• 제목/요약/키워드: Digital fashion art

검색결과 91건 처리시간 0.02초

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

  • 김종국
    • Journal of Information Technology Applications and Management
    • /
    • 제30권1호
    • /
    • pp.115-126
    • /
    • 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.

포스트 디지털 시대의 퍼놀로지 패션 디자인에 관한 연구 - 내적 의미와 외적 표현을 중심으로 - (A Study on the Funology of Fashion Design in the Post-digital Age - With a Focus on Internal Meanings and External Expressions -)

  • 나현신
    • 복식
    • /
    • 제58권4호
    • /
    • pp.47-57
    • /
    • 2008
  • Funology is a compound word with fun and technology which means the products or activity carrying fun and technology at the same time. This is one of the key words that can explain the culture of post-digital generation amongst the post-digital age. The purpose of this study was to provide the creative ideas to develop the fashion designs showing funology concept for the 21st century. As a background of funology trend, general ideas about the post-digital age and the post-digital generation were reviewed. First, funology designs among the industrial products and the funology concepts in the advertisement were examined. And the ways of expression and the meanings of funology fashion designs were extracted by analyzing funology fashion between 2000 S/S and 2008 F/W. The external expression ways of funology fashion in the post-digital age were as follows: parody of popular images, inharmony by the exaggeration or transformation, trompe l'oeil, mixture of the styles shown in the children's wear and the objects of children, patterns with childlike or animation characters, and the graffiti art. The internal meanings contained in the funology fashion were 1) fantasm showing surrealistic funology that was based on the people's pursue of fantasy free from the everyday's severe routine 2) memorism showing nostalgic funology that was based on the pursue of vanishing fear of reality and going back to the childhood. To sum up, fashions showing funology were expressed in various ways in the post-digital age. This will provide the great inspirations for creating the new coming fashions and efficient healing contents for the cold-hearted emotions of nowaday's people.

Improved Design of High School Girl's Summer Uniform Based on Style Theory

  • Zhang, Ling-Xi;Wang, Jian-Ping
    • International Journal of Costume and Fashion
    • /
    • 제15권2호
    • /
    • pp.63-77
    • /
    • 2015
  • By means of statistical analysis and module concept, this paper investigated the current situation of high school girl's uniform and put forward its improved design and database establishment. Combined with the survey data, the future design direction and trend of the high school girls' uniform were proposed. By using modular design concept, the uniform is divided into five modules, and a style database has been built. Meanwhile, the parametric pattern database has been completed by using garment CAD system, based on the style database above, which has 42,336 possibilities to assemble a pair of school uniform. Combining with digital sewing techniques and by using computerized embroidery machine, the personalized design of high school girl's summer uniform has been realized. And two simulated case have been given for examples to prove its feasibility. The idea of modular design and parametric design method proposed in this study offer references for establishing the modular design database and parametric pattern database for other types of school uniform and are of relatively high practical and theoretical value.

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

  • 김민혜;박혜원
    • 한국의류학회지
    • /
    • 제35권3호
    • /
    • pp.371-384
    • /
    • 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.

예술작품을 통해 나타난 패션의 하이퍼리얼리티 연구 (A Study on Hyper-Reality of Fashion by Work of Art)

  • 정민아
    • 패션비즈니스
    • /
    • 제26권5호
    • /
    • pp.76-90
    • /
    • 2022
  • The rapid growth and influence of digital technologies have had a profound effect on modern society. Companies and businesses can connect through SNS(social network service accounts). The importance of mass media empowers the creation of virtual images that are more realistic than time and space. Unlike traditional reproduction or imitation, the virtual images created in this way are reproduced in a form that lacks the original inspiration's essence. Jean Baudrillard described this phenomenon as the theory of simulation. Baudrillard argued that imitated simulated images replace reality. He stated that reality is lost under excessive images in modern society. In response, based on an understanding of the theory of hyper-reality that emerged through the late stages of the order of simulacre, this study aimed to analyze modern fashion's method of reproducing hyper-real images and investigate the method's characteristics. This study examined the characteristics of hyper-reality described by Baudrillard and analyzed the method of artistic expression of hyper-reality. Based on this method of expression, reproducibility, following the stages of image simulation, was derived. A specific case applied to fashion was analyzed, and based on the image reproduction method, specific characteristics of hyper-reality characteristics in fashion were obtained. Sixty-four collections were selected, out of which 155 images and 43 brands demonstrated the principles of image transformation.

레이저 마킹 시스템을 이용한 Customizing 네일아트 디자인 활용 방안 연구 (A Study on the Utilization of Customizing Nail Art Design Using Laser marking System)

  • 윤재원
    • 디지털융복합연구
    • /
    • 제20권2호
    • /
    • pp.353-359
    • /
    • 2022
  • 4차 산업혁명시대에 접어들어서 차별화 된 라이프 스타일로 인간은 아름다움을 추구하고 삶의 질이 향상 될수록 네일아트는 미용과 장신구 예술의 한 부분으로써 또 다른 예술 분야로 각 광 받고 있다. 또한 최근 급속히 성장하고 디지털시스템화 된 장식적 미용 네일 산업이 세계의 주요 산업의 자리 잡으면서 창의적이고 독창적인 장식 표현을 요구하는 조형미용 예술로 표현되고 있다. 최근 급속히 성장하고 디지털시스템화 된 장식적 미용 네일 산업이 세계의 주요산업의 자리 잡으면서 창의적이고 독창적인 장식 표현을 요구하는 조형미용 예술로 표현되고 있다. 본 연구는 디지털 시스템 중 레이저 마킹 프로그램을 활용하여 이미지 각인 표현 방법으로 창의적인 뷰티산업과 장신구 네일아트가 대중화되기를 기대하며 시각적인 아름다움을 표현하는 새로운 표현 발상의 방향성을 제시하고자 한다.

인터넷 서점과 인스타그램에 나타난 디지털 키워드 변화 탐색 - 코로나19 발생 전후 비교 분석 - (Exploring Changes in Digital Keywords on Online Bookstores and Instagram: A Comparative Analysis of Before and After COVID-19)

  • 제수연;김시원;엄란이
    • 한국의류산업학회지
    • /
    • 제25권6호
    • /
    • pp.715-724
    • /
    • 2023
  • This study analyzed the shifts that occurred before and after the outbreak of COVID-19 by scrutinizing digital keywords derived from prominent culture media, such as books and instagram. The analysis identified trends rooted in digital terminology. For this study, the period 2017 to 2022 was divided into three-year segments, before and after the outbreak of COVID-19. Subsequently, an analysis was conducted using digital keywords to assess the number of digital-related books and book hashtags, the number of instagram mentions, and relevant keywords. We found that COVID-19 exerted a discernible influence on information related to digital keywords, substantially impacting both the book publishing market and instagram. Notably, digital-related books have been published in a variety of fields since the outbreak, and new fields are emerging. The year 2020 saw the most significant growth in the mentions of digital terms on instagram. Such terms were used in conjunction with terminology related to people working in a digital environment, endeavors aimed at revenue generation in online spaces, leisure activities associated with art and culture, and online service platforms. Through the analysis of digital keywords, this study is expected to contribute to the understanding of digital trends and their future trajectories.

감성을 기반으로 하는 AI 패션 특성 연구 -사용자 중심(UX) 관점으로- (A Study on the Characteristics of AI Fashion based on Emotions -Focus on the User Experience-)

  • 김민선;김진영
    • 패션비즈니스
    • /
    • 제26권1호
    • /
    • pp.1-15
    • /
    • 2022
  • Digital transformation has induced changes in human life patterns; consumption patterns are also changing to digitalization. Entering the era of industry 4.0 with the 4th industrial revolution, it is important to pay attention to a new paradigm in the fashion industry, the shift from developer-centered to user-centered in the era of the 3rd industrial revolution. The meaning of storing users' changing life and consumption patterns and analyzing stored big data are linked to consumer sentiment. It is more valuable to read emotions, then develop and distribute products based on them, rather than developer-centered processes that previously started in the fashion market. An AI(Artificial Intelligence) deep learning algorithm that analyzes user emotion big data from user experience(UX) to emotion and uses the analyzed data as a source has become possible. By combining AI technology, the fashion industry can develop various new products and technologies that meet the functional and emotional aspects required by consumers and expect a sustainable user experience structure. This study analyzes clear and useful user experience in the fashion industry to derive the characteristics of AI algorithms that combine emotions and technologies reflecting users' needs and proposes methods that can be used in the fashion industry. The purpose of the study is to utilize information analysis using big data and AI algorithms so that structures that can interact with users and developers can lead to a sustainable ecosystem. Ultimately, it is meaningful to identify the direction of the optimized fashion industry through user experienced emotional fashion technology algorithms.

현대 패션에 나타난 하이터치(High Touch)에 관한 연구 (A Study of the High Touch in Contemporary Fashion)

  • 김보영;금기숙
    • 복식
    • /
    • 제58권4호
    • /
    • pp.72-85
    • /
    • 2008
  • With the new millennium setting in, our society is plowing its way through more drastically changing currents than ever. Nowadays, many people believe that high tech such as the Internet, digital civilization, the IT revolution, bio-industry, and the genome project, that has brought humans material prosperity, is the right change in direction. However, the more we adopt high tech into our lives, the more we desire high touch in order to achieve a balance. In other words, we need something to act as a ballast to stabilize our minds. As such, the more high tech develops, the more individuals miss and search for tools that appeal to their emotions. Because of this, although high touch is an opposite concept to high tech, it coexists with high tech, and it is defined as "human contact of high sensitivity that stimulates the emotion of humans". High Touch, a term which originated from "High Tech, High Touch", a book written by American futurist John Naisbitt, refers to human contact that makes human life richer, forminga deep impression on individuals and providing comfort. As such, high touch, which is gaining significant attention in modern society, is a phenomenon occurring throughout politics, society, culture, art, and religion, together with high tech. Through high touch, modern people must realize how to understand and accept a modern society that is dominated by the age of technology and in which direction they should head. Under this background, this study has the following objectives: to interpret the concept of high touch in the age of high tech in association with formative art and fashion, and through various media examine the desire for expression that may stimulate emotion in modern people, which is required by the high tech-prevalent modern society. It further analyzes how high touch is reflected in modern fashion and presents the direction future fashion should head in.

3D 프린팅 패션에 나타난 콜라보레이션(Collaboration) 사례연구 (A Case Study on Collaborations in 3D Printing Fashion)

  • 박수연;유영선
    • 복식
    • /
    • 제66권7호
    • /
    • pp.124-138
    • /
    • 2016
  • The present study observes collaboration methods in which 3D printing was a part of the fashion manufacturing process, expression methods of such cases, and their ripple effects. As a result, the three types of collaborations between fashion designers and other industry fields, fashion brands and 3D printing companies, and fashion designers and artists. Case analysis results and ripple effects found according to each collaboration method were as follows. First, in collaborations found were between fashion designers and other industry fields, 3D printed fashion works with futuristic images were seen through the fusion of future industries, which claim to support cutting edge digital technology, and creative fashion design. As they were mainly collaborations between automobile industries with cutting edge images or digital related industries and fashion designers, they were expressed as a new form of experimental clothing, and were used as strategies to improve future corporate images of the high tech industry. Second, in collaborations between fashion brands and 3D printing technology businesses, the sporting good brands and the shoe industry attempted to let their products be known through the promotion of functional material or ergonomic technology. While they emphasize practicality by mainly using flexible material, they were mainly proposed as functional sporting goods for famous players or as shoe accessories, so methods are still used for public distribution as brand promoting marketing strategies. Third, with collaborations between fashion designers and artists, creative pieces were shown through the grafting of 3D printing technology, the artistry of artists, and the experimentation of fashion designers. In particular, the innovative value of fashion as art was created through the union of the artistic 3D modeling technology support of artists and the creativity of designers. Like this, 3D printing fashion can graft the cutting edge nature of fashion to other industry fields through collaborations, enhancing pacesetting images, and in the fashion field, it can improve possibilities for innovations in the fashion industry through the support of 3D printing technology businesses and artists, raising expectations towards future human living.