Globalization in the 21st century and development in the field of IT have caused rapid change in the practical site of fashion industry. Therefore, as colleges aim to produce professional technicians and experts in the applicable fields, they are strengthening professionalism and practicality more than ever before that can respond to the practical situation. In addition, owing to the reduction of population of academic students, colleges would search for specialty and structural innovation with the serious desire to establish new structural system to produce talented persons. Purpose of this study is to strengthen competition of colleges voluntarily, specialize themselves and maximize mutual benefit through cooperative relation with industrial businesses. Thus, this study would compare, analyze and investigate the curriculums of fashion designs in colleges for the plan of curriculum applicable for the industrial changes and corresponding business demand. Considering the result of questionnaires of industrial businesses, most of them would prefer the curriculum for 3 years to that for 2 years. Nowadays industrial businesses will require computerization ability much more than ever before besides the professional knowledge and technology in the field of fashion and it is also showed that education of personality in colleges would be considered to be important for the performance of the vocational duty. Especially, specialty and progressive participation in the curriculum would be strengthened during the education process of colleges. This study will be used for the establishment of specialty of colleges and development of curriculum of them.
The purpose of this study is to understand the concept of zero-waste design and to apply Sophia Vyzoviti's folding techniques to develop a zero-waste fashion design method that contributes to sustainable fashion design. In this study, we explore the method and characteristics of zero-waste fashion design based on the concept of folding described in Sophia Vyzoviti's book on folding techniques. Using the autonomy of Sophia Vyzoviti's folding technique, four changeable folding fashion designs were developed and produced, demonstrating zero-waste fashion design. The results were as follows. First, the development of fashion designs using Sophia Vyzoviti's folding techniques enabled the development and production of free and creative zero-waste fashion designs that were three-dimensional, continuous, fluid, and full of potential. Second, the production of zero-waste patterns was further developed into a transformable fashion design that can be used with geometric patterns. These folding techniques produced a fashion design method that could transform one piece of clothing, demonstration the potential for maintenance of creativity using a zero-waste design based on these folding techniques. Third, the double-faced fabric, Neoprene, was chosen as an appropriate material as it emphasizes the depth of folding with application of two colors and its cotton/polyester blend that is suitable for folding.
This study proposes a design process for an upper limb assistive wearable soft robot that will enable the development of a clothing product for an upper limb assistive soft robot. A soft robot made of a flexible and soft material that compensates for the shortcomings of existing upper limb muscle strength assistive devices is being developed. Consequently, a clothing process of the upper limb assistive soft robot is required to increase the possibility of wearing such a device. The design process of the upper limb auxiliary soft robot is presented as follows. User analysis and required performance deduction-Soft robot design-upper limb assistive wearable soft robot prototype design and production-evaluation. After designing the clothing according to the design process, the design was revised and supplemented repeatedly according to the results of the clothing evaluation. In the post-production evaluation stage, the first and second prototypes were attached to actual subjects, and the second prototype showed better results. The developed soft robot evaluated if the functionality as a clothing function and the functionality as the utility of the device were harmonized. The convergence study utilized a process of reducing friction conducted through an understanding and cooperation between research fields. The results of this study can be used as basic data to establish the direction of prototype development in fusion research.
Kim, Min-Ja;Lim, Ji-Ah;Yi, Jae-Yoon;Choi, Kyung-Hee
International Journal of Costume and Fashion
/
제6권2호
/
pp.11-27
/
2006
The purpose of this study is to develop highly valued fashion cultural items using Korean face and human images to enhance global competition. The methods of this study include: historical study on the face/human images which appear on the dress; design by stage according to Lamb & Kallal's apparel design process; development of products using digital textile printing technology; and case study by objective evaluation through Grant's alpha-beta model. The procedure and the results of this study are as follows: First, in the problem identification stage, the need to develop fashion cultural products of Korean face/human images which are symbolic, aesthetic, and functional was recognized in order to enhance global competition. Second, in the preliminary idea stage, the fashion cultural products and the components that meet the above 3 standards for design were determined and first design was drawn up. The source of the design was extrapolated from face/human images, which appeared on the murals of the ancient Korea, the portraits and custom paintings from the Chosun Dynasty. From these images, a total of 7 design series of T-shirts with an "ULGUL" logo, scarves, and artwalls were developed using "obangsaek" which are five Korean traditional colors including red, blue, black. white, and yellow on cottons and silks. Third, in the design refinement stage, based on the preference survey, more varying design methods were used to develop 25 new designs. Fourth, in prototype development stage, based on the preference survey conducted on fashion professionals and general public from the previous stage, which showed preference for T-shirts and scarves, 3 designs on T-shirts and 2 designs on scarves were printed and produced using the DTP (Digital Textile Printing). Fifth, in the evaluation stage, Grant's alpha-beta model was used to perform comparative evaluation on the symbolic, aesthetic, and functional criteria of the new designs over the existing ones. The new designs received excellent results in all three criteria and a special recognition was given to symbolism of the new designs.
In this study, the purpose of the research is to present a cooperative convergence education Capstone design operational model that can promote community relations by spreading excellent practices through governmental, academic, and civil cooperation, ultimately contributing to the development of systematic plans among cooperative groups for successful promotion, and the production high effects in the fashion sector. The case study presented a new model that combines convergence in interdisciplinary studies, focusing on the case study of the "Fashion Capstone Design" textbook. The characteristics of the proposed model suggested three types of convergence- the convergence of government, academia and private cooperation, and the convergence of academic and civil organizations, depending on their role. The proposed educational model has the advantage of complementing and dealing with the difficulties presented by interdisciplinary education. It also has the effect of activating community linkages with colleges in the community. In addition, the effectiveness of community colleges and community links can be optimized. Through the example of this study, we look forward to being used as a references for a variety of cooperative convergence education capstone design projects.
This study aimed to develop fashion designs by applying the PO (Provocative Operation) method as a 3D virtual clothing program and to derive the PO application method in fashion design. The first T-shirt design was presented as an existing thinking method, and the second design was developed by applying escape, reversal, exaggeration, distortion, and hopeful thinking techniques, which are techniques for 'provocation' of the PO method, to the first design. Thus, 18 T-shirt designs were developed as 3D virtual clothing, with 3 sets of 6 designs, including the 1st and 2nd designs. The method of using the 'provocation' techniques of the PO method in the development of fashion design derived from this was as follows. First, the 'escape' technique was designed in such a way that a part of the detail or structure was deleted, or a part of the structure or expression element of another item was applied. Second, the 'inversion' technique was expressed by inverting the position or shape of a detail or structure up, down, left, and right; fitting the structural detail or reversing the shape; or converting the structure and form. Third, the 'exaggeration' technique exaggerated the size, length, and volume of a structure's form or detail. Fourth, the 'distortion' technique was expressed as a distortion of lines or shapes or a visual distortion using the Trompe l'oeil technique. Fifth, the 'hopeful thinking' technique was developed and expressed from the idea of an hypothetical 'if' it was absurd, irrational, and unrealistic.
The fashion industry that perceived the severity of environmental pollution, has sought various methods of sustainable fashion. However, most of the businesses paid attention to the development of materials using industrial waste, or vegan material. Thus, this study aims to present the methods for improvement in creativity for inversely developing the design from patterns and present new approaches by applying the contrarian development of proto to class under the limited condition of material concerning general design, selection of material, and production of sample. In the case of three student teams enrolled in the first semester of the second year, the fabric and used clothing donated by industry were used as material. The whole cut for cutting a single fabric in connected state, and Zero Wastes Design within a rectangular frame of fabric, upcycling of used clothes, and cutting out of Geometric Form are suggested. The team(A) produced a zero-wastes coat and whole-cut Pancho that could be variously represented. The team(B) produced two kinds of asymmetric dress by utilizing used check-patterned shirts through upcycling. The team(C) utilized the fabric in geometric forms such as rectangle, trapezoid, and atypical figure by drawing design within donated fabrics. The items were a dress, blouse, and skirt. Consequently, an opportunity for both academia and industry to present more concrete methods for sustainable fashion and deeply perceive the sustainable fashion is presented along with novel methods for creation by carrying out the composition of pattern and design at the same time.
This study aimed to develop a modern textile design based on the formability of Frank Stella's paintings and to develop and present a fashion design that combines modern sensibility as a 3D virtual clothing program. The formative characteristics of Frank Stella's work were 'unity due to regular stripes', 'asymmetry due to geometric surface division', and 'decorabilitydue to colorful use'. Based on this, costume patterns and textiles based on Frank Stella's paintings were developed and six 3D virtual fashion design works were produced. The conclusion was as follows. First, it was confirmed that Frank Stella's work has a very wide range of applications to fashion products as abstract expression and minimal simplicity coexist visually. Second, various colors and forms of Frank Stella's paintings could be developed using textiles with visual formability, and originality as a fashion work applied with paintings could be maximized. Third, the development of 3D fashion using virtual programs had the ease of time efficiency, cost reduction, and spatiotemporal expansion of work processing compared to the actual costume production process. In addition, the simulation of 3D virtual wear made it easy to modify and recover the position of the textile to be applied to the costume and create a new design in the process of transforming the position of various textiles. It is expected that this study results will be used as basic data for the future conversion content industry in the painting and fashion industries.
The purpose of this thesis is to study how Physical Distortion has been developed on the fashion from a surrealistic point of view and how it could be contributed to development of clothing design. This body distortion phenomenon has been started from primitivism times and it is still going on with various ways. Each era's distortion has been changed due to social cultural and environment matters. Especially influences of surrealism on the 20th century art transcended the limit of thought. Since appearance of surrealism 21th century fashion design has been opened up for new possibilities. There are no stereotypes no boundaries and our society is getting increasingly diversified. People in those society is longing to have another esthetic requirements. Also surrealistic physical distortion in the contemporary fashion has been produced unique design with new technology and new material. Physical distortion in fashion possess an infinite possibilities that could concoct the most amazing clothes. Also it has another strong potential that conducting us the way to produce design in novel ways. There is no doubt that surrealistic physical distortion in the contemporary fashion is absolute necessity to continue on evolution of clothing design.
This study analyzed the process of development and verification of standards through the competency analysis of fashion accessories products in the development of 'National Competency Standards'(NCS), which was carried out in 2013 for the fashion industry. The NCS for fashion accessories production was developed through three Focus Group Interviews (FGIs) and fashion accessories production was defined as "the process of design, development and manufacture intended to produce items that improve the degree of completion of fashion products that are produced from textile fabric, knitted fabric, leather and other materials such as bags, belts, hats, gloves, scarves, neckties and socks with the exception of clothes". The competency unit for fashion accessories production was analyzed in 11 categories: development of design; development of materials; production of prototype samples; calculation of cost; determination of mass production model and price; planning of main manufacture process; ordering of materials; planning for mass production; preparation for mass production; mass production; and inspection of completed products, and the verification was carried out on development outcomes through a survey carried out of on-site personnel. This study recommends the following direction for future improvements based on an analysis of the development process of the NCS for fashion accessories production. First, future development of standards should first provide a rational category system for each area of fashion good production based on the production process, which should be followed by a detailed competency survey. Second, in order to ensure a more efficient verification survey, an expert for each competency unit should be designated for the develop standard to induce a more sincere response. Also the questionnaire should require supplementation in order to collect the various additional opinions of experts of the field. Finally, this study concludes that it is urgent to procure an education infrastructure and specialized professors in order to apply the competency standard for fashion accessories production to the education sector. This study also concludes that the government will be required to provide systematic and consistent support aimed at supplementing development and forming a firm collaborative working environment for the industry and academia in order to improve the current education environment and build a more field-oriented education environment.
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