• Title/Summary/Keyword: Design item

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Analysis of Knit Item Trend Appeared in Foreign Fashion Collections - Analysis for the Proposal of Knit Item Category List and Practical Use - (해외 패션 컬렉션에 나타난 니트 아이템 경향 분석 - 니트 아이템 분류목록의 제안과 실용화를 위한 탐색적 분석 -)

  • Kim, Hye-Young;Lee, Shin-Young
    • The Research Journal of the Costume Culture
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    • v.14 no.5
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    • pp.813-827
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    • 2006
  • In this investigation, the following study was carried out for an experimental proposal of the knit item lists which were not actualized due to lack of studies. First of all, we have put the knit item titles that have been used through the document investigation, into the lists in order to clarify the original item list. Furthermore, we have pointed out the problems and the areas to be developed in the original item lists, and proposed twenty new knit item lists. By defining the design traits of each item, we have established item list which could be classified more systematically. As a result, the knit item titles of twenty newly proposed item titles are knit pull over, knit pull over top, knit top, knit t shirt, knit shirt, knit polo shirt, knit blouse, knit vest, knit hood, knit jumper, knit jacket, knit coat, knit cardigan, knit ensemble, knit cape, knit shawl, knit bikini, knit one-piece, knit pants, and knit skirt. Secondly, in order to investigate the possibility of practical use of twenty knit item lists proposed by this study, we have applied anova with repeated measurement for foreign fashion collection knit item trends of the past 10 years based on the proposed item lists. As a result, four items classified as top, shirt, cardigan, and pants had similar changes in the trend for last 10 years in S/S season while eleven items classified as pull over, pull over top, blouse, vest, jacket, coat, cardigan, ensemble, cape, shawl, and one-piece had similar trend changes for F/W season. The first significance of this study is on the experimental proposal of knit item list which could be used in the actual clothing industry and academic field. Furthermore, by defining the design traits of each knit item, it sublated the confusions brought by vocabularies in design of knit products and distribution in the industry perspective, and it made it possible to categorize the knit items correctly in knit design analysis and knit design education in academic field. The second significance shows that this study brought about positive results in the possibility of industrial academic practical use of proposed list by indicating that most of the knit designs appeared in the foreign collections in the past ten years could be correctly classified through investigational analysis.

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An Item Characteristic Analysis of Competency Inventory for Designer via Generalized Partial Credit Mode (일반화부분점수 모형에 의한 디자인역량 검사 특성 분석)

  • LEE, Dae-Yong
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.6
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    • pp.1546-1555
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    • 2015
  • This study was performed to analyze the item characteristics of competency inventory for designer (CID), which Gil (2011) developed for measurement of design competency. To accomplish the purpose of this study, general partial credit (GPC) model based on polytomous item response theory was applied. The findings were as follows: First, CID is a reliable instrument for measuring design competency. Second, most items of CID have low item discrimination and average item difficulty according to the GPC model. Especially, there are some problems to have low item discrimination in view of validation. To improve the goodness of CID, we will need to examine why CID has low item discrimination.

A Study on the Application of SCAMPER Techniques for the Development of Fashion Design -Focusing on the Development of the SCAMPER Questions- (패션디자인 개발을 위한 스캠퍼 기법의 적용 연구 -스캠퍼 문항 개발을 중심으로-)

  • Suh, Seunghee
    • Journal of Fashion Business
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    • v.23 no.3
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    • pp.1-9
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    • 2019
  • The purpose of this study was to develop questions for fashion design development, by applying 7 elements of the scamper to the fashion design elements, and to present a scamper checklist of fashion design elements, and item structures. In this study, the scope of research was limited to clothing design among various fashion products, and among various design development stages. Fashion design development focusing on design sketching, was limited to the research scope. The research method was based on an empirical study that derived scamper questions through FGI (Focus Group Interview), consisting of 5 fashion experts. Fashion design elements applied to development of scamper questions consisted of silhouettes, constructive lines, structural details, decorative details, patterns and textures of fabrics, and item structures, derived by applying these elements to the individual 7 elements of the scamper: substitute, combine, adjust, modify, put to other uses, eliminate, and reverse. Results of the study included 7 questions for substituting, 8 questions for combining, 6 questions for applying, 15 questions for modifying, 4 questions for putting to other uses, 4 questions for eliminating, and 7 questions for reversal. The scamper checklist for fashion design elements and item structures drew to 5 lists of silhouette variations, 7 lists of constructive line variations, 11 lists of structural detail variations, 10 lists of decorative detail variations, 11 lists of fabric variations, and 9 lists of structural modifications of items.

A Study on Interaction Design for Improving Usability of Random item box in Korean Mobile Game (국내 모바일 게임의 확률형 아이템 사용성 개선을 위한 인터랙션 디자인에 관한 연구)

  • Choi, Seong-Hun;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.9 no.2
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    • pp.137-143
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    • 2018
  • This study is an interaction design study which can improve the usability of random item boxes that are used as in - game contents in Korean mobile games. Currently, Korean mobile game sales continue to rise. Sales of random item boxes are the main reason for the increase in sales. Problems with the use of random item boxes have been continuously raised, and legal regulations are currently in place. When using random item boxes, the user can not know the exact percentage information. There is a concern that this expresses gambling. In this context, we have studied interaction design to improve the usability of random item boxes, and conducted user online surveys and in - depth interviews to provide users with a better game experience. As a result, it is shown that providing percentage information intuitively when using random item boxes can enhance user experience. Through this study, it is expected that interaction design research will be actively conducted to provide a better user experience when using random item boxes.

A Design and Implementation of the Question Selection Component considering Item Attribute (문항 특성을 고려한 문제 추출 컴포넌트 설계 및 구현)

  • Jeong, Hwa-Young
    • The Journal of Korean Association of Computer Education
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    • v.6 no.3
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    • pp.65-73
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    • 2003
  • Most web-based learning is furnishing single side and consistent training resource to learner. Research was gone to apply item analysis method or to introduce web-based learning system using studying pattern. But, we need complicated algorithm or parameter setting etc, for apply these method. Therefore, in this research, we design and implement an item selection system in consideration of learner's incorrectness rate and problem frequency selection rate about question of item selection attribute. Also, as that embody business logic about item selection by EJB, efficient system development is available and we improved maintenance and reusability.

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A Study of Fashion Design through the Application of Higher Value - Added Crochet Techniques: by employing the skirt item - (크로쉐(Crochet) 기법을 응용한 고부가가치 패션 디자인 연구 - 스커트 아이템을 중심으로 -)

  • Beom, Seo-Hee
    • Journal of the Korean Society of Costume
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    • v.60 no.8
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    • pp.29-37
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    • 2010
  • Contemporary fashion emphasizes artistic, decorative aspects beside functional, practical targets, and pursues various materials. Also, rising of the design-based tendency, using the various tonality, texture and unveiling the new processing method, decorating technology and a new-material have made the ornaments as one of the figure that expose aesthets and individuality of designers and owner. With its unique expression and artistic beauty the design of ornament pervaded their field to figurative arts. This study aimed at the weaving technique using a hooked needle which is a crochet, and the making manufactured skirts item, moreover the study focused on putting the skirts item into the ornaments of the crochet. The skirt, which was thought to belong to women only, made easy and economic goods. Consumer also wanted to feel free and comfortable as manufactured items did, and it added individuality and practical use. This research tried to develop the design of crochet items to supplement the higher value-added, after examining the theoretical background of crochet, and analyzing crochet trend from 2005-06 F/W to 2010 S/S. As the result, it could be seen that the crochet may offer contemporary ornament art expressing formativeness of handcraft and fineness to the era of replica and manufactured goods.

A Classification Method for Item-based Online Game (온라인 게임 아이템 기반 분류법)

  • Hwang, Shin-Hee;Park, Eun-Young;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.419-424
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    • 2007
  • Recently, additional value of games has been started to increase by revitalization of the game market. Especially, Because of the creation of the new trend that is item trade especially in online game, Item trade is as a easy and essential way as item trade can be created. However, compared to other planning factors, occupied weight of item is not as much as expected in exploiting a game. For this reason, we emphasize the importance of game item by giving the opportunity that increases the additional value with raising satisfaction of game through item-based study, plus suggesting new classification.

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A Method for Automatic Check of Omitted Design Item in Structural Calculation Document of Steel Box Bridges (강박스 교량을 대상으로 한 구조계산서의 누락된 설계항목 검토 자동화 방법론)

  • Park, Sang-Il;An, Hyun-Jung;Kim, Bong-Geun;Lee, Sang-Ho
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2007.04a
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    • pp.813-818
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    • 2007
  • A method for automatic check of omitted design item in structural calculation document of steel box bridges is proposed. A method for automatic check of omitted design item in structural calculation document of steel box bridges is proposed. Information processing for the proposed method is divided into two steps: automatic generation of document structure in XML Schema Definition (XSD) format and extract omitted design items by using the XML Schema matching technique. The automatic omitted element filter is developed on the basis of the proposed method, and the accuracy of the developed module is examined with case study subjected to existing structural calculation document samples.

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Design and Implementation of Item pool-Based Program using Visual Basic (비주얼베이직을 이용한 문항중심 프로그램의 설계 및 현황)

  • 문병원;박순철
    • Proceedings of the IEEK Conference
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    • 2003.07d
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    • pp.1371-1374
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    • 2003
  • This paper designs and implements of Item pool-Based Program using Visual Basic, a sort of self- study system. This paper is implemented the system which makes and remakes the test items using item-pool data with different method from an ordinary fixed form of evaluation. This system helps teachers to make a various test type of items by searching data through the item-pool and accounting it to the test items. This system will also improve the learner's understanding of the problems and desire for self-solving a problem.

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