Journal of the Korea Fashion and Costume Design Association
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v.19
no.3
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pp.17-32
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2017
Modern society has been transformed into a digital emotional society that could gradually be seen, felt, and enjoyed by the diversification of personal consumption desires due to digital development. Accordingly, in fashion, an original fashion sense that arose out of classical and conventional thinking has become important and there is an increasing interest in patchwork quilts. The purpose of this study lies in contributing to the development and utilization of creative and emotional fashion design by expanding the mental changes that have emerged in modern society to creative areas after analyzing the classification and expression characteristics of the type cases of patchwork quilt techniques expressed in modern fashion. In addition, it is meaningful to examine how the expressive characteristics of patchwork quilts are expressed in the digital emotion era. This study paralleled literature research and empirical case studies. In the scope and method of research, the theatrical research was centered on literature data. For visual data, website photos were collected, limited to women's clothing among the collections from Fall & Winter 2014 to Spring & Summer 2017. After drawing the expression types of patchwork quilts extracted from the previous research based on the design formative factors, the fashion-related expert group analyzed the expressive characteristics of 501 photographs in which the patchwork quilt of the designer clothing collection were reflected. As a result of analysis, the expressive types appeared in the order of diversification of techniques and materials, extended dual images, new formative composition, and reconstruction of traditional patchwork. In this study, the expressive characteristics of patchwork quilts expressed in contemporary fashion are analyzed and drawn as variability, compromise, convergence, and playfulness. Through this, it is hoped that this study can be used variously in the development of fashion design by expanding the interpretation of costume culture.
Culture and art are emerging as main components in the creative economy to enhance the competitiveness of urban centres in the global market by nurturing cultural or artistic industries. A range of research exists which investigates the role of artists and art museums in the process of urban regeneration in Northern American and Western European countries. Yet research into the geography of at galleries acting as an intermediary between art works and cultural consumers remain rare. Empirical research on gentrification and urban regeneration and their connection with spaces for cultural consumption in Asian cities is even less common. The aim of this paper is to show the rise and decline of art galleries in Seoul and the way that this reflects urban development process, historically specific conditions and the characteristics of artists' communities. The background of the locational agglomeration of an galleries is examined in connection with the human ecology of artists, art business and its implication for the global market. The location of art galleries in Seoul seems to be affected by commercial art business and public policy, rather than by artists communities embedded in local areas. The location dynamics of art gallery clusters in Seoul is examined in the context of rent increases, changes of consumers' taste and fluctuating market cycles.
The purpose of this study is to explore the direction that Christian education should take as an ecological education in the crisis of climate change. What climate change shows is that it is impossible to survive even if the Earth's temperature rises by only 2-3 degrees. However, our current appearance is concerned about the crisis of climate change as long as we do not change our lives. First, the meaning of climate change and its causes were examined. The anthropocentric worldview, modern industrial, scientific and technological growth, and consumption-oriented social structure can be cited as the causes. An anthropocentric worldview justifies everything from the human point of view, and nature is the subject of human domination, but one regarded as a tool. In addition, as the scale of human economic activity increases, energy consumption increases, and the threat of ecosystem destruction increases with the increase in energy consumption. Individual affluence and increased consumption are exacerbating ecosystem tensions. In order to solve the problem of climate change, ecological education clues were found in the Bible. Through creation, the relationship between humans and nature was identified as coexistence and coexistence. Through the principle of sabbath, it is possible to bring about the restoration of humans and nature, and from the point of view of the incarnation, the world was understood as the 'body' of God. Based on these clues, the direction of Christian ecological education was explored by suggesting a transition to an ecological paradigm, restoration of creative spirituality, and cultivation of ecological imagination. In the crisis of climate change, it is hoped that the recovery of the earth will take place and that we will be able to stand again as a responsible being through the Christian ecological educational approach.
Distribution channels are changing its industry paradigm from quantitative increase to qualitative improvement. In addition, it incorporates new characteristics and consumption tread of customers and the core value of service is developing focused around on online to offline (O2O) business model of omnichannel. In this respect, companies are integrating various distribution channels and in order to provide high content business service to customers, their interest in finding a new business strategy is increasing. Currently, most of the service being provided to customers are formed based on distribution structure centered around big companies and financial industry and the problems faced by small to medium and micro enterprises, which are expansion and improvement of channels, discovery of new distribution channels and finding O2O marketing strategy, can be said as very important task. Accordingly, this research purports to create added values which can serve as the driving force of growth of "creative economy" by improving distribution channels in which anyone who incorporates needs of smart consumers can enter into the smart commerce market and to further form sustainable win-win market that is strategic through business platforms for small to medium and micro enterprises therefrom.
Journal of Information Technology Applications and Management
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v.30
no.1
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pp.115-126
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2023
In various fields such as art, design, music, film, sports, games, and fashion, NFTs (Non-Fungible Tokens) are creating new economic value through trading platforms dedicated to NFT art and content. In this article, I analyze the current state of blockchain technology and NFT art content in the context of an expanding market for blockchain-based NFT art content in the metaverse. I also propose several tasks based on the economic and industrial logic of technological innovation. The first task proposed is to integrate cultural arts on blockchain, metaverse, and NFT platforms through digital innovation, instead of separating or distinguishing between creative production and consumption. Before the COVID-19 pandemic, there was a clear separation between creators and consumers. However, with the rise of Web 3.0 platforms, any user can now create and own their own content. Therefore, it is important to promote a collaborative and integrated approach to cultural arts production and consumption in the blockchain and metaverse ecosystem. The second task proposed is to align the legal framework with blockchain-based technological innovation. The enactment and revision of relevant laws should focus on promoting the development of the NFT trading platform ecosystem, rather than merely regulating it for user protection. As blockchain-based technology continues to evolve, it is important that legal systems adapt to support and promote innovation in the space. This shift in focus can help create a more conducive environment for the growth of blockchain-based NFT platforms. The third task proposed is to integrate education on digital arts, including metaverse and NFT art contents, into the current curriculum. This education should focus on convergence and consilience, rather than merely mixing together humanities, technology, and arts. By integrating digital arts education into the curriculum, students can gain a more comprehensive understanding of the potential of blockchain-based technologies and NFT art. This article examines the digital technological innovation such as blockchain, metaverse, and NFT from an economic and industrial point of view. As a limitation of this research, the critical mind such as philosophical thinking or social criticism on technological innovation is left as a future task.
In the past, consumers sought utilitarian and defensive consumption in an attempt to move to a balanced state. However, today's consumers go beyond this to consume more for hedonic and creative reasons if not for sheer pleasure. There is an obvious shift from the type of consumption that satisfies basic desires through the characteristics, convenience and quality of goods and services to an era of 'experiential consumption,' in which consumers pursue distinctive value systems and way of life along with a total 'experience' provided by such goods and services. Such a sign of the times has given birth to the experience design that aims at maximizing the strategic use of experiences in design. Research on this subject is gradually increasing. The research and application peformed even without the proper understanding about the concepts and purposes of experience design, however, is likely to deviate from the true nature in its process or method. Also, they are likely to cause rather than solve problems. Accordingly, this study examined the meaning of experience from a spatial aspect, focusing on areas that recognize the experience as economically valuable, making the most of it substantively. The main concept of experience practical used on-line is enhancement of the usability of a medium by reflecting the experience of users accustomed to both off-line and on-line environments and materializing the environment doser to and more familiar with the users, thus allowing them to comfortably use the medium. This is to allow the users to feel more comfortable. The experience practical used pertaining to off-line is a tool to fulfill the sensitivity of users, with efforts to create new, future-oriented consumer values. This, based on the understanding of consumer behavior, seeks to maximize the consumption experience of consumers by providing a combination of sensual and sensitive experiences as well as to enhance the existing experiences by permitting users to create new, extended experiences from the fixed characteristics of products. Furthermore, it aims to provide consumers with the hedonic experience of play through the joy, fun and uniqueness of alternate experiences.
Consumption is the most important cultural keyword in the modern society. This study tried an exploratory comparison of consumer culture of Korea, USA and Sweden in response to the needs on cultural comparison research perspective. Triandis's cultural dimensions were adopted to explore each country's cultural characteristics. A qualitative in-depth interviews were conducted to consumers who lived both in Korea and USA, or in Korea and Sweden, which enabled them to get familiar with each country's consumer culture. The research found that the culture is projected to the consumer culture in a micro domain. The individualism allowed consumers in USA and Sweden to be unconscious of other's eyes. But collectivism in Korea made Korean consumers locked in other's judgement. In contrast, in a macro domain of consumer culture such as donation and pro-environmental consumption, consumption practices were in a dissonance with their cultural orientation, where includes interaction with society and environment. In addition, in a post-materialistic society, symbolism of consumption goods gets weakened and experiential consumption evolves with a transition from mass consumption society to plural culture society. Lastly, consumer culture functions as a creative mechanism of new culture by consumer's reflexive planning, which is one of the clues of an autonomous consumer culture. This study tried to explore the consumer culture of Korea, USA and Sweden as an exploratory trial for the comparison of consumer cultures. To increase empirical consumer culture study, refined questionnaire item pool is to be extracted through various exploratory researches, which can be utilized commonly in various cultures. Moreover, an additional research is in need about a consumer culture in a macro domain and experiential consumer culture in a post-materialism society.
This study examined the expression mode and feature about photomontage indicated in the 21st century's Contemporary fashion. This intends to have better understanding on photomontage and to provide theoretical explanation to help a creative design development using photomontage in the future. For the research method, review over photomontage concept and its historical background was carried out with relevant literature and precedent studies. Then, analysis was followed about 258 pieces of photomontage application works featured in the four major global collections from 2001S/S to 2011F/W. Among types of photomontage expression in the Contemporary fashion, objects in the nature like animal, plant, scenery picture took up the highest frequency as motive. Other types appeared in the following order: the people-oriented type such as eminent person's figure or partial body, the ready-made image including diverse daily goods in the modern consumption society, a variety of printed stuff like cartoon, newspaper and magazine, the type of photomontage expression through borrowing the earlier famous art pieces or doing the cooperative work with artists in different fields, applications like architecture, land marks in many cities in the world, and interior, things assembled with various images, modified religious images in photomontage from Buddha or holy picture. Therefore, the modern fashion that uses photomontage could possibly feature popularity, naturalism, playfulness and creativity.
The idea of identification have become a subject of discussion ever since the time man started to contemplate on the meaning and value of his being. However, the concept of identity defined by theorists such as sociologists or cultural historians influence the consumption pattern of the major consumer group, in conjunction with the advent of the mass consuming age. The conflict and mutual realization among variable generations and residential areas of different. consumer levels profoundly affect the formation of the identity of the new generation and the role and experience of women. This series of transit is progressing more rapidly due to the characteristic situation of the expiration of a millenium. Advertising strives to control our interests and ideas on the products we choose to use and affects our identity by manipulating images of successful people. People tend to be influenced more significantly by the mass-culture than by people around them, such as family or friends, in rendering their self?identity; in which process, adopting the identity produced by mass-media and advertising. Such identity is conducted partly of the product identity and the stereotyped image suggested by mass-media. This study bears significance in the attempt to provide actual data and expand the realm of ideas and planning in future advertising through demonstrative analysis of self-identity creative in Korean TV advertising.
In accordance with an active development, we now enjoy web 2.0 generation centering bilateral participation through the web 1.0 environment mainly providing the offering information and take a step web 3.0 understanding information by itself. The same time of digital technic development, consumption market arrived at market3.0 generation, also passed by market 1.0 and went via market 2.0 based on bilateral participation and understanding. This change have the marketing implement index changed as well. Nowadays, 7C is generalized of making up sensibility, emotion, communication, relationship, customization and interactive built as a major strategy from the day of 3p focused on customer environment, service process and 4P focused on physical quality of product. It isn't that brand and merchandise create life and experience like as past. It is focused on embodiment of a way of life, culture and creative experience from consumers' own. This treatise, therefore, fixes the object as flagship store positively reflecting the change and examine the change of a marketing code element and social factor stimulating customer behavior change. As a condition of this study, It fixes Maslow Motivation Theory as the main index of customer behavior, and 7C as the marketing code. This treatise ultimately studies the index of flagship store discussion based on domestic outdoor brand cases.
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