• Title/Summary/Keyword: Digital fashion

Search Result 648, Processing Time 0.023 seconds

A Study on Fashion Design with Geometric Pattern by Linear Type - Focusing on Digital Textile Printing - (선의 형태에 의한 기하학무늬 패션디자인 개발 - 디지털 텍스타일 프린팅 기법을 중심으로-)

  • Oh, Yun-Jeong
    • Journal of Fashion Business
    • /
    • v.13 no.4
    • /
    • pp.178-190
    • /
    • 2009
  • The purpose of this study is to make reference for geometric fashion by investigating geometric patterns by linear types and to propose high value added print and fashion design by designing and producing geometric prints and apparel with them focusing on digital textile printing. As a method of the study, visual and textural data were investigated for theory of geometric pattern and fashion design samples were illustrated. The geometric pattern could be defined as abstract pattern which was crossed with straight line or curve. We could group it into three classes such as straight linear, curved, and mixed type. Images varied with linear types. The image of straight linear type was sharp and modern, that of curved one was soft and feminine and that of mixed one was gorgeous and artistic. And then, 3 geometric prints and 3 one-pieces were designed. The concept of design was simple optimism which was based on sixties. Target was young optimistic women group from the mid teens to the mid twenties who continued to seek after their unique individuality keeping their modern lifestyle. Geometric patterns with straight linear, curved, and mixed type were designed and dresses which went well with them were designed and produced. According to the result of this study, images of geometric fashion can be represented diversely by varying linear type, digital textile printing is good method for high value added geometric fashion because of its high quality and degree of sensitivity, and geometric pattern is a good source for contemporary fashion.

Differences in Visual Sensibility Evaluation of Basic Color Fashion Materials in Person and on Digital Screens (실물과 디지털 화면에서 베이직 컬러 패션 소재의 시각적 감각 평가 차이)

  • Kim, JinYoung;Park, YungKyung
    • Science of Emotion and Sensibility
    • /
    • v.23 no.4
    • /
    • pp.21-32
    • /
    • 2020
  • The perception of a fashion product may vary depending on the texture and color of its material. Additionally, the product may appear differently in person versus on a digital screen. Therefore, in the present study, we sought to investigate the differences in visual sensibility evaluation between materials in person and on digital screens. In this study, three pairs of visual sensibility adjectives were tested for 60 samples selected as fashion materials. Fashion materials were divided into colors, embossings, and visual clarity categories. Results showed that each color had the same sense during in-person and digital evaluation. In terms of visual sensibility according to embossing, both in-person and digital evaluations of materials with embossings were found to have the same visual sense, whereas those without embossings looked different between in-person and digital evaluations. Assessments based on visual classification showed that both in-person and digital evaluations had the same sensibility. This study is meaningful in suggesting that when evaluating the visual sense of fashion material, the sensation for the digital screen versus in person may be different in some cases.

Intention to Return to Online Shopping Malls by Men of Digital Generation (디지털세대 남성의 인터넷 쇼핑행동에 관한 연구)

  • Sung, Hee-Won;Jeon, Yang-Jin
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.30 no.11 s.158
    • /
    • pp.1618-1625
    • /
    • 2006
  • The purposes of this study were 1) to identify dimensions of fashion lifestyles of men of digital generation and online shopping mall service attributes, and 2) to find factors affecting general satisfaction and intention to purchase at online shopping malls. Data were obtained from 632 men aged between 15 and 39 who were using the internet. Fashion lifestyles produced five factors, fashion leadership, shopping enjoyment, brand pursuit, personality pursuit, and practicality pursuit. Internet service attributes included three factors, check-out service, after delivery service, and product presentation service. Significant determinants of general satisfaction were after delivery service, check-out service, product presentation service, and purchase experience in order. For intention to buy, after delivery service, check-out service, product presentation service, purchase experience, practicality, and household income level in order were significant. Finally, general satisfaction of purchase was a useful determinant of intention to buy. Implications were given for improving internet shopping mall services from the perspective of online fashion mall marketers.

Analysis of the Meaning of Subculture Aspects in Luxury Fashion Brands (럭셔리 패션브랜드에 나타난 하위문화 양상의 의미 분석)

  • Han, Cha Young
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.24 no.1
    • /
    • pp.83-98
    • /
    • 2022
  • This study identified the characteristics of the subculture aspects that led to the success of luxury brands and analyzed the implications of those aspects. For this, semantic analysis in a socio-cultural context was performed. Additionally, this study took the theoretical background, the change in subculture and post-subculture, the digital youth generation, and the change in the meaning of subculture style into consideration. The subculture style aspect and its meaning in luxury fashion brands were analyzed as follows: First, there are challenges that betray the legitimacy or values of luxury brands. Through this, the brand gained recognition and increased sales, and the designer gained a reputation as an innovative creative director. It can be seen that more successful branding was promoted by securing a more subcultured fandom. Second, by combining subculture image fragments, these brands cater to the diverse tastes of a myriad of subcultures. This maximizes commercial profits. Third, most promotional marketing activities are collaborative and done digitally, which allows for a wider customer base, but the difference is in digital capabilities. Limited editions or application use on social networks can act as another driver. It is said that the distinction in high-priced luxury brands is not only driven by economic power but also by sub-cultural capital and digital ability.

Buying Virtual Fashion Items in the Metaverse - Focusing on Self-Regulatory Focus - (메타버스 가상 패션아이템 구매 - 자기조절초점을 중심으로 -)

  • Soo-kyoung Ahn
    • Fashion & Textile Research Journal
    • /
    • v.24 no.6
    • /
    • pp.707-718
    • /
    • 2022
  • The metaverse is emerging as the next digital environment for people not only to interact and collaborate with others, but also to have virtual consumption experiences. In this study, virtual fashion items for the consumer's digital self are deemed significant products with consumption value. Drawing from the regulatory focus theory, this study examines how consumers' promotion and prevention focus influence value perception and buying behaviors of virtual fashion items in the metaverse context. The data were collected through an online survey. A total of 546 consumers in their twenties who are aware of the metaverse responded to a self-administered questionnaire. The results showed that promotion focus influenced all the perceived consumption values of virtual fashion items such as the economic, visual authority, hedonic, and social value, whereas prevention focus influenced only the visual authority value. Visual authority value negatively affected both purchase intention and willingness to pay premium price, while others had a positive effect. The findings provide theoretical evidence that consumers' regulatory focus is critical in buying virtual fashion items and suggest that marketers devise effective strategies to stimulate consumers' regulatory focus and to emphasize the economic, hedonic, and social value of the items in the metaverse context.

The Development of School Uniform Design for the Post-digital Generation (포스트디지털 세대의 교복 디자인 개발)

  • Mun, Jihyun;Na, Hyunshin
    • Fashion & Textile Research Journal
    • /
    • v.14 no.5
    • /
    • pp.758-765
    • /
    • 2012
  • As the 21st century is the post-digital era, a mix of the hard digital and the soft analog realm, the school uniform designs for the post-digital generation need to be changed within this paradigm shift. Thus, this study is conducted with the purpose of developing the school uniform design that reflects aesthetic value and sensitivity of the post-digital generation. The definition and background of the post-digital generation is reviewed and the values of this generation are drawn based on the theoretical research. Also, through the survey of 205 high school girls in Seoul, the purchase, wear & fit, and suggestions for improvement of present school uniforms are investigated. Based on the studies above, the guidelines for designing school uniforms for the post-digital generation are established and the products are developed.

A Study on the Development of Digital Library Pathfinders for Fashion Marketing Fields (디지털도서관 정보길잡이 구축에 관한 연구: 패션마케팅 분야를 중심으로)

  • 이란주
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.35 no.4
    • /
    • pp.217-238
    • /
    • 2001
  • As an exploratory study, the purpose of this study was twofold. First, to show the process for developing a pathfinder with for assessing how the end users analyze a pathfinder ("a usability test"). Second, to provide a pathfinder for fashion marketing fields. Organised especially for students of the Fashion Graduate School in Dongduk Women's University, this pathfinder included books, periodicals, Internet web sites, online stores, brands, and apparel organizations. Participants in the test evaluated the pathfinder with medium to high grade in terms of contents, classification, and quantity of resources. In particular, they acknowledged the usefulness of a pathfinder. The results could provide helpful guidelines for the design of pathfinders. In addition, this publication provides additional information that focuses on fashion marketing fields.

  • PDF

A Study on the simulation of Stage Costume applying CAD System (CAD System을 활용한 무대의상 시뮬레이션에 관한 연구 (Utilizing DC Suite program))

  • Park, Youshin;Choi, Youngro
    • Journal of Fashion Business
    • /
    • v.17 no.1
    • /
    • pp.145-156
    • /
    • 2013
  • The purpose of this study is to demonstrate the stage costumes realized by digital clothing ; how realistic and accurate representation of empirical testing and in the consultation process for the production stage costumes, determine whether digital clothing has value that can be substituted for the stage costume. This study researched the stage costume manufacture, Isabel's costume of the musical 'Christmas Carol', process by using the 3-D clothing simulation technology : DC Suite. The results of this study is as following. They share many similarities between the stage costumes and digital clothing. It is possible that digital clothing takes a role as a substitute for stage costumes in the production process of the clothing samples. The clothing production system, including stage costumes, by digital clothing costs and lead time can be saved by innovative. Also the result can be saved without restriction, and this system can exert its effect in a very efficient way to incorporation of foreign producers and production system.

A Study on the Tensile Deformation Characteristics of Knits and Appearance Using 3D Digital Virtual Clothing Systems (니트소재의 인장변형 특성과 3D 디지털 클로딩 시스템에 의한 외관표현에 관한 연구)

  • Choi, Kyoung-Me;Kim, Jong-Jun
    • Journal of Fashion Business
    • /
    • v.16 no.2
    • /
    • pp.151-162
    • /
    • 2012
  • The industry-wide development of digital technologies has also affected the textile and fashion industries immensely. The applications of 3D technology, virtual reality, and/or augmented reality systems have helped to create novel fashion brands based on the marriage of IT and textile/fashion industries. 3D digital virtual clothing systems have been developed to help the textile and fashion industries in terms of the planning, manufacturing, marketing and sales sectors. So far, most of the development effort for the 3d virtual clothing systems has been focused on the woven fabrics. The characteristics of woven fabrics differ from those of knitted fabric. Since the physical structures and mechanical properties of the knitted fabrics are definitely different from those of woven fabrics, the simulation process for the knitted fabrics should follow different approaches. The loops in a knitted fabric deform easily. The deformation results in a readily stretchable fabric appearance. Cloth simulation mostly employs models that approximate the mechanical properties of linear elastic planes. This simulation scheme does not, however, describe well enough the behavior of knitted fabrics, which deviate largely from the linear isotropic material characteristics. This study aims at characterizing the tensile deformation and surface textures of a knitted fabric product. Tensile deformation curves for the wale, course, and bias direction are analyzed. The surface texture of the knitted fabric is analyzed by using a 3-dimensional scanning device.

A study on Design of Casual wear utilizing 3D Virtual Clothing Technology - focus on Generation Z (3D 가상 의상 기술을 활용한 캐쥬얼웨어 디자인 연구 - Z 세대를 중심으로)

  • Shin, Hae Kyung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.1
    • /
    • pp.75-81
    • /
    • 2021
  • With the development of advanced information and communication technology, Generation Z, familiar with digital culture, is drawing keen attention as a major consumer of the fashion industry. In this study, casual wear for Generation Z, who is proficient in digital devices and prefers information acquisition and lifestyle over the Internet, was designed using 3D virtual simulation and developed into four looks: Gulish, Sportive, Easy and Contemporary. The use of simulation of 3D virtual clothing in costume design can build digitalization of future fashion industry through convergence with digital fashion design planning and production process in fandemic environment and strengthen online platform distribution. In a business environment that continues to innovate to enhance work efficiency by introducing an Untouch fashion production system, the use of 3D virtual clothing technology can increase the efficiency of sustainable management through 3D sample production, online fitting, modification, and final critic processes to reduce the time and cost of human and physical resources and review.