• Title/Summary/Keyword: Digital fashion

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A Study on Satisfaction with Cosmetics and Beauty Education Programs for Youth: Focusing on Gwangju Metropolitan City's "Safety Use Education for Youth Cosmetics" (청소년을 위한 화장품 및 미용 교육프로그램 만족도 연구 - 광주광역시 '청소년 화장품 안전사용교육'을 중심으로 -)

  • Oh, Seo Hyun
    • Fashion & Textile Research Journal
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    • v.26 no.1
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    • pp.99-109
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    • 2024
  • This study aimed to assess the satisfaction levels of adolescents with beauty programs, investigate the factors influencing them, and present foundational insights for designing cosmetics and beauty education initiatives tailored to adolescents. Specifically focusing on the "Safety and Use Education for Youth Cosmetics" program implemented in Gwangju Metropolitan City, it examined the satisfaction of participants, including students, instructors, and school teachers involved in the education. The study was based on action research, a qualitative methodology. The conclusions are as follows: First, participants gained knowledge and information encompassing various aspects of cosmetics, such as types, expiration dates and usage span, face wash and skin types, shampooing methods, scalp care, role and significance of sunscreen, skin trouble management, and identification of skin type, through cosmetic education programs. Second, participants learned about techniques such as eyebrow trimming, eyebrow shape correction, facial contour correction, skin blush supplementation, color makeup, personal color, and tattooing. Third, there is an urgent need to develop different educational teaching resources suitable for implementation across elementary, middle, and high schools. Fourth, it is necessary to cultivate higher-quality instructors in this digital age. Fifth, it is crucial to explore new methods of delivering beauty education to adolescents. We hope the insights gleaned from this study will serve as useful foundational data, albeit modest, fostering new beauty trends amidst the challenging landscape of youth education.

A Study on the Application method of Digital Media in Commercial Space - Using Persona-based Scenario Approach - (상업공간 디지털미디어 적용방안에 관한 연구 - 페르소나 기반 사용자 시나리오 기법으로 -)

  • An, Se-Yun;Kim, So-Yeon;Cao, Wen-jia
    • Korean Institute of Interior Design Journal
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    • v.26 no.1
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    • pp.33-42
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    • 2017
  • Interior design especially the design developments for commercial spaces should ensure the economy of spaces. This is the marketing for space. It is necessary to understand the design elements of commercial space for the efficient using of digital media of space marketing. In this research decided to design application schemes for shopping mall by searching fashion shopping behaviors of users with persona-base scenario approach. Collected the information of users behavior base on case analysis of advance research to make personas. And develop scenario base personas for knowing the needs of users. And then made 4 schemes as the solution. Scheme 1. Customers can get the information and communication with the staff through with media screen in one room of shopping mall. The data of customers can be recorded for providing information or product recommendation personality. Forecast to preferred by group trip or customers that don't like walking around in shopping mall. Scheme 2. Install a media screen at entrance of a store in shopping mall and show special effect to raise customers' attention who walk through from the front of the store. Through with this customers will stay for long time and raise curiosity to get in the store. And the media screen also provide information of store and products. Scheme 3. Customers can get the information of products with using smart phone to scan QR cord in labels of products and record. Customers can finish whole shopping behaviors without the help of store staff. And can make buying decision even have left shopping mall as a online mode. Scheme 4. Store managers can record the products and the environment of store with 360 camera and update to website. Then customers can browse the virtual space with VR glasses. That make customers can have the real shopping experience without being in the store. In this study, have presented schemes of digital media in commercial space. But there are various of commercial space. In this study was presented schemes for shopping mall by searching fashion shopping behaviors of users. And look forward the researches about specific space setting and other type of commercial space for space development.

A Study on the Influence of Digital Experience and Purchase in the 4th Industrial Revolution : Focusing on Differences between Satisfied, Neutral, and Dissatisfied Groups

  • Jung, Sang Hee;Lee, Sang-Jik
    • Journal of Information Technology Applications and Management
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    • v.26 no.4
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    • pp.51-69
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    • 2019
  • One of the most considerate phenomena of the era of the Fourth Industrial Revolution is the use of digital devices. Digitalization is rapidly advancing through all areas of industry and life. Customer journey with digitalization is looking totally different from previous customer journey. The research targets were users of fashion, automobiles, cosmetics and online shopping malls. We analyzed 300 people for each valid questionnaire. The results of the study are as follows. First, it has been proven that digital experience affects positive (+) impact on purchasing intention and positive (+) impact on recommending intention and negative impact (-) on switching intent and subsequently affects positive impact (+) to purchase and incase of switching intent, negative impact (-) to purchase. Unlike traditional methods such as SPC(Service Profit Chain), the Digital experience to Purchase process Chain (DPC) has been identified to be suitable in the digital age. Second, the digital satisfied group (5 score-very satisfaction) has shown same result as above. However the digital neutral group (even though 4 score- satisfaction in five-point scale), specially in a highly competitive industry, has different from the satisfied group and 3 score-normal is same as dissatisfied group. It means that this group is that If there is a high level of attractiveness of substitute goods, there is a high possibility of switching them. It has supported Jones and Sasser [1995] that there have been two types of loyalty of true long-term loyalty and what we call false loyalty in the highly competitive industry zone which is commoditization or low differentiation, many substitutes, low cost of switching. Identifying true loyalty and false loyalty is crucial to establishing a customer experience strategy. it is necessary to actively utilize long-term digital experiences strategy to increase the total satisfaction of digital experience through all of customer purchasing journey in order to enhance the digital customer experience. It is difficult to see the effect as a one-time event. It should be scaled over the entire customer purchase process over a long period of time, which can positively affect purchase intention, recommendation intention, and conversion intention. This is also why it is difficult for second-runners to overtake first-runners in a short period.

Reconstruction of the Soft Tissue Defect of the Finger Using Digital Island Flap with Supercharged Vein (손가락섬피판으로 손가락 연조직 재건시 과급정맥문합)

  • Choi, Hwan Jun;Kim, Nam Joong;Choi, Chang Yong
    • Archives of Plastic Surgery
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    • v.36 no.2
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    • pp.153-160
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    • 2009
  • Purpose: The heterodigital or homodigital artery island flap is a popular method of reconstruction for finger defects. Sometimes, digital artery island flap has some disadvantages such as postoperative flap edema, congestion, and partial necrosis of the flap margin. However, we could decrease these disadvantages by means of venous superdrainage. The aim of this study is to report usefulness and postoperative results of venous supercharging digital artery island flaps for finger reconstruction. Methods: From March of 2005 to March of 2008, a total of eight patients with soft tissue defects of the finger underwent venous supercharging digital island flap transfer. Briefly, the flap is harvested along with dorsal vein that is then anastomosed to a recipient vein in an end - to - end fashion, after flap transfer and insetting. Using this technique, eight patients were operated on, ranging in age 23 to 52 years. Results: All the flaps survived with a success rate of 100 percent, thus fully satisfying the reconstructive requirements. No postoperative flap congestion was recognized, obviating the need to take any measures for venous engorgement, such as suture removal. Among 8 cases, it was possible to make an long - term and follow - up observation more than 6 months. In these cases, the fact that light touches and temperature sensations can be detected in all the flaps. Cold intolerance and hyperesthesia were not seen in our series. Conclusion: Providing good harmony with conventional methods and microsurgery, inclusion of a vein with the heterodigital and homodigital artery island flap allows a more reliable and safer reconstructive choice for finger defects. The venous supercharged island flap is a reliable flap with a consistent arterial structure, and with its augmented venous drainage, it is more reliable, providing single - stage reconstruction of adjacent finger defects, including the fingertip.

A Study on the Characteristics of Each Type of LED Digital Landscape Lighting in Expressway Tunnel (고속도로 터널 내 LED Digital 경관조명 디자인의 유형별 특징 비교 연구)

  • Hwang, Ye-Jin
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.457-462
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    • 2021
  • As South Korea is a mountainous topography, installation of tunnel is essential for construction of expressway in straight lines. According to "2019 Road Bridge and Tunnel Status Report", there are 2,682 tunnels in Korea with total length of 2,077km. Tunnels take up 1.9% of total road length and the number of tunnel increased by 94% with 1,300 newly constructed tunnels over the 10 years. According to domestic and foreign researches, a long tunnel over 1km in expressway has dark lightings and monotonous wall design which decrease driver's concentration and make the driver feel bored. This leads to feeling fatigue and drowsiness more easily. In response, Korea Expressway Corporation installed design lighting that increases attentiveness on 10 tunnels with total length over 3km by 2020. To reduce the risks of accident that may happen inside the tunnel, this study conducted a comparative analysis on characteristics of each type of LED landscape lighting installed inside the expressway tunnel. The study aimed on providing the basic material for effective installation of LED landscape lighting for securing driving stability, reducing fatigue, and lowering the risk of drowsiness.

Prospects & Issues of NFT Art Contents in Blockchain Technology (블록체인 NFT 문화예술콘텐츠의 현황과 과제)

  • Jong-Guk Kim
    • 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.

Extracting the color map and color chip for a patent and application (컬러 맵과 컬러 칩 추출의 특허 출원과 적용 사례)

  • Lee, Keum Hee
    • The Research Journal of the Costume Culture
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    • v.20 no.6
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    • pp.869-882
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    • 2012
  • The purpose of this study is to obtain the patent for extracting the color map and color chip from the color image source and to develop color image map for fashion design. For this study, fashion image maps were produced from 210 pictures with Adobe Photoshop CS2 program targeting 200 university students from 2004 to 2006. The procedures for extracting the color map and color chip included providing the color image, the filtering phase, the segmentation phase, the extraction phrase, and the arrangement phase. Based on the results of this study, patent application was made to KIPO(Korean Intellectual Property Office) for this invention. The following effects can be expected from the standpoint of design based on the case study. First, it is a straight forward procedure to extract a color chip and color map from a color image. Second, it can be applied to various art works based on the recombination of colors as representative colors can be extracted from the related color image that combines a variety of colors. Third, desired colors can be selected based on the taste cluster classification or sensibility axis of design by extracting the representative color from the color image.

Aesthetics of Interactive Real-Time 3D (인터렉티브 리얼 타임 3D 아트의 미학적 특성)

  • Dho, Soon-Ho
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.3-9
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    • 2005
  • Interactive real-time 3D enables users to explore virtual three dimensional environments and also experience contents in an absorbing fashion. Unlike other media, Interactive real-time 3D users take an active role in the process of "real-time fashion" where action and reaction occur instantly in a digital 3D structure. Once the components and origins of interactive real-time 3D is made, it is possible making principles of the beauty that help decide success or failure of real-time 3D in two way system. Substantial real-time 3D has not yet passed 10 years so it was unable to make sufficient precedents of fundamental artistic value based upon the credibility of the media. The goal is to explain the new form of design in relation to general principles of arts at the same time to understand the technical definition better. Concepts of historical documentation are explained with an example of categorization of recent video game and recent technology. This thesis concludes with rough forecast on the future interactive real time 3D. Since the medium began relatively recently and is developing in the rapid pace, recent analyses, though clear forecast is difficult, tend to investigate potential directions to some level the field allows.

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A Comparative Study on Visual Expression Between Domestic-Overseas Brands of Paperweave Wallcovering (국내외 지사벽지 브랜드의 시각적 표현 비교연구)

  • Lee, Joonhan;Kim, Sun Mee
    • Journal of Fashion Business
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    • v.21 no.4
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    • pp.34-43
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    • 2017
  • Paperweave wallcoveing is necessary to develop new designs based on the analysis of global trend and reflection of Korean traditional image to improve commercial value in the worldwide market. The purpose of this study was to understand design trend and share valuable data by product analyzing of major paperweave wallcovering brands - Yeomyung (Korea), Phillip Jeffries (USA) and Omexco (Belgium). In the dominant color, the largest proportion is YR. Analysis of each brand color, Omexco is using the widest range of colors, the colors of each brand uses an exclusive of its own brand compared to other brands are Green (Yeomyung), Blue (Phillip Jeffries), Red (Omexco). The number of colors, Yeomyung and Philip Jeffries have a high ratio of bi-color, Omexco is revealing various color expression methods such as 55% solid color, two or three multi-color are each half of the balance. Analysis of weaving, Yeomyung has a high ratio of balanced plain, at number of mixture, Yeomyung and Phillip Jeffries are using mostly paper-yarn but Omexco is using multi-mixture materials in some part of theirs. Regarding analysis of finishing, all three brands are mostly selling unfinished paperweave wallcovering but some solid coated are appearing at Yeomyung and Omexco. Yeomyung has more foil transfer compared with the other brands, Phillip Jeffries has some digital printed products.

Technology Requirements for Wearable User Interface

  • Cho, Il-Yeon
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.5
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    • pp.531-540
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    • 2015
  • Objective: The objective of this research is to investigate the fundamentals of human computer interaction for wearable computers and derive technology requirements. Background: A wearable computer can be worn anytime with the support of unrestricted communications and a variety of services which provide maximum capability of information use. Key challenges in developing such wearable computers are the level of comfort that users do not feel what they wear, and easy and intuitive user interface. The research presented in this paper examines user interfaces for wearable computers. Method: In this research, we have classified the wearable user interface technologies and analyzed the advantages and disadvantages from the user's point of view. Based on this analysis, we issued a user interface technology to conduct research and development for commercialization. Results: Technology requirements are drawn to make wearable computers commercialized. Conclusion: The user interface technology for wearable system must start from the understanding of the ergonomic aspects of the end user, because users wear the system on their body. Developers do not try to develop a state-of-the-art technology without the requirement analysis of the end users. If people do not use the technology, it can't survive in the market. Currently, there is no dominant wearable user interface in the world. So, this area might try a new challenge for the technology beyond the traditional interface paradigm through various approaches and attempts. Application: The findings in this study are expected to be used for designing user interface for wearable systems, such as digital clothes and fashion apparel.