp.62-62
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    • 2012
  • 지구온난화 및 환경오염의 영향으로 선진국을 중심으로한 환경규제가 심해지면서, 홈 텍스타일 분야에서는 세계 패션 트렌드 및 소비자 선호에 부응한 친환경 섬유소재 개발, 웰빙 시대에 적합한 기능성 및 고감성 제품개발을 통한 차별화가 요구되고 있다. 최근의 섬유산업의 동향도 인체에 무해한 천연적인 섬유소재에 많은 관심이 증대됨에 따라 개인의 건강 뿐만 아니라 환경을 생각하는 생활패턴인 친환경섬유의 개발이 새로운 트렌드로 떠오르고 있는 실정이다. 헴프는 일년생 식물로서 학명은 Cannabis sativa L.이다. 헴프섬유의 장점으로 내구성 및 내수성, 항균성 등이 우수한 것으로 보고되고 있으나 양질의 원료 확보, 세섬도 추출 기술 및 combing 기술 등의 부족으로 100% 헴프 세 번수 방적사의 제조가 어려워 주로 면섬유와의 혼합소재로 제조되어 왔다. 최근 들어, 친환경 소재로서 박테리아 성장 억제 기능을 가진 재생섬유인 Tencel 소재를 이용하여 stiff한 Hemp의 성질에 유연성을 추가하여 촉감을 개선함과 동시에, Tencel과 Hemp를 혼용함으로써 soft touch부터 harsh touch까지 혼용율에 의한 다양한 감성을 느끼게 함으로써 용도의 다양화 추구가 시도되어 왔다. Hemp의 거친 느낌을 완화시키고 Tencel의 박테리아 억제 기능과 Hemp의 항균기능, 방충, 탈취기능이 상호 보완되어 친환경적이고 위생적인 다용도 홈 인테리어 및 가구용 직물 등의 제품으로 Hemp/Tencel 복합사가 많이 사용되고 있다. 본 연구는 Hemp와 Tencel의 혼용율의 변화에 따른 복합사의 물리적 특성을 확인하기 위하여 천연복합 태번수 방적사 최적 사설계 이론을 적용하여 Hemp 섬유 혼용율에 따른 사의 물성분석을 함으로써 Hemp/Tencel 방적사 최적 공정 조건을 결정하기 위한 사설계 이론 결과와 실험결과를 비교 분석하고자 한다. 최적 천연 Hemp복합방적사 사설계의 이론화 및 사 물성 DB화 그리고 태번수 Hemp사의 물성분석 및 이들을 DB화 함으로써 가구용 직물로 많이 사용되는 친환경 Hemp 소재사의 방적성 향상을 꾀하고자 한다. 이를 위해서 제조한 방적사의 Dry heat shrinkage와 Wet heat shrinkage를 측정하여 확인하였고 인장시험기를 이용하여 Tenacity, Initial Modulus, breaking strain을 측정 분석하였다. 방적사의 표면 특성은 영상 현미경 시스템을 사용하여 ${\times}40$ 배율로 측정하여 확인하였다.

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Design and Implementation of Interactive Game based on Embedded System (내장형 시스템 기반 체험형 게임의 설계 및 구현)

  • Lee, Woosik;Jung, Hoejung;Heo, Hojin;Kim, Namgi
    • Journal of Internet Computing and Services
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    • v.18 no.4
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    • pp.43-50
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    • 2017
  • Embedded System includes touch, GPS, motion, and acceleration sensor, and can communicate with neighbor devices using wireless communication. Because Arduino with embedded system provides good environment for development and application, developers, engineers, designers, as well as artists, students have a great interest. They utilize Arduino in the robot, home appliances, fashion, culture and so on. In this paper, we design and implement a game using Arduino with embedded system which recognizes the human movement by moving away from one-dimensional game of the existing touch method. Implemented embedded system game measures gyro-sensor to recognize human movement and detects the attack success of the opponent by using touch sensor. Moreover, health of the game player is updated in the real time through the android phone-based database. In this paper, implemented embedded system-based game provides GUI screen of android phone. It is possible to select watching mode and competition mode. Also, it has low energy consumption and easy to expand because it send and receive data packet through recent Bluetooth communication.

PPL of Visual Media Affects Clothing Purchase of College Students (영상매체의 PPL이 의복 구매에 미치는 영향에 대하여)

  • Song, Jae-Wook;Na, Young-Joo
    • Science of Emotion and Sensibility
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    • v.9 no.4
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    • pp.331-339
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    • 2006
  • PPL(Product Placement) of visual media can change the purchasing behavior of College students. This study aimed to investigate the differences in consumer's conception about PPL among college students and to analyze the relationship between the PPL conception ant fashion innovation/fashion sensitivity of students, resulting into their real purchasing behavior. We surveyed to about 189 college students living near Seoul, with questionnaire about PPL conception, purchase of PPL clothing, satisfaction on PPL clothing, fashion innovation, opinion about PPL, PPL apparel brand to recall, etc. According to dichotomy of college students by fashion innovation, as higher fashion innovative they were, they paid more attention on PPL clothing while watching TV or movie, and they also could recall more PPL apparel brands, and they purchased more PPL clothing. While the students with low fashion innovation had references from the opinion of friends or around people when purchasing their clothing, the students with high fashion innovation did from fashion magazine or PPL clothing. The students who thought that PPL was important and effective on clothing purchasing behavior, answered that their preference to PPL bran4, to the company, and to the product had increased positively, but not to the actor/actress.

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A Study on Resolving Barriers to Entry into the Resell Market by Exploring and Predicting Price Increases Using the XGBoost Model (XGBoost 모형을 활용한 가격 상승 요인 탐색 및 예측을 통한 리셀 시장 진입 장벽 해소에 관한 연구)

  • Yoon, HyunSeop;Kang, Juyoung
    • The Journal of Society for e-Business Studies
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    • v.26 no.3
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    • pp.155-174
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    • 2021
  • This study noted the emergence of the Resell investment within the fashion market, among emerging investment techniques. Worldwide, the market size is growing rapidly, and currently, there is a craze taking place throughout Korea. Therefore, we would like to use shoe data from StockX, the representative site of Resell, to present basic guidelines to consumers and to break down barriers to entry into the Resell market. Moreover, it showed the current status of the Resell craze, which was based on information from various media outlets, and then presented the current status and research model of the Resell market through prior research. Raw data was collected and analyzed using the XGBoost algorithm and the Prophet model. Analysis showed that the factors that affect the Resell market were identified, and the shoes suitable for the Resell market were also identified. Furthermore, historical data on shoes allowed us to predict future prices, thereby predicting future profitability. Through this study, the market will allow unfamiliar consumers to actively participate in the market with the given information. It also provides a variety of vital information regarding Resell investments, thus. forming a fundamental guideline for the market and further contributing to addressing entry barriers.

Instructional Development of Making Upcycle Clothing Accessories for the Middle School Home Economics Classes Applying the Design Thinking Technique (디자인씽킹 기법을 활용한 중학교 가정교과 의류 업사이클링 소품제작 수업개발)

  • Yu, Myoung Suk;Lee, Yhe Young
    • Journal of Korean Home Economics Education Association
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    • v.33 no.3
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    • pp.173-187
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    • 2021
  • The purpose of this research was to develop instructions for making upcycled clothing accessories related to the 'clothing management and recycling' unit of middle school home economics applying the design thinking technique. Teaching and learning process plans were developed according to the ADDIE model which includes the following process: analysis, design, development, implementation, and evaluation. The design thinking process includes understanding the related knowledge, sympathizing, problem identification(sharing perspectives) and idea development, making prototypes, testing, and making the actual product. Thirteen home economics teachers served as critics. Student feedbacks were collected to evaluate whether the course objectives were attained after the implementation. As a result, teaching and learning process plans, course materials, and evaluation rubrics for ten class sessions were developed. Student feedbacks confirmed the attainment of following five course objectives: improvement of ethical responsibilities through the exploration of various clothing recycling techniques, practice of creative and eco-friendly clothing culture, acquisition of the skills to use sewing tools safely, improvement of abilities to think, sympathize, and communicate, and exploration of aesthetic activities and fashion careers.

The Study on A Peculiarity of Mise-en-scene Found in Animation :Focused on Russian Animation (애니메이션 미장센 특성 연구 - 러시아 애니메이션을 중심으로)

  • Kim, MiRNaRae;Min, JunIl
    • Cartoon and Animation Studies
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    • s.44
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    • pp.1-31
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    • 2016
  • In this thesis, the movie with mise-en-scene established was compared with the peculiarity of the play that is the etymological source of the term to identify the peculiarity of mise-en-scene which was substituted into animation to find the peculiarity of mise-en-scene in animation. To emphasize the direct connection between the frame's visual peculiarity and the director's opinions, the mise-en-scene of director centered animation created under a restricted environment was reviewed. Mise-en-scene which started from movie critics theory does not simply mean the arrangement of images in a frame. Mise-en-scene emphasizes the exposure of the work's motive by the visual components. The animation's assuming the middle point of environmental share possessed by play and movie when schematizing the genre peculiarity of animation, play and movie was a noteworthy result. It can be said that the cause is that the animation's peculiarity yield different results depending on the making methods; we verified that this is a key factor in the analysis of animation's mise-en-scene. I emphasized that the peculiarity of animation mise-en-scene is in its making method and material and suggested identifying the work's making methods and analyzing the work's aesthetic results derived in this way. The russian animation which was perceived as peripheral arts was relatively free from the burden of censorship while receiving support from the Soviet as a media for propaganda. The russian animation's mise-en-scene which found the material for its works in the country's folklore was metaphorical, focused on new expression forms and achieved experimental elements. Russian animation pursues a unique aesthetic world through space expression based on the forms of opera or ballet and heavy motions formed static inbetweens.

A study on the weight control behavior according to cluster types of the motivation to use social media among university students in the Jeonbuk area (전북지역 대학생의 소셜미디어 이용동기 유형에 따른 체중조절 행태 연구)

  • Jiyoon Lee;Sung Suk Chung;Jeong Ok Rho
    • Journal of Nutrition and Health
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    • v.56 no.2
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    • pp.203-216
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    • 2023
  • Purpose: This study examines the weight control behavior depending on university students' motives of using social media. Methods: The participants were 447 university students in the Jeonbuk area. Collected data were analyzed using factor analysis, cluster analysis, analysis of variance, and χ2 tests with SPSS v. 26.0. Considering the motives of using social media, we investigated the usage of social media, dietary behavior related to social media, and weight control behavior. Results: Using the K-clustering method, the motives to use social media were categorized into three clusters: cluster 1 was the interest-centered group, cluster 2 was the multipurpose information-seeking group, and cluster 3 was the relationship-centered group. Among the various social media sites, YouTube (86.8%), Instagram (76.1%), and Facebook (61.1%) were the most visited by the subjects. The dietary behavior related to social media in cluster 2 was significantly higher than clusters 1 and 3 (p < 0.001). Clusters 1 and 2 showed a significantly higher dissatisfaction with one's weight (p < 0.05) and consequent interest in weight control than cluster 3 (p < 0.001). Cluster 2 used weight control-related information from social media significantly more than other clusters (p < 0.05). Weight control experiences in cluster 1 and 2 were significantly higher than in cluster 3 (p < 0.001). Conclusion: Differences in dietary behavior related to social media and weight control behavior were observed between cluster types of motivation to use social media. Based on the usage motives of university students and their behaviors, we propose that educational programs should be conducted for weight control using social media.

Agency Costs of Clothing Companies with Famous Brand (유명 의류 상호 기업의 대리인 비용에 관한 연구)

  • Gong, Kyung-Tae
    • Management & Information Systems Review
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    • v.36 no.4
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    • pp.21-32
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    • 2017
  • Motivated by the recent cases of negligent social responsibility as manifested by foreign luxury fashion brands in Korea, this study investigates whether agency costs depend on the sustainability of different types of corporate governance. Agency costs refer either to vertical costs arising from the relationship between stockholders and managers, or to horizontal costs associated with the potential conflicts between majority and minority stockholders. The firms with luxury fashion brand could spend large sums of money on maintenance of magnificent brand image, thereby increasing the agency cost. On the contrary, the firms may hold down wasteful spending to report a gaudily financial achievement. This results in mitigation of the agency cost. Agency costs are measured by the value of the principal component. First, three ratios are constructed: asset turnover, operating expense to sales, and earnings before interest, tax, and depreciation. Then, the scores of each of these ratios for individual firms in the sample are differenced from the ratios for the benchmark firm of S-OIL. S-OIL was designated as the best superior governance model firm for 2013 by CGS. We perform regression analysis of each agency cost index, luxury fashion brand dummy and a set of control variables. The regression results indicate that the agency costs of the firms with luxury fashion brand exceed those of control group in the fashion industry in the part of operating expenses, but the agency cost falls short of those of control group in the part of EBITD, thus the aggregate agency costs are not differential of those of the control group. In sensitivity test, the results are same that the agency cost of the firms are higher than those of the matching control group with PSM(propensity matching method). These results are corroborated by an additional analysis comparing the group of the companies with the best brands with the control group. The results raise doubts about the effectiveness of management of the firms with luxury fashion brand. This study has a limitation that the research has performed only for 2013 and this paper suggests that there is room for improvement in the current research methodology.

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A study on the operation realities of the teenager internet shopping malls and the entrepreneurship education (청소년들의 인터넷 쇼핑몰 운영 실태 및 창업교육에 관한 연구)

  • Yi, Bo-Young;Oh, Kyung-Wha
    • Journal of Korean Home Economics Education Association
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    • v.22 no.2
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    • pp.115-131
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    • 2010
  • The object of this study is to compare the cognitive differences between teenagers who are operating the internet shopping mall and those who are not operating to analyze the effect of the enterprise experience on the career maturity of teenager. And we are to present the operation methods of teenager entrepreneurship education at school by identifying the difficulties of teenager internet shopping malls and investigating demands of teenagers for the entrepreneurship education. The results of this study are as following. First, the internet shopping malls established by teenagers were mostly operated with small scale and capital dealt with clothing and fashion accessories. It is difficult for most of teenagers to inform the shopping malls and understand the flow of fashion and demands of consumers. They acquired the informations on enterprise using internet or acquaintances. This is because there are no professional teenager entrepreneurship education. And they chose the confidence and spirit of challenge which are mostly needed for success of the internet shopping malls. Therefore, they can acquire the confidence and spirit of challenge by effective entrepreneurship education on resource management, team management, business plan and marketing. Second, teenagers who are operating the internet shopping malls got higher scores on career maturity and degree of need in the entrepreneurship education than those who are not. Thus the expansion of the systemed and diversified entrepreneurship education at school is needed to increase business practice and entrepreneurship. Third, most teenagers wanted the entrepreneurship education at school. They preferred external lectures who can teach them with professional experiences and practical knowledges using discretional activity classes or club activity classes. Dividend classes of creative experience activities including career, voluntary and club activities are increased in 2009 revised education curriculum. Using these classes, it requires to operate the entrepreneurship education which make students decide their career themselves through concrete education and experience. Consequently, the expansion of the systemed and diversified teenager entrepreneurship education at school is needed using development of practical entrepreneurship education program, professional teacher training and revitalization of entrepreneurship club activities.

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