• Title/Summary/Keyword: Casual analysis

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The analysis of style of hats in men's fashion collection (남성 패션 컬렉션에 나타난 모자 스타일 특성 분석)

  • Suh, DongAe
    • The Research Journal of the Costume Culture
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    • v.20 no.6
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    • pp.826-837
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    • 2012
  • Recently, hats have been used more frequently as an accessory, contributing to the general image of clothes in men's collections. This study compared and analyzed the frequency and styles of hat usage in men's brand collections according to the collections' images. Types of hats and their frequency of usage in men's clothes were analyzed among 857 collections from 74 brands between S/S 2006 and F/W 2012. This study also examined the relationship between clothes image and type of hats used. Hats were used in 622 out of 857 collections, and 24 different types of hats were used. In 67 collections, hats were used in at least 71% of clothes. The most frequently used hat was the fedora, followed in frequency by the beanie, cap, bowler, and high hat. The styles of hats in collections varied depending on seasons. In S/S season collections, fedoras were often used, while beanies were more common during the F/W season. This study analyzed styles of hats used in formal, casual, uniformed, and deformed images. Beanies and fedoras were frequently used for the formal image; fedoras, beanies, and plat caps were often used for the casual image; more than 3 types of hats were used together for the uniformed image; and design hats and hats in various styles were used for the deformed image. The results show that hats of various styles were used in collections to express the image of clothes.

Analysis of Parody Game as Tragicomedy (현실을 패러디한 인디게임의 희비극성 연구)

  • Han, Hye-Won;Kim, Su-jin
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.97-110
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    • 2016
  • Digital game is an entertainment content as well as a cultural content so that digital game can deliver social messages to make people confront with current problems. Based on Gonzalo Frasca's expanded model theory, this study aims to analyze independent games parodying reality on the level of the narrative and the gameplay to demonstrate that digital game can be a powerful medium to represent a satire on society. Parody games describe irrational side of society as being comical and provoke players' repetitive gameplay. Therefore, players can experience serious theme through casual play in the first-person, and realize the tragic reality directly.

A Study on the Alternative Plan for Prevention of Marine Accident using System Dynamic (SD법을 이용한 해양사고 예방의 정책대안 분석)

  • Keum, Jong-Soo;Jang, Woon-Jae
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.10 no.2 s.21
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    • pp.17-22
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    • 2004
  • Ship is bring operated under a highly dynamic environments and many factors are related whit marine accident and those factors are interacting. An analysis on the marine accident is very important to prepare countermeasures which will ensure the safe navigation. This paper aims to build a model of the causes and improved policy for marine accident using SD(System Dynamics} approach and to measure a effect which is risk control countermeasures of marine accident. The methodology of this paper is to perform the causes and improved policy for marine accident using Brainstorming method and was to changed by quantitutive, qualitative factors and their feedback loops in casual map. This model was performed over 23 years($1997\~2020$) in a standard simulation model and 4 policy simulation models.

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Housing Management Behavior of the Elderly : Focus on the Causal Effects of Housing Satisfaction and Housing Selections (노인의 주거관리행동에 관한 연구 : 주거만족과 주거선택의 인과관계를 중심으로)

  • Hong, Sung-Hee
    • Journal of Family Resource Management and Policy Review
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    • v.15 no.2
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    • pp.1-21
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    • 2011
  • Housing selections of the elderly depends on various changing factors as they get old. Among those factors, housing satisfaction might be one of the most predictable and crucial factor. This study is focused on the casual effect of housing satisfaction on the elderly's likelihood of selection among three alternatives of housing type. The sample was selected from 349 elderly aged above 65 who were living in Jeonju area, and was analyzed from multiple regressions and casual analysis. The results could be summarized as follows; First, the elderly preferred 'their own house living at present (aging in place)' among three housing type. Second, factors that influenced on housing satisfaction of the elderly were condition of health, economic status, living with spouse or not, level of social activities, and family supports. Third, the elderly who were male, without spouse living in single-family houses, in better health condition and with lower educational level were having more likelihood of selection of present housing. The elderly who were having more likelihood to select reverse mortgage payment were male, with spouse, living in apartment houses, the older, in worse health conditions and economic status. And the elderly who were male, with spouse, living in apartment houses, and in worse health conditions were having more likelihood to select national rental housing.

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A Study on the Expression of visual Image in Fashion Illustration since 19aos(PartII) (1980년대 이후 패션일러스트레이션의 시각적이미지 표현방법 분석(제2보))

  • 유영선;박민여
    • Journal of the Korean Society of Clothing and Textiles
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    • v.26 no.2
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    • pp.181-192
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    • 2002
  • The purpose of this study is to clarify the expression of conceptual image by which the modern graphic artists use for creating new visual images and the characteristics in expression of the major fashion images in fashion illustration. In the present study, major findings on the basis of the analysis of expression of visual images in fashion illustration since 1980s are as follow: The conceptual image expression in the visual arts is based on the eight techniques. They are dual image, operation of image, copying·reproduction of image, deconstruction of image, pictorial image, symbolization of image, mystification of image, and making humorous image. Since 1980s, the major fashion images in fashion illustration are mainly classified as classic image, humor image, fantastic image, natural image, avant-garde image, simple image, casual image and feminine image. The characteristics in expression of these images in fashion illustration are; 1) fortification of dual image in classic image, 2) activation in humor image 3) grotesque fantastic image, 4) the modernization of natural image, etc. In addition that, the image of avant-garde is expressed by Postermodernism, Deconstructionism, Techno etc. since 1980s. Also, simple image of the modern composition, casual image of daily life, and feminine image which is emphasized with eroticism are also included in these characteristic in expression of images since 1980s.

Brand Preference and Evaluation Criteria on Phurchase of Underwear among the Age of 20's Female (20대 여성의 내의류 상표 선호도와 구매시 평가기준)

  • 김유화;권수애;김은영
    • Journal of the Korean Society of Clothing and Textiles
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    • v.25 no.7
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    • pp.1203-1214
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    • 2001
  • This study is to analyze the competition structure and the brand image in underwear market, and to examine the relationships between brand preference and evaluation criteria on purchase among the age of 20's females. The samples are composed of 591 females aged 20's in cheong-ju city. For data analysis, MDS, AVOVA, t-test were used. The results of this study are followed as; Brand group I [BYC·Try·Vicman] was positioned on the dimensions of casual/classic image, brand group II [BodyGuard·DonandDons·schaolphio·x-zon] was positioned on the dimension of casual/fashionable image, and brand group III [Wacor·Venus·Ravora] was posiotioned on the dimension of elegant image. Brand preference in group III was the highest, and brand preference had significant difference by age, occupation, and education level. Customers who prefer the group I evaluated useful and management attributes the most and customers who prefer the group II, considered economical and esthetic arributes for purchasing underwaer. Also, customers who prefer the group III, evaluated the esthetic appreciational quality, the functional quality, and the brand-symbolic quality. Also, the influence of advertisement is most effective to purchase underwears. A main source of information is the broadcast medium such as TV or radio. The main store types on purchase were types like a department store and underwear special store.

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Correlation between Muscular Fatigue and EMG Activity during the Prolonged Casual Computer Work

  • Cho, Won-Hak;Lee, Woo-Yong;Choi, Hyeon-Ki
    • Journal of the Korean Society for Nondestructive Testing
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    • v.29 no.3
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    • pp.224-229
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    • 2009
  • An experimental study was conducted to investigate the effects of turtle neck syndrome, so called, on muscular fatigue and muscle activity. Six subjects (males) participated and performed the prolonged casual computer work in the study. EMG signals from six muscles of the dominant neck-back region were acquired and recorded for 10 seconds at the beginning and the end of three hours computer work. EMG was recorded from six muscles by using a computerized data recording and analysis system. Power spectrum function of EMG was calculated off-line by means of a signal processing software package. Power spectrum functions were smoothed with a moving average filter of 21 points and normalized with respect to the maximal value achieved during the trials. Muscle activity and median frequencies of Sternocleidomastoid(SCM) in turtle neck posture was approximately 51%, which were less than those in normal neck posture. SCM also showed the biggest decrease in median frequency. Results will provide the insight into the neck-back injury mechanism of turtle neck patients. Furthermore, they will be helpful in developing rehabilitation programs for restoring patients' neck-back functions.

Clothing Image Preferences and Sex Role Identity of Korean and American College Students (한국과 미국 남녀 대학생의 의복이미지 선호도와 성역할 정체감에 관한 연구)

  • Lee, Myounghee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.17 no.3
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    • pp.367-379
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    • 1993
  • The objectives of this study were to classify the contents of clothing image preferences of Korean and American students, and to examine how clothing image preferences vary according to sex role identity, sex, and culture. A woman's clothing image preference inventory and the Bem Sex Role Inventory were administered to 127 Korean students and 116 American students. Sex role idendity was classified into androgynous, masculine, feminine, and undifferentiated type. 1. Four segments of woman's clothing image preference derived by factor analysis : F. 1 'splendid-plain' ; F. 2 'feminine-masculine' ; F. 3 'casual-formal' ; F. 4 'classic-contemporary'. 2. Americans prefered splendid image more than did Koreans. Androgynous-typed males liked splendid image most among American male subjects. 3. There was interaction effect between sex and culture on feminine-masculine image preference. In Korean students, males liked feminine image much more than did females. Masculine-typed females liked masculine image most among American female subjects. 4. Koreans prefered casual image more than did Americans. 5. There was interaction effect between sex role identity, sex, and culture($4{\times}2{\times}2$) on classic-contemporary image preference. Feminine-typed females liked classic image most among Korean female subjects. 6. Korean males especially prefered luxurious image least. Korean females contemporary most, American males sexy most, American females fashionable most among four subject groups. That is, differences on clothing image preferences were found according to sex role identity, sex, and culture.

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Foundational Research for DB of Pattern Grading of Galot, Jeju Cultural Merchandise (제주 문화상품 갈옷의 패턴 그레이딩 DB를 위한 기초 연구)

  • Kwon, Sook-Hee;Hong, Seon-Cheol
    • Journal of the Korean Home Economics Association
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    • v.45 no.1
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    • pp.111-125
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    • 2007
  • By examining the existing Galot products in the market, we aimed to discover areas for new development and lay out the foundational system for establishing a database(DB) of their pattern grading. For the analysis, the team focused mainly on Galot in forms of casual korean traditional clothes, since they have the largest market share. The main accomplishments from this research are as follows. First, because adult females are the largest segment to consider in deciding the size system for grading, we selected three sizes that have to be compatible with the KS Clothing Standardized Sizing. Second, for basic pattern grading, we applied the reference size indicated in KS Clothing Standardized Size, and also used half dart sloper and dartless sloper. Third, we categorized designs according to the presence or absence of a dart, the structure of closure, and the shape of the sleeve and neck. We indicated the grading points with numbers and body area in Korean to make it easier for the users to understand when using the computer system and doing manual work. To further increase the user convenience, we provided diagrams for categorized designs, pattern grading layout, and a table for calculated grading points variation.

A Study on Interaction of Cause and Effect among Personal Involvement, Satisfaction, Trust, Switching Cost and Loyalty Regarding Casual Dining Restaurant (레스토랑에 대한 소비자의 개인적 관여도와 만족, 신뢰, 전환비용, 충성도의 인과관계 연구)

  • Cho, Woo-Je
    • Journal of the Korean Society of Food Culture
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    • v.24 no.5
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    • pp.496-505
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    • 2009
  • This study was conducted to provide basic data and insight into behaviors that result in increased continuous sales and competitiveness. This was done by examining the effect of personal involvement on customer satisfaction and trust, the effect of customer satisfaction on switching cost and loyalty, the effect of trust on switching cost and loyalty and by analyzing the indirect effect of trust and loyalty to personal involvement on switching cost and loyalty of the patrons of casual dining restaurants. In order to achieve the goals of the study, a hypothesis and structural equation were proposed based on preceding research and the proposed model was analyzed using LISREL 8.30 to prove the hypothesis and better understand the interactions between the cause and effect. The results were as follows: Six proposed hypothesis were chosen and the indirect effect was verified. In other words, customers' personal involvement was shown to have an effect on trust and devotion and satisfaction influenced switching cost and loyalty. Trust had an effect on switching cost and loyalty and by analyzing the indirect effect the customers' personal involvement was shown to affect the switching cost and loyalty through satisfaction and trust. The result of this analysis provides clues to better understand the eating-out behavior of customers and proves that personal involvement, satisfaction, trust, switching cost and loyalty are directly and indirectly related.