• Title/Summary/Keyword: Clothing design process

Search Result 506, Processing Time 0.03 seconds

Implications of Korean Red Fashion Boom during the 2002 FIFA World Cup

  • Lee, Jung-Taek;Cho, Woo-Hyun
    • International Journal of Costume and Fashion
    • /
    • v.3
    • /
    • pp.51-87
    • /
    • 2003
  • This study aims primarily to discuss the question 'What does the red fashion boom in Korean society during the 2002 World Cup mean\ulcorner' For this question, it describes fashion phenomena and characteristics that appeared during the time. Specifically, in order to understand the concrete essence of the red fashion boom in terms of clothing and textiles, this study classifies and describes the red fashion boom as 'object, process and symbol' concepts. It investigates each case within the context of fashion. Outside that context, then, the implications of the red fashion boom are examined based on cultural studies and other sociocultural perspectives. This question is considered by focusing on social pressures as ideology, looking at the voluntary behaviour of Korean people in this context and examining several other factors. This is an investigation of the relationship between fashion, society and culture pursuing fashion theory by reviewing the relevant theoretical backgrounds afforded by the humanities and the social sciences. Based upon the above theoretical discussions, it synthesises what factors contributed to the Korean red fashion boom. Finally, this study briefly states their applicability to cultural marketing in its practical aspects. This study has attempted to throw some light on the question 'What does the red fashion boom in Korean society during the 2002 World Cup mean\ulcorner' The Korean Red Fashion Boom emerged from its interrelation with each context of the World Cup, as in the dualism of 'Janus'. That is, the World Cup functioned as the positive face of a festival that collected deep emotions and passion and contributed to the integration of society. Whereas its negative face, ideologically speaking, personified the invisible capitalistic product produced by the nation, enterprises and the mass media. And the implications of the red fashion boom can be interpreted with reference to the two faced World Cup.

Establishing Quantitative Evaluation Standards for the Shape Fitness test of Slacks (슬랙스 형태 적합성 평가의 정량적 평가 기준 설정)

  • Kim, Seonyoung
    • Fashion & Textile Research Journal
    • /
    • v.18 no.5
    • /
    • pp.695-707
    • /
    • 2016
  • This study presents quantitative evaluation standards for the shape fitness test, conducted in the process of the slacks fit test. This study aims to quantify appearance sensory test of slacks for the objectification of qualitative evaluation methods in existing shape fitness tests. The subjects were women of standard body type between the ages of 18 and 24. Slacks differing in their ease in waist girth, hip girth, crotch length and knee length were designed to test their shape fitness. The gap volume distribution between the body and slack, angle of the baseline by body part, and ratio of total thickness from the sideline using 3D human body scan data (which reflect the results of the appearance sensory test) were presented as quantitative evaluation standards. There were less wrinkles in the wrinkle/overstretch and ease categories of the appearance sensory test; in addition, ease was adequate and small enough to comfortably perform basic human activities in the standing upright posture. The gap volume distribution analysis between body and slacks showed that curves increased in the slacks surface along with an increase of ease in slacks and suggested that wrinkles also increased. In the baseline's horizontal categories in terms of a $0^{\circ}$ horizontal angle, the range of angles were evaluated as adequate by the clothing expert group. The total thickness ratio of 0.5:0.5 divides into the sideline from the baseline.

Development of compression garment of soft type for orthotherapy on low back pain and the improvement of asymmetric EMG (요통방지를 위한 소프트형 의복 개발과 요부 근전도의 좌우 비대칭성 개선)

  • Kim, Soyoung;Hong, Kyunghi
    • Korean Journal of Human Ecology
    • /
    • v.23 no.4
    • /
    • pp.665-680
    • /
    • 2014
  • The purpose of this study was to develop the construction process of orthopedic compression garments (OCG) for balancing of the left and right lumbar muscle power and strength to prevent low back pain. One male subject having low back pain was involved for investigating of the lumbar muscle power. EMG (Telemyo DTS2, Noraxon, U.S.A) was measured with/ without 3 types of waist assistant belt around the waist area of the subject. Based on the electromyogram value of left and right body, OCG were constructed as follows. Firstly, stretchable t-shirts type with supportive waist belt was selected for the convenience of wearing and laundering the OCG. The design lines of the front and back waist parts were created depending on the anatomy of the torso. Secondly, 3D pattern was developed using 3D Clo, RapidForm XOR, 2C-AN, and Yuka CAD program to increase the fit of the OCG. Finally, stretchable power-net was layered as linings in two ways, a single lining and double layered linings, and evaluated measuring lumbar muscle EMG by five subjects with low back pain. As the results, they were effective to balance the left and right lumbar muscle power and strength. Also the OCG with the double layered power-net lining was superior to the one layered lining in terms of fit and comfort.

Formative Characteristics Regarding Traditional Cultural Identity and Development of Fashion Culture Products - Past, Present, and Future - (전통문화 정체성에 관한 조형성 특성과 패션문화상품 개발연구 - Past, Present & Future -)

  • Jon, Ji-Hyon;Raftery, Andrew
    • Journal of the Korean Society of Costume
    • /
    • v.59 no.7
    • /
    • pp.65-76
    • /
    • 2009
  • Korea has established a code for the economic and cultural industry that covers a wide range of classes unlike the old information era which was limited to the simple knowledge, technology, tools, morals, and customers that had been established in our society. On the other hand, 'culture marketing' is a series of marketing activities in which value-added items are created and shared. The combination of business management and culture seemed pretty awkward considering how rapidly the world was changing, however, the nature of today's culture has changed and the economic nature of culture products has resulted from those changes. In this paper, two authors who expressed the cultural identity in the culture products are studied through a comparison analysis; the author Min Yeongsoon expressed the identity confusion that she experienced in a foreign country and how she overcame homesickness in her work; and the author Kim Ata expressed his confidence in Asia and used his clear and loud voice to express the culture in his work. In addition, today's culture products are affected by the surrounding cultures such as the member's traditional society, environmental culture, and individual's culture. It is a good source for good works of art. In this study, the efforts of seeking the cultural identity, structuring the concept, seeking a new market and possibilities are used to make a consistent process in order to make a series of the systems required for planning and developing culture products.

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
    • /
    • v.15 no.7
    • /
    • pp.351-358
    • /
    • 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 the Similarity between Religious Soo-Jeong Bae Costume and Kazakh and Tajik Minority Women's Costume in Northwestern China (중국 서북지역 하자크족과 타지크족 여성 민속복식과 종교복식의 유사성 연구)

  • Xu, Rui;Bae, Soo-Jeong
    • Journal of Fashion Business
    • /
    • v.23 no.5
    • /
    • pp.48-66
    • /
    • 2019
  • The purpose of this thesis was to investigate the similarities between religious costumes and Kazakh and Tajik minority women's costumes in the Chinese northwestern minority population that believes in both Islam and Shamanism. The research was conducted by investigating the forms, colors, and patterns of 240 representative costume pieces and making quantitative comparisons between religious and traditional costumes. The results showed that the Kazakh and Tajik costumes were similarly formed, both intended to cover the human body. Both the Islamic and traditional headdresses were also similarly shaped. In terms of color, black, white, green, and blue were found frequently in the Islamic religious costumes, as were red and yellow. Red, white, and brown, ascribed to the colors of shamanism, signifying incantations, were also frequent, indicating that this was engrained in their lives. A review of the traditional costumes revealed the patterns of Islam. Plants, geometry, abstraction, and letter patterns were dominant, whereas the meaning of the Islamic patterns, rebirth, sun, life, and hope, influenced the traditional costume patterns. Patterns associated with incantations, like the animal horns shown in the shamanism religious costumes, were persistently observed even after the people were converted to Islam. This study on the similarities between religious and traditional costumes in the Chinese minority might help us understand the connection between religious and traditional costumes and elucidate the cultural costume transition process.

Virtual Costume Creation Simplification Service Design - Focusing on Metaverse and ZEPETO - (가상 의상 제작 간략화 서비스 설계 - 메타버스, 제페토를 중심으로 -)

  • Ryu, Sang-Hyun;Sur, Da-Eun;Kim, Kyeong-Mok;Ban, Jae-Eun;Huh, Won-Whoi
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.5
    • /
    • pp.583-589
    • /
    • 2022
  • Due to COVID-19, which has thrown the whole world into chaos, it has become an era where many technologies and contents are made non-face-to-face. At the same time, the popularity of the metaverse service is also increasing day by day, and the virtual costume (avatar) industry, one of the sub-industries, is also growing. In this study, we designed and developed a system for creating virtual costumes to be uploaded to ZEPETO, a mobile metaverse service. Unlike the existing service that requires a program that operates in a PC environment, it can be produced only by shooting and simple operation through a mobile device. With the advantage of being able to process all tasks of this system in a mobile environment, small businesses and individual operators who are not familiar with external programs will be able to more easily access the 3D virtual clothing industry.

A study of the relationship between consumer satisfaction and behavioral intention in relation to sales promotion in online fashion shopping malls (온라인 패션 쇼핑몰 판매촉진에 대한 소비자 만족도와 행동 의도의 관련성 연구)

  • Min-kyung Kim;Sang In Lee
    • The Research Journal of the Costume Culture
    • /
    • v.31 no.4
    • /
    • pp.519-532
    • /
    • 2023
  • The online shopping market is expanding, with online shopping malls now subdivided into personal computer(PC) and mobile versions. Meanwhile, various efforts to promote online sales are being carried out in a bid to improve performance, and detailed research is required to inform such strategies. The purpose of this study was to classify online shopping mall types into PC fashion malls and mobile fashion malls with the aim of assessing sales promotion satisfaction and investigating the relationship between sales promotion satisfaction and consumers' behavioral intentions. Data were collected by a survey firm in June 2023, and 248 copies of the data were used for analysis. SPSS 28.0 was used to process the data, and frequency analysis, factor analysis, reliability analysis, and regression analysis were performed. The satisfaction factors for various sales promotions used by PC and mobile fashion shopping malls were empirically subdivided in consideration of consumer perspectives, and potentially effective marketing strategies were presented. Differences were observed in the type of satisfaction with sales promotion between PC fashion shopping malls and mobile fashion shopping malls and in the effect of sales promotion satisfaction on behavioral intention. Based on the study's findings, effective sales promotion strategies that can increase satisfaction and enhance behavioral intention may be developed and implemented through the use of various and different sales promotion strategies in PC and mobile fashion shopping malls.

A Study on the Aesthetics of death in Alexander McQueen's works (알렉산더 맥퀸(Alexander McQueen) 작품에 나타난 죽음의 미학)

  • Wang, Xin-yu;Kim, Hyun-joo
    • Journal of Digital Convergence
    • /
    • v.18 no.5
    • /
    • pp.455-463
    • /
    • 2020
  • This researcher has sorted out the development process of death aesthetics contained in human art through advanced research. This research is a follow-up study of related research, which studies the aesthetic meaning of death in Alexander McQueen's fashion works. This study first classifies the aesthetic characteristics of death, and then analyzes and sorts out the aesthetics of death in Alexander McQueen's clothing works based on this. The results of this study are as follows: first, the aesthetic manifestations of death are divided into three categories: reproducibility, symbolic and religious. Among them, the representation of reproducibility includes the representation of real objects and the representation of virtual objects, and the symbolic performance includes two types of external performance and internal performance. Second, in Alexander McQueen's works, the reproducibility of death was mainly reflected by virtual stage scenes and costumes. Thirdly, the symbolic death is not only reflected in the skeletons and blood etc. directly related to the death of the body, but also in the various emotions and psychological states caused by the death. Fourth, the religious nature of death was represented in Alexander McQueen's works through such representative things as crosses and religious stories.

Drape Simulation Estimation for Non-Linear Stiffness Model (비선형 강성 모델을 위한 드레이프 시뮬레이션 결과 추정)

  • Eungjune Shim;Eunjung Ju;Myung Geol Choi
    • Journal of the Korea Computer Graphics Society
    • /
    • v.29 no.3
    • /
    • pp.117-125
    • /
    • 2023
  • In the development of clothing design through virtual simulation, it is essential to minimize the differences between the virtual and the real world as much as possible. The most critical task to enhance the similarity between virtual and real garments is to find simulation parameters that can closely emulate the physical properties of the actual fabric in use. The simulation parameter optimization process requires manual tuning by experts, demanding high expertise and a significant amount of time. Especially, considerable time is consumed in repeatedly running simulations to check the results of applying the tuned simulation parameters. Recently, to tackle this issue, artificial neural network learning models have been proposed that swiftly estimate the results of drape test simulations, which are predominantly used for parameter tuning. In these earlier studies, relatively simple linear stiffness models were used, and instead of estimating the entirety of the drape mesh, they estimated only a portion of the mesh and interpolated the rest. However, there is still a scarcity of research on non-linear stiffness models, which are commonly used in actual garment design. In this paper, we propose a learning model for estimating the results of drape simulations for non-linear stiffness models. Our learning model estimates the full high-resolution mesh model of drape. To validate the performance of the proposed method, experiments were conducted using three different drape test methods, demonstrating high accuracy in estimation.