• Title/Summary/Keyword: Digital fashion

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A Study on the Travel Fashion Bag Design Using the Op-Art Textile Patterns -Applying the Artwork of Victor Vasarely- (옵아트(Op-Art) 패턴의 여행용 패션가방 디자인 연구 -빅토르 바자렐리(Victor Vasarely)의 작품 응용을 중심으로-)

  • Kim, Min-Hye;Park, Hye-Won
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.3
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    • pp.371-384
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    • 2011
  • This study with 'trip' as a theme, aims to develop textile designs and fashion bags for travel which is widely applicable fitting traveler's T P O, applying Victor Vasarely's artwork. During the planning process of design, 'Whenever & Wherever's concept was set by analyzing fashion trend information in 2010-11 F/W proposed by Interfashion Planning and FCK; in addition, 'Bobos' were selected as research targets. It organized 4 images of 'Modern', 'Romantic', 'Classic' and 'Fantastic'. The motives are proposed textile design with '$Cross^2$', 'Falling Z', 'Cir-Classicism' and 'Skinny-holic' per each theme. The designs developed were printed out and into polyester canvas with a Polaris V6 DTP from dgen, Corp. Textile designs developed were applied for 'two-way' formed fashion bags for traveling with high practicality. Fashion bags for traveling consisted of big bags, tote bags, and hip sacks; a total of 12 works (4 sets per theme) were produced. This study sought practical plans for artworks by producing fashion goods through a DTP system. The results of this study can be used as guidelines for further studies and as a significant contribution to the creation of high values for exciting fashion products.

Current Status of Korean Fashion Design Sensibility Evaluation Methods and Their Application Overseas (국내 패션디자인 감성평가 연구방법의 현황과 해외 적용 방안에 대한 연구)

  • An, Hyosun;Lee, Inseong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.4
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    • pp.660-668
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    • 2016
  • In the $21^{st}$ century of digital information society, design is changing from an analog era that focuses on logical and rational knowledge to a new paradigm of an era focused on sensible communications that can react fast. Design becomes to fulfill sensible needs; moreover, full efforts are being made in the academic research of sensibility evaluation for the conceptualization, quantization, and visualization of design sensibilities based on the measurement and evaluation of sensibility. This study provides insight into a sensibility evaluation method to understand the global user's sensibility in the fashion design field. As for research methods, first, measurement methods of physical, psychological, and physiological reactions to design sensibility were examined through written research on sensibility evaluation in both domestic and overseas research. Next, studies on sensibility during the past 15 years from 2000 to 2014 in the field of domestic fashion design were analyzed to grasp research trends in sensibility evaluation methods; subsequently, suitable sensibility evaluation methods for current fashion design were discussed. As a result of the study, it was shown that most sensibility evaluation studies in the field of domestic fashion design are based on surveys using sensibility terms. However, it requires the process of translating among different terms in different lingual cultures and within the limits of a uniformed evaluation. In this regard, recent cases of overseas design studies have been applying new methods to measure physiological reactions such as eye tracking methods combined with IT. The analysis of multilateral sensibility evaluation methods in this study have significant meaning for use as basic data to establish a planning for an evaluation scale to measure the sensibility of global consumers towards modern fashion design more quantitatively.

A Study on the Utilization of Korea Traditional Patterns for Fashion Cultural Products (패션문화상품의 한국전통문양 활용 실태에 관한 연구)

  • Hyun, Seon-Hee;Bae, Soo-Jeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.8
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    • pp.1252-1261
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    • 2007
  • The purpose of this study was to grasp the utilization of traditional Korean Patterns used for fashion cultural products. To achieve this purpose, this study examined the range of fashion cultural products through literature review, previous researches, and market surveys and analyzed the situation of fashion cultural products and the kinds, expression methods, expression techniques, and repeat styles of utilized patterns. The analysis results are as follows. First, in the use of traditional pattern, the most frequently-used fashion cultural products were small and inexpensive accessories, followed by fashion apparel, miscellaneous goods, and living cultural goods. Second, the most frequently-used traditional patterns were plant patterns, especially flower patterns. The next frequently-used ones were mixed patterns, especially in the mixture of flower and letter patterns, and $cloisonn\'{e}$ and flower patterns. The next frequently-used traditional patterns were animal patterns(especially butterfly patterns), followed by geometric patterns, lucky omen patterns, and letter patterns. In the expression methods of used patterns, most products except handicrafts preferred simplified patterns to real patterns. Finally, in the expression techniques of traditional patterns, the most frequently used technique was traditional embroidery, followed by the use of weaving fabrics such as fine gauze and brocade which are used for Hanbok. Also, transfer dyeing which is one of printing techniques, DTP(digital textiles printing), a mixed technique which adds embroidery to weaving fabrics, hand-painting, and a gilt technique were used. The results of this study suggest that most fashion cultural products except few designers' works attached weight to some specified patterns and expression techniques regardless of the characteristics of products since there is little understanding of a variety of patterns and are few researches and development on expression techniques.

Case Analysis Study on 3D printed parametric Fashion Products (3D프린팅 파라메트릭 패션제품 사례분석연구)

  • Ahn, Jin-wook;Jang, Joong-sik
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.169-176
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    • 2021
  • This study aims to explore the formativeness of 3D printed parametric fashion products while parametric design-based 3D printed fashion products are increasing. As a research method, theoretical review was conducted and formative properties of 3D printing parametric fashion products were derived, and cases of 3D printing parametric fashion products were collected and examined into three types of clothing, shoes, and accessories. As a result of the study, it was possible to confirm the shape with the motif of a natural object, and structurally, the economical optimal structure, assembly structure, and natural structure were confirmed. was found to use natural and achromatic colors. Through the understanding of the formativeness of 3D printing parametric fashion products presented in this study, it is expected that it will be used as basic data to understand the spread and formative flow of parametric-based fashion products.

Modeling Metaverse Avatars and K-Fashion Apparel 3D Production -Focus on Developing Styling Work with K-Designer Items- (메타버스 아바타 및 K-패션의류 3D 제작 모델링-K 디자이너 아이템을 활용한 스타일링 작업물 개발을 중심으로-)

  • Sojin Kim;Boyoung Kang
    • Journal of Fashion Business
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    • v.27 no.5
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    • pp.60-77
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    • 2023
  • The scale of the industry utilizing the Metaverse platform is gradually growing around the world. Fashion brands are also starting to utilize the Metaverse platform as a new market to replace the next e-commerce platform by targeting new consumers, MZ generation, and even Alpha generation. In this study, a real K-fashion designer's outfit was made into a 3D outfit using CLO 3D program to express it in a new market, the Metaverse 3D platform. It was then compared with a real outfit. An avatar prototype was completed using Max program to simulate the 3D digital fashion outfit and produce an avatar through an optimization process. The 3D outfits showed the same level of results as the actual outfits in terms of fabric surface, material texture, drapability, overall outfit, details, and trimmings. In addition, we proposed a 2D work on total styling suggestion and modeling to secure data sets for future AI-based styling services. In conclusion, this study revealed that actual outfits and 3D outfits had the same results. It is significant that it can be a sample work to build a styling data set through styling suggestion and content production as a significant amount of styling DB construction will be required before AI styling automation services.

A Study on the Bobos Styles in the Contemporary Fashion Trend - Focusing on the Bobos feature in Korea -

  • Han, Gwi-Ja
    • Journal of Fashion Business
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    • v.8 no.3
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    • pp.59-69
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    • 2004
  • This thesis has an intention to examine how much Bobos, which has appeared as a new ruling class in the age of digital information economy, has had an influence on the fashion design and which aspect Bobos fashion assumes specifically. The existence of Bobos in Korea and its cultural disposition are examined. To do so, questionnaire survey has been performed for 400 persons. According to the result, it is shown that they control themselves thoroughly through exercise and have much interest in their health; for example, they prefer organic agricultural products and nonpolluting foods. They also consume goods reasonably, emphasizing on their own individuality, rather than purchase high-price articles for no good reason, and enjoy their life while seeking for success in the society. Such a disposition is almost same as that in the U.S, showing a small difference in the occupation or origins. It is examined which aspect Bobos fashion design, a new trend, assumes in more detail. Bobos seeks for a thing that is not cheap, has a recognized brand, and is not behind the fashion. They like the nature friendly, classical, and not vulgar thing. design should be casual and practical, and the quality of the material should be good. Especially, an individual disposition is emphasized in Bobos fashion, in which they disregard a brand and try to be the subject of a trend, by creating a fashion by themselves, to express their originality freely. Bobos fashion the first style it harmonizes the appear things not to be matching with each other and depending on pursuing the mix & match. The second style of Bobos fashion nature is friendship and fight. The hazard which it does like that the fact that it attempts is the composition characteristic of idea. The namely design is an utility cheap assuredly with high-class characteristic of subject matter is not a recognize cheap. The third style of Bobos fashion is expressed in nostalgic about the art. Of course Bobos style is not a possibility fashion as main stream of doing still today, but the effect of Bobos is magnified gradually from cultural, social, economic area. It analyzes style is a tendency where trend of the consumer is gradually converted marketing. This paper is meaningful in the sense that Bobos class, which has not been examined yet systematically, and the fashion are connected closely, and the fashion trend in the next is examined.

Makeup Design and the Application of 3D Facial Avatar Makeup Simulation

  • Barng, Keejung
    • Journal of Fashion Business
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    • v.18 no.6
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    • pp.57-66
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    • 2014
  • The purpose of this study is to design appropriate digital tools for the production of makeup designs. In this study, we used a three-dimensional facial avatar simulation program developed by the Electronics and Telecommunications Research. This study is based on the creation of three-dimensional CG digital art of facial avatar makeup, produced by using simulation technology. First, the actual application and the tools for digital-optimization and media features were created, leading to the research and cleanup. Second, the theoretical background was applied to the formative elements of oriental colors in the designing process. Makeup design elements include point, line, surface, color, and texture. In this study, effective makeup design was interpreted to be based on the representation of particular elements, notably the design principles of balance, proportion, rhythm, repetition, emphasis, contrast, harmony, and unity. In Asia, design is based on the visibility of red, blue, black, yellow, and white-the colors of the five elements-and the use of points, lines, and shapes. This study was recently under scrutiny in relations to digital simulation and various three-dimensional designs, in terms of how to take advantage of a wide range of applications, and how to apply the findings through media and the dissemination of basic research. This study applies the characteristics of the limited existing stereoscopic three-dimensional and digital simulation programs in order to take advantage of the empirical research, providing a basis to implement this research in a meaningful way. A follow-up study is needed to extend these findings and theoretical foundation through continuous observation and in-depth technical development and research.

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.

A Study on Men's Wear Production Using Digital Clothing Program

  • Kang, Yeonkyung;Wu, Sehee;Ko, Young-A;Kim, Anna;Kim, Naeun;Kim, Jong Chan;Kim, Cheeyong;Ko, Hyeong-Seok
    • Journal of Korea Multimedia Society
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    • v.17 no.2
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    • pp.266-275
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    • 2014
  • As contemporary men's clothing is becoming slimmer, people consider it important not only the existing simple design, but also intricate design and its fitness that can complement one's body. Therefore, in this study, we reproduced Men's wear fabrication process with 3D process. As a result, it was well received, as it can check the fitness, and allows modifying the design and mixing different texture easily.

The lifestyle and Clothing Purchase Behavior of Adolescents -Focused on Adolescents in Daegu- (청소년들의 라이프스타일과 의복구매행동 -대구지역을 중심으로-)

  • Park, Kwang-Hee
    • Fashion & Textile Research Journal
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    • v.9 no.6
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    • pp.637-644
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    • 2007
  • The purposes of this study were to classify adolescents by their lifestyles and to investigate the differences in clothing purchase behavior among lifestyle groups. The data were obtained from questionnaire completed 341 adolescents in Daegu area. The SPSS package was used for data analysis which included frequency, factor analysis, cluster analysis, ${\chi}^2$ test, ANOVA, and Scheffe test. Lifestyles of adolescents were categorized into five factors such as clothing hedonic shopping orientation, positive activity, material orientation, frugality, digital orientation. Three clusters (achievement orientation group, ordinary group, economic orientation group) were developed by five factors of lifestyles. While the achievement orientation group had the highest purchase motives and used the most information sources, the economic orientation group had the lowest purchasing motives and used the least information sources. There were significant differences in clothing purchase frequency and average clothing expenditure among three clusters.