• 제목/요약/키워드: Digital Clothes

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A Study on the Types and Aesthetic Characteristics of Trompe Lœil Expressed in Modern Fashion Since 2010 (2010년 이후 현대 패션에 표현된 트롱프뢰유의 유형과 미적 특성에 관한 연구)

  • Kim, Kyung-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.2
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    • pp.221-236
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    • 2016
  • The purpose of this study is to make a contribution to the development of creative fashion culture through the expansion of creative fields in the fashion design area and also the combination of fashion and art techniques, by classifying the cases of Trompe $L{\oe}il$ expressed in modern fashion, and also analyzing its aesthetic characteristics. Conducting the qualitative research through the literature study and the analysis of design cases, it targeted the women's wear collections of Paris, Milan, London, and New York, limiting its range from S/S 2010 to F/W 2015. The results are as follows: First, based on the preceding research, the types of Trompe $L{\oe}il$ expressed in modern fashion were shown as realistic expression of clothing, movement of daily objects, double images, and application of human body. Second, the aesthetic characteristics of Trompe $L{\oe}il$ based on its expression types were deconstruction, avant-garde, and amusements. The deconstruction was expressed in the expression type of Trompe $L{\oe}il$ such as freedom of materials using digital printing technique, change in the position of clothes, and movement of daily items using collage technique by collecting objets like daily items or waste. The avant-garde was expressed by switching/overlapping in and out of clothes, intentionally exposing some body parts like breast or torso, displacing body parts, and moving daily items. The amusements was shown by realistically expressing accessories or details of clothes using digital printing technique, or moving daily items such as book and fork.

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Torso Body-Type Classification of Korean Women in Their Early Twenties (한국 20대 전반 여성의 체간부 체형 분류)

  • Shin, Jang-Hee;Sohn, Hee-Soon
    • The Research Journal of the Costume Culture
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    • v.19 no.1
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    • pp.176-190
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    • 2011
  • Today's young generation in digital era has a rich education environment and convenient life, on the other hand, there was negative impact on growth as normal body type because of adverse impact on an excessive study and insufficient exercise, etc. Also, for these people in IT culture generation, using small mobile including computer for long time is becoming main issue as changing factor in posture and body type in terms of spine like their neck disc. This body-typed characteristic reaches to normal adult body type in the process of physical development of adult woman and has least modification in body type. Therefore, despite of early young generation, body suitability of upper body clothes might caused imbalance. So, for intended to early 20s women, to design clothes with consideration on imbalance of body type by bended and curved spine, body type studies about size of upper body and forms are needed. As this researcher measured the body type of early 20s college women in metropolitan area, changes in body type of young generation with use of digital equipment recently were recognized since straight body type was decreased unequally and had characteristic in terms of changes to be bended body type. The changes of these body type should be considered to make clothes. Also, since there are some restrictions on this research objects in terms of local and numbers of measured objects, a broad interpretation of result on this research should be really careful.

Genderless Trends in Modern Fashion (현대 패션에 나타난 젠더리스 경향)

  • Yan, Xin;Kim, Hyun-Joo
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.499-512
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    • 2022
  • The purpose of this study was to first look at genderless concepts that are different from Unix, and by grasping the trend of genderless clothes in modern fashion and examining their characteristics, we looked at genderless trends and characteristics in modern fashion. To this end, this study conducted a theoretical review and collection case analysis through domestic and foreign literature and fashion websites. Based on this, the characteristics of genderless clothes expressed in the collection were derived by analyzing designs with strong genderless tendencies in modern collections. As a result of the study, genderless fashion in modern collections could be derived from three visible results: innovation, rebellion, and future-oriented. In addition, modern genderless fashion contains various needs for mental gender and physiological gender, not simply physiological gender, and this is seen by interacting with the current social phenomenon in which gender distinction becomes ambiguous. Understanding and studying the genderless phenomenon, which has become a cultural phenomenon and popularity, hopes that many follow-up studies related to genderless clothes will be conducted in the future.

An Usability Evaluation of the Pattern Making Software for Virtual Cloth of 3D Character: A Case Study of "Looks Tailor X" (3D 캐릭터 가상의상 제작을 위한 패턴제작 소프트웨어의 사용성 평가 : "Looks Tailor X"을 사례로)

  • Kim, Sook-Jin
    • Journal of the Korean Home Economics Association
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    • v.47 no.2
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    • pp.111-123
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    • 2009
  • This study is to explore the usability of a pattern making software 'Looks tailor X' developed recently by the Digital Fashion in line with the cloth simulation software 'DressingSim'. When the software engineers develop software for clothes and clothing simulations, most often they lose touch of real-world craftsmanship of pattern making. As such, the software evaluation of the functionality and the usability is a crucial step in the field of virtual clothing. We carried out a detailed evaluation of the software via the process of making some basic types of pattern including tight skirts, pants, jackets, and one-piece dress. In this paper, we documented a step-by-step scenarios of making clothes using the Looks tailor X, and listed both the advantages and limitations of the software from the perspective of an enduser, i.e., a professional fashion designer. We also briefed suggestions on the refinement of the future software in the field.

Implementation of user-specific virtual coordinator apps (사용자 맞춤형 가상 코디네이터 앱 개발)

  • Kang, Dayeong;Kim, Jiyeong;Lee, Kyoung-Mi
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.821-829
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    • 2017
  • In recent, there has been a great change in the shopping market due to the development of the Internet and the generalization of mobile devices. Customers have become more comfortable with online shopping where they can purchase clothes without having to visit their own shop directly. While online shopping is convenient and easy to buy, it is difficult to judge whether it is suitable for you to buy clothes. This paper proposes an application that users virtually coordinate on their own full-body photo or a user-specified model. The proposed application encourages smart purchases by enabling users to see their virtual coordination on their bodies.

Content Production for Royal Rituals Attire through Uigwe Banchado in the Joseon Dynasty (조선시대 의궤 반차도를 통한 왕실의례복식 콘텐츠 제작)

  • Cha, Seoyeon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.4
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    • pp.521-531
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    • 2019
  • Uigwe Banchado are paintings of court events and royal ceremonies of the Joseon dynasty. The paintings record national events and ceremonial rituals performed by the Joseon royal family, such as marriages, celebrations, enthronements, processions to royal tombs, and archery ceremonies. This record provides a combination of information about the event's appearance, including preparation, procedure, people involved, reproductions worn by the participants, and the items used at that time. Through the realistic depictions painted in the Uigwe Banchado, in particular, one can grasp the scene of events at the time and reproduce the diverse attire worn by participants in the event. Based on 31 representative Uigwe Banchado, 550 knowledge nodes were written. These include 31 royal protocols, 41 attires, 136 clothes, 8 storage facilities, 120 objects, 55 people, 33 places and 83 concepts. The meaningful relationships between each node can be explored via a network graph. Digital illustrations of the 41 attires were created to aid in the understanding of Joseon dynasty royal ceremonial ritual attire.

A Study on Formative Features of Fashion Design in Digital Era (디지털 시대의 패션 디자인 조형성에 관한 연구)

  • Chun, Jae-Hoon;Har, Ji-Soo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.11 s.158
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    • pp.1560-1571
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    • 2006
  • The purpose of this study is to analyze relations between digital characteristics and formative features of fashion design in digital era, to find out the best way to make desirable clothes in the future affected by digital characteristics. The methods of this study are documentary research of previous studies and case study. For the study of formative features of fashion design, 100 kinds of pictures have been selected from photographs in fashion magazines, professional books and internet sites. In the theoretical study, digital characteristics are limitless repetition, compressibility, interactivity, ease of deformation and mobility. And formative features of digital design are plasticity & geometry, assemblage, joints & connections, transparency and deformation. The results of analysis are as follow. Formative features of fashion design in digital era are classified nonlinearity, variability and hybrid. There are organic relations between digital characteristics and formative features of fashion design as well as between digital characteristics and formative features of digital design. Also, there is significant similarity between formative features of digital design and formative features of fashion design in digital era.

An Electronic Commerce Model for Increasing Sales in Open Market Area of Clothes (오픈마켓에서 의류분야 매출 증대를 위한 전자상거래 모델)

  • Lee, Hyun-Chang;Seo, Shin Rim;Wang, Ha Yang;Shin, Seung-Yun;Rhee, Yang-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.269-271
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    • 2011
  • E-commerce done by between buyers and sellers mainly rely on computer networks and business transactions are carried out according to certain standards of various business activities. E-commerce is based on modern information technology and network technology, financial electronic collection, management, information technology, business and trade information networks into one, aimed at logistics, capital flow and information flow of harmony and unity of the new trade, trade activities of the entire process, electronic, networking and digital. In this paper, we investigate for online shopping, for example, to illustrate the current problems in an area of clothes market. Also we proposed an ideal model appropriate to increase sales and show the analysis results compared to conventional clothes market in open market.

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A Study on Digital Clothing Design by Characteristics of Ubiquitous Environment (유비쿼터스 환경 특성에 의한 디지털 의류 디자인에 관한 연구)

  • Kim, Ji-Eon
    • Journal of the Korean Society of Costume
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    • v.57 no.3 s.112
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    • pp.23-36
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    • 2007
  • It is important that ubiquitous technology changes paradigm of thought, not simple definition in the 21st digital era. Characteristics of ubiquitous computing are pervasive, disappearing, invisible, calm through environment. As IT Technology develops, designers, computer scientists, chemists, performance artists cooperate in order to find out the best way to make desirable digital clothing in the future, with the merit of each part. Digital clothing defines clothes of new generation equipped computer, digital installations. Digital clothing design demands intercept of electromagnetic waves, light-weight and esthetic appearance, for it is attached high-technology equipment near body. The purpose of this study is to analyze design features of digital clothing according to ubiquitous characteristics. The methods of this study are documentary research of previous study and case study. In the theoretical study, ubiquitous characteristics are function-intensive by convergence, interactivity, embedded mobility and human & emotion-oriented attributes. Based on ubiquitous characteristics, digital clothing design classified function-intensive design by convergence, design for Interactivity and multi-sensible & emotion-oriented design, because embedded mobility is a basic element of ubiquitous environment. The early days digital clothing design is function-intensive design, and have esthetic appearances and design for interactivity increasingly. Recently digital clothing design is expressed multi-sensible and emotion-oriented design.