• 제목/요약/키워드: Digital fashion design

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The Response of Domestic Virtual Influencer'S Instagram Audience (국내 버츄얼 인플루언서의 인스타그램 수용자 반응)

  • Han, Ki-Hyang
    • Journal of Digital Convergence
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    • 제19권11호
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    • pp.471-483
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    • 2021
  • The purpose of this study is to find out audience' response of virtual influencer at the starting line of virtual influencer marketing. Therefore, posts, comments, number of likes, and video reviews were collected from Instagram of virtual influencers active in Korea. Python 3.7 and Textom were used for data collection and analysis. Sentimental analysis showed that the rate of positivity was higher than the rate of negativity and neutrality. The appearance of virtual influencer was found to be a major factor in both positive and negative. Consumers' interest in virtual influencer could be inferred from the neutral sensibility. This study is meaningful in that it presented data to help establish strategies for virtual influencer marketing by examining consumer reactions to virtual influencer and identifying factors of positive and negative emotions toward virtual influencer.

A Study on the Prediction Model for Sales of Women's Golfwear with Data Mining: Focus on Macroeconomic Factors and Consumer Sales Price (데이터마이닝을 적용한 여성 골프웨어 판매 예측 모델 연구: 거시경제요인과 소비자판매가격을 중심으로)

  • Han, Ki-Hyang
    • Journal of Digital Convergence
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    • 제19권11호
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    • pp.445-456
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    • 2021
  • The purpose of this study is to identify the importance of variables affecting women's golf wear sales with macroeconomic variables and consumer selling prices that affect consumers' purchasing behavior, and to propose a price strategy to increase sales of golf wear. Data of domestic women's golf wear brands were analyzed using decision tree algorithms and ensemble. Consumer selling price is the most significant factors in terms of sales volume for T-shirt, pants and knit, while categories were found to be the most important factors in addition to consumer sales prices for skirt and one piece dress. These findings suggest that items have different economic variables that affect consumers' purchasing behavior, suggesting that sales and profits can be maximized through appropriate price strategies.

Stage Costume Design for Performance Hamlet (II) - The Study on Pattern and Manufactured Product - (햄릿 공연을 위한 무대의상 디자인 (II) - 패턴 및 실물제작 -)

  • Kim, Soon-Ku;Hwang, Seong-Won
    • Fashion & Textile Research Journal
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    • 제6권1호
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    • pp.41-50
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    • 2004
  • This research proposes the on-stage costumes for the play Hamlet of Shakespeare performed by Yunheedan Guhri Pae - the Street Theater Troupe. Stage costumes have an important role in displaying the characteristics of each characters to the audience and has big visual effects. However, in order to design the costumes in the object viewpoints of the audience, the survey on the images of the characters who had actually watched the performance was taken place and proposed the costume design according to the results of the survey. Hamlet a: This result was applied to propose a sweater in black color, black leather pants and vest. Hamlet b: This result was applied to propose hooded coat in purple in middle level of brightness and color spectrum and yellow coat. For free image, loose pants in blue and vest in the same color tone were proposed. Gertrude a: This result was applied to use purple (violet) with reddish tone to propose the formation of a dress applying tailored suit. Gertrude b: This result was applied to propose purple gown and the one-piece dress with black laces. Ophelia a: This result was applied to propose feminine white dress and cape in purple color tone. Ophelia b: This result was applied to propose dyed and weaved clothes. Through the surveys as above, the images of each character was driven in adjectives, and using the results driven from the brightness, coloration, and color, color images were proposed. Only one costume cannot make up for the stage costumes and because it exists as an element of stage production, it is true that costumes are limited in some areas. However, that limit can become the motive of the costume. There is a limit, which the designer cannot produce the costumes as he or she had designed but I believe it is the center of the on-stage customers to display the characteristics of the characters according to the given concept. The limit of this research is the fact that because the costumes were designed so they fit the conditions already given, thus it was difficult to regard the process of designing and producing the costume as a project done according to the interaction. And in the future, if it is possible, I wish for the joint research with the people responsible for stage art to take place as a practical stage art. It was possible to produce practical costume since they were produced for actual performance and the production of costumes considering the dance steps, line of flow, and acting, was able to reduce the trial and error on stage. Through this research, I felt that the understanding and smooth interaction on diverse other areas not limited to the costume design should be taken place and believe that this was a research that proposes new research method since there had been only a few previous research regarding the on-stage costumes for actual performances. Therefore, this research had depended on the surveys given to the audiences to endow objectivity, however, I wish this research can contribute to defining effective process and methods for the on-stage costumes with more active researches with diverse methods and in diverse areas. I am sorry that the costume production for all the characters and all the scenes in Hamlet couldn't be done due to many limitations. As the following research assignment, I am planning on designing the costumes for all the scenes.

A Development of the Uniform Pattern for Obese Junior-High School Girls from Virtual Garment Simulation (가상 착의 시스템에 의한 비만 여중생의 교복 원형 개발)

  • Lim, Ji-Young
    • The Research Journal of the Costume Culture
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    • 제19권2호
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    • pp.245-254
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    • 2011
  • The purpose of this study was to develop uniform pattern of obese junior-high school girls by using the virtual twin and 3D virtual garment simulation system. The results were as follows; first, by using 3D virtual garment simulation, new uniform pattern considered obese junior-high school girls was development. The basic numerical formula were as follows; bust girth=B/2+2.5, armhole depth=B/4, front waist girth=W/4+1.8, back waist girth=W/4+1, front hip girth=H/4+1, back hip girth=H/4+1, chest width=chest width+1.5, back width=back width+1 and back neck width 8cm. Second, according to the results of the new uniform pattern's appearance evaluation, it estimated more highly than existing pattern in silhouette and ease amount, confirming that new uniform pattern is appropriate for the obese junior-high school girls. Also, new uniform pattern was evaluated to allow proper space length of bust, waist, abdomen and hip. Virtual models production through 3D body scan data, pattern draft and virtual garment digital program were applied to prototypic design method so as to enhance the fitness of ready-made garments. This study is expected to serve as one of important basic data for ensuing studies that may utilize 3D virtual garment simulation system with 2D patterns, and also for future 3D pattern production program development.

A Development of Slacks Patterns for the Abdomen-obese Middle-aged Males from a Virtual Garment Simulation (가상 착의 시스템에 의한 복부 비만 중년 남성의 슬랙스 원형 개발)

  • Lim, Ji-Young
    • The Research Journal of the Costume Culture
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    • 제19권5호
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    • pp.1009-1018
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    • 2011
  • The purpose of this study was to develop slacks patterns for middle-aged abdomen-obese adult males by using the 3D virtual-twin and virtual-garment simulation system. The criteria for subjects in this study were males who had over $25kg/m^2$ of BMI, over 90cm of waist, and over 0.90 of WHR. A total of 211 adult males who met these criteria were enrolled. The results were as follows: first, a new slacks pattern considerate of abdomen-obese men was development. The basic numerical formula were as follows: front and back hip girth H/4+3.5, front waist girth W/4+1+0.5, back waist girth W/4+1-0.5, front crotch extension H/16, back crotch extension H/8-0.5, front pleats amount 2.7, and back dart amount 1.5. Second, according to the results of the new slacks patterns appearance evaluation, the new slacks pattern scored more highly than the existing pattern in silhouette and ease amount, confirming that the new slacks pattern is appropriate for the abdomen-obese men. Also, the new slacks pattern was evaluated allowing proper space length of waist, abdomen and hip. Virtual models of production through data from a 3D body scan, pattern draft and virtual garment digital program were applied to a prototypic design method in order to enhance the fitness of ready-made garments. The use of the virtual twin made it impossible to comprehend the appearances and ease correspondent to motions. In order to evaluate wearing fitness, therefore, the system should be improved so as to change arm positions and perform various motions.

The development of cultural products and textile designs with the patterns of Jeju Bangstop (제주 방사탑 문화자원을 직물문양 모티브로 활용한 텍스타일 디자인 및 지역패션문화상품 개발)

  • Oh, Jeongsoon;Hong, Heesook
    • The Research Journal of the Costume Culture
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    • 제23권1호
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    • pp.126-144
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    • 2015
  • The object of this study is to develop textile designs and fashion products based on the cultural resource of Jeju Bangsatop, which means a stone tower preventing misfortune and driving out evil spirits. The field surveys of 32 Bangsatops located at 17 villages in Jeju were conducted. As a result, unlike stone towers located in other regions, Jeju Bangsatops made with basalt. In addition, wood and stone birds, Dolhareungbang, and other sculptures are built on the tops. Jeju Bangsatops were classified into four types based on the body form of the tops: Conical, truncated conical, trapezoid, and irregular shaped Bangsatops. Jeju Bangsatops located in a area or a village are symmetrically arranged in direction of south and north, left and right, east and west, or face to face. The conical, truncated conical, and irregular shaped Jeju Bangsatops which are designated as folk cultural properties or which have the unique sculptures of stone birds and the statues of Dolhareungbang built on the tops were selected as motifs for textile pattern design. The 4 basic patterns of Jeju Bangstops were designed. The six creative textile designs were developed by the various repeat arrangements of the basic patterns and were printed on oxford cotton fabrics by digital textile printing (DTP) method. The sixteen products of wallets, bags, hats and shoes were actually made with the DTP fabrics, the DTP fabrics which were naturally dyed in gray and blue colors, or the DTP fabrics which were redesigned with textile crayon. Therefore, it is confirmed that Jeju Bangsatop could be very useful as a motif for the development of cultural products focusing on Jeju tourism souvenir market.

A Study of Influential Variables on Adaptation to College life among College Students from Cosmetology-related Departments (미용관련 대학생들의 대학생활적응에 영향을 미치는 변인)

  • Yoo, Eun-Ju;Kim, Soon-Ku;Shim, Sun-Nyu
    • Journal of Digital Convergence
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    • 제11권11호
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    • pp.633-642
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    • 2013
  • This study has attempted to investigate correlations among variables against 366 college students from cosmetology-related departments in Busan and figure out the effects of the variables which have an effect on adaptation to college life. First, in terms of 'college life stress', a positive correlation was observed with 'depression' while a negative correlation was found with 'adaptation to college life'. As 'social support' increased, 'self-efficacy' and 'adaptation to college life' were high as well. However, 'depression' was low. On the contrary, 'self-efficacy' revealed a negative correlation with 'depression' but a positive correlation with 'adaptation to college life'. Second, as peer support and professor support increased, and academic performance and value-related problems and depression decreased, 'adaptation to college life' was satisfying. Third, in terms of the effect of 'adaptation to academic achievements', 'academic matters' was the highest. In terms of the effect of social adaptation, 'peer support' was the highest. In terms of the effect of emotional and physical adaptations, 'depression' was the highest. In terms of the effect of attachment to college, 'professor issues' were the highest.

A Study on Stress of College Life and Self-efficacy on Depression among Students from Beauty-related Colleges (미용관련 대학생들의 대학생활스트레스, 자기효능감이 우울에 미치는 영향)

  • Yoo, Eun-Ju;Kim, Soon-Ku;Juong, Suk-Hui
    • Journal of Digital Convergence
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    • 제11권9호
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    • pp.279-287
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    • 2013
  • This study has attempted to investigate the effect of the stress of college life and self-efficacy on depression against 366 students from beauty-related colleges. First, according to analysis on the stress of college life, self-efficacy and depression levels, the stress of college life was an intermediate level or lower (M=2.40). Among subordinate factors, 'academic performance' was the highest, followed by 'future career' and 'economic difficulties' in terms of a stress level. The self-efficacy was more than an intermediate level (M=3.21). Among subordinate factors, 'self-regulation' was the highest while 'difficult assignment' was the lowest in terms of a stress level. Second, the stress of college life showed a negative correlation with self-efficacy but positive correlation with depression. In addition, a negative correlation was observed between self-efficacy and depression. Third, in the stress of college life, 'academic performance' and 'values' had a positive effect. In self-efficacy, 'academic performance' and 'values' revealed a positive effect while 'confidence' and 'self-regulation' had a negative effect on depression.

Fashion Design of Denim Inspired by the Butterfly Motif -Based on the Concept of Naturalism- (나비 모티브를 응용한 데님 소재 패션디자인 -자연주의 개념을 바탕으로-)

  • Lee Young-Min;Lee Youn-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • 제30권3호
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    • pp.412-424
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    • 2006
  • This paper starts out with a review of the concepts of naturalism and natural clothes. Based on these concepts, the paper aims to create nature-friendly and high-value modem designs by grafting natural images from butterflies into human bodies. The images of butterflies are combined to show distinguished luxury and diversity with natural materials such as denim. As for the design technology, Adove Illustrator 10, Photoshop 7.0, and Prima Vision Textile Design System are used since they are very popular in the CAD system. The followings are the main findings of our research. Naturalism displays its objectivity based on its inherent interest in human nature and its factual description in scientific approaches with an intention to find a true meaning of human life in nature. Natural clothes can be defined as the clothes of natural silhouette which are made of pure materials in natural colors and dyes from natural motifs such as animals, plants or natural phenomena. We have realized that the visually distinguished looks of butterflies are indeed far more luxurious than those of any other insects and this visual distinction can be utilized to attract the attention from designers. Lastly, it turns out that the digital printing technique can create more variety in colors and design forms than the manual printing, thereby providing designers with more options and practicality.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • 제7권
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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