• 제목/요약/키워드: Fashion Model

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백화점 의류매장의 지각된 서비스품질, 관계품질, 충성도와의 관계 (The Relationship Among Relationship Quality, Loyalty for Perceived Service Quality on Department Stores)

  • 박노현;전태유;황애란
    • 한국의류산업학회지
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    • 제9권1호
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    • pp.55-64
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    • 2007
  • In this study, relationship model of relationship quality and loyalty for perceived service quality on department store is proposed and empirically tested. Service quality factors were defined as Tangibles, Reliability, Responsiveness, Assurance, and Empathy. Relationship quality were defined as customers' overall satisfaction and customer trust. A LISREL model was used to develop dimensions of service quality and to investigate the structural relationship among perceived service quality, relationship quality(customer satisfaction and trust) and loyalty on department stores. The empirical results were as follows; First, Tangible, Responsiveness, Assurance and Empathy of service quality factors have a positive effect on customers' overall satisfaction. Second, customers' overall satisfaction have a positive effect on customer trust. Third, relationship quality have a positive effect on loyalty of customer; customers' overall satisfaction and customer trust have a positive effect on loyalty of customer. At the end of this paper, discussion, managerial implications, limitations and future research directions were suggested.

3차원 인체스캔형상을 재현한 3D 아바타 제작을 위한 가상착의 시스템의 활용성 검증 -CLO 3D 프로그램을 중심으로- (Usability verification of virtual clothing system for the production of a 3D avatar reproduced from 3D human body scan shape data - Focusing on the CLO 3D program -)

  • 홍은희
    • 한국의상디자인학회지
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    • 제22권1호
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    • pp.1-13
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    • 2020
  • The purpose of this study is to create a 3D avatar from 3D human body shape data using the CLO 3D virtual clothing program and to verify the feasibility of avatar production using the virtual clothing system for verifying size and shape. The research method was to select one virtual representative model that is the closest to the mean size of each body item for each age group. Using the 3D human body scan shape of a 40-69 years old male was applied to the CLO 3D virtual wearing system. Using the CLO 3D Avatar conversion menu, we verified the feasibility of creating a 3D avatar that reproduces the human body scan shape. In the dimension comparison between the 3D avatar and the fictitious representative model, the dimension difference was noticeable in height, circumference, and length. However, as a result, the converted 3D avatar showed less than a 5% difference in most human dimensions. In addition, since the body shape and posture were reproduced similarly, the utilization of the avatar was verified.

여자 7-18세 3D 모델을 위한 인체 사이즈 스펙 개발 (Size Specifications of Females Aged between 7 and 18 for 3D Body Model Development)

  • 최영림
    • 한국의류산업학회지
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    • 제15권2호
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    • pp.247-255
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    • 2013
  • This study develops size sections and specifications for females 7-18 years old. The specifications will contribute to the development of precise virtual models that represent basic data for the size alteration of 3D virtual models. A total of 33 items from the $5^{th}$ Size Korea data set were adopted and analyzed. Two representative factors (Obesity and Height Factors) were identified through a factor analysis of the 33 items. Waist circumference and stature were selected as representative variables for Obesity and Height Factors, respectively, and conducted cross tabulations between waist circumference and height for the age groups of 7-12 and 13-18 year-olds. Size sections were developed for the development of 3D models based on the results. A regression analysis then developed size specifications for each section with independent variables of waist circumference and height as well as dependent variables of reference body size. Subsequently, Obesity Factors were better explained by waist circumference and Height Factors were better explained by stature. Finally, size specifications for each section were developed.

VMD 방안으로서 패션 일러스트레이션 활용에 관한 연구 - POP 광고를 중심으로 - (A Study on the Application or Fashion Illustration for the VMD Plan - Focusing on POP Advertisement -)

  • 김정민;김순자
    • 복식문화연구
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    • 제12권4호
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    • pp.648-662
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    • 2004
  • These days fashion market is overflown with many brands and their identities are not so clear that the advertisement emphasizing the characteristics of the products don't seem to be adequate in appealing the customers. Therefore it is required that the sensible image advertisement which appeals to the customers by stimulating their feeling and sensitivity to attract customer's interest. At that point, VMD especially of POP advertisement that can be attract direct purchasing plays an important part to build up the accurate image of brand to consumers. Even thought today's individualized consumers take much interested in the fresh and original expressions, the visual expressions of fashion advertisements still focus on using photographs. The most advertisement of photograph has a limit that it shows only an immediate fraction, so it can't present whole image It can deliver more- imaginations and message than photograph if fashion illustration is used in advertisement. Therefore the purpose of this study was to present the application of fashion illustration for the POP advertisement Twelve pieces of fashion illustrations were produced and classified three parts according to their images and expression techniques. Paper sculpture techniques were applied for fashion image expression, for paper is easily meet daily life and ecological materials. For study procedure and contents, the concept and useful functions of fashion illustration and the concept of paper sculpture were examined as a theoretical background, and various uses and techniques of paper sculpture by analysing a number of paper sculpture art works were also studied. Also the concept, roles and functions of POP advertisement were discussed, and then the examples that the fashion illustration applied in the advertisement were analyzed through case study. The theme of my works was jean fashion brand whose brand image is significant, Twelve pieces of fashion illustrations using paper sculpture techniques were produced and various kinds of paper were used in expressing the paper sculpture technique. Each works were cut out the forms and used a pertinent light for making cubic effect shadow when displayed them. In my works Ⅰand Ⅱ, Ⅰ illustrated jeans in two images of sexy and casual, these were created slightly bigger than actual body size in order to attract consumer's gaze at show window or store. In my works Ⅲ, Ⅰ illustrated part or model of a jean product so that it could be used as addition to main display.

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가상세계에서 패션 디자인 비즈니스의 특징 - 세컨드 라이프(second life)를 중심으로 - (Characteristics of Business based on 'Second Life' Simulation Game)

  • 최은영;서동애
    • 한국콘텐츠학회논문지
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    • 제8권12호
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    • pp.198-206
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    • 2008
  • 가상세계에서 패션은 이제 하나의 디자인 장르로 등장하였다. 가상세계 커뮤니티에서 게임자들은 활동을 위한 아바타와 공간을 가지게 되었으며, 이 속에서 생활하는데 필요한 아이템들의 공급이 필요하게 되었다. 2003년 가상현실 게임으로 등장한 세컨드 라이프는 현실세계와 대체가능한 화폐, 개인 참여자들의 아이템 제작 및 판매, 오프라인에 존재하는 다양한 기업들의 참여를 통해 현실세계에서와 같은 비즈니스가 진행되어져 왔다. 특히, 온라인으로 전개되기 어려운 특징을 지닌 패션산업이 디자인은 물론 트렌드를 반영한 제품 제작에서 판매까지 이루어지고 있으며, 개인이 작업 가능한 소프트웨어를 제공하여 사용자들의 콘텐츠 제작 및 활용, 판매가 가능한 장을 열어두고 있다. 본 연구는 현재 가상세계 게임의 선두에 있는 세컨드 라이프를 중심으로 이곳에서 이루어지는 비즈니스에 대한 전반적인 정보와 특히 패션 비즈니스 모델을 중점적으로 소개함으로써 웹 3.0 시대를 위한 비즈니스 모델을 연구하는 기초자료를 제공하고자 하였다. 특히 개인이 개발 가능한 패션 아이템은 가상세계에서 또 다른 패션 비즈니스로 성장하는데 도움이 될 것이다.

현대 패션에 나타난 일본풍 에스닉 룩의 색채 특성 -2004년 S/S부터 2008년 F/W까지- (A Study on the Color Characteristics of Japanese Ethnic Look in Contemporary Fashion)

  • 김지영;김지언
    • 한국의류학회지
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    • 제32권11호
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    • pp.1750-1759
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    • 2008
  • The purpose of this study was to comparatively analyze the color characteristics of the Japanese ethnic look advanced by Japanese and western designers in comparison with the actual traditional colors of Japan. The data determining the traditional colors of Japan was collected through a critical apparatus examination of 250 colors and the color data of what determines Japanese ethnic look was collected through an analysis of the clothing appearing in four fashion collections -Paris, Milan, London, and New York- from the 2004 S/S collections to the 2008 F/W collections. For the analysis of these colors, Photoshop was used with an RGB value measuring under 300dpi resolutions. The RGB values were then converted to H V/C values through Munsell Conversion 8.0.3, and they were analyzed using Munsell's 40 Hue and PCCS. The results of this study are as follows: Japanese designers are expressing their own aesthetic theory by designing fashions in traditionally Japanese hues. However, neutral colors and low-chroma tones appear more often than traditional colors. This study illustrates how these designers use color to reflect their inside ideals being oversensitive traditonal ideals. In contrast, western designers reflect more contemporary trends through the use of hues that more clearly reveal their preconception of the colors of the Orient rather than actual traditional Japanese colors. Moreover, these foreign designers tend to approach fashion design by the means of shape rather than color. Japanese designers systematically analyze and apply their own culture to contemporary fashion design. Their efforts serve as a good reference model for research on traditional culture and fashion design.

패션 컬렉션과 예술에 나타난 허무주의 표현 분석 (Analysis of Expressions on Nietzsche's Nihilism in Fashion Collection & Arts)

  • 이혜원;김민자
    • 복식
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    • 제65권4호
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    • pp.76-90
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    • 2015
  • Based on a concept of Nietzschean nihilism, this study aimed at interpreting the nihilism in arts and its expressions, also analyzing the modern fashion collection from the same angle. The research was centered on arts after 1980, when post-modern formal destruction expanded in earnest and on the fashion collection after the 20th century, easily accessible to data. Particularly, it set 1994 nihilism collection by Alexander McQueen, a representative nihilist fashion designer as a starting point. Nietzsche mentioned that true arts may be achieved when Apollonian characteristics including a bodily sensory system and an idealization process and Dionysian characteristics including every human feeling are integrated. Besides, he emphasized the importance of an artist being represented as an image of ${\ddot{U}}bermensch$. The ${\ddot{U}}bermensch$ image, reflected in arts and artistic nihilism, represents themes of violence/death, realistic/unrealistic expressions, human body/inhuman aversion materials and the transmutation of a form. Fashion collection expressions, owing to the special characteristic of the show form unlike other arts, were segmented as a realistic ${\ddot{U}}bermensch$ image using a model in a theme, expression, material and form. The theme of violence/death was divided into the death of human and a society. Human life/death was expressed as destruction of human weakness and self-identity, sexual objectification and violence, and social death as destruction and conflict of a class, nation, culture and nature. As for the expression, it was divided into the realistic expression of the primitive/natural and directing of an unrealistic atmosphere using a show.

데이타마이닝을 이용(利用)한 CRM 사례연구(事例硏究) - A 패션기업(企業)을 중심(中心)으로 - (A CRM Study on the Using of Data Mining - Focusing on the "A" Fashion Company -)

  • 이유순
    • 패션비즈니스
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    • 제6권5호
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    • pp.136-150
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    • 2002
  • In this study, we proposed a method to be standing customers as the supporting system for the improvement of fashion garment industry which was the marginal growth getting into full maturity of market. As for the customer creation method of Fashion garment company is developing a marketing program to be standing customer as customer scoring to estimate a existing customer‘s buying power, and figure out minimum fixed sales of company to use a future purchasing predict. This study was a result of data from total sixty thousands data to be created for the 11 months from september. 2000 to July. 2001. The data is part of which the company leading the Korean fashion garment industry has a lot of a customer purchasing history data. But this study used only 48,845 refined purchased data to discriminate from sixty thousands data and 21,496 customer case with the exception of overlapping purchased data among of those. The software used to handle sixty thousands data was SAS e-miner. As the analysis process is put in to operation the analysis of the purchasing customer’s profile firstly, and the second come into basket analysis to consider the buying associations for Association goods, the third estimate the customer grade of Customer loyalty by 3 ways of logit regression analysis, decision tree, Artificial Neural Network. The result suggested a method to be estimate the customer loyalty as 3 independent variables, 2 coefficients. The 3 independent variables are total purchasing amount, purchasing items per one purchase, payment amount by one purchasing item. The 2 coefficients are royal and normal for customer segmentation. The result was that this model use a logit regression analysis was valid as the method to be estimate the customer loyalty.

윤리적 패션 소비행동과 영향 요인에 대한 비교문화 연구: 한국과 독일의 소비자를 중심으로 (Cross-Cultural Comparison on Ethical Fashion Consumption Behavior and Related Factors: Focusing on Consumers in South Korea and Germany)

  • 신연욱;고애란
    • Human Ecology Research
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    • 제54권3호
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    • pp.251-262
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    • 2016
  • This study analyzes the relation of the consumption values and ethical fashion consumption behavior as well as other influential factors between Korean and German ethical consumers based on the 'Modified Theory of Planned Behavior.' A survey was conducted on female consumers in their 20s and 30s, who experienced ethical fashion consumption in Seoul and Berlin. A factor analysis, reliability analysis, F -test and multiple regression analysis were performed for model verification. The research results indicated that emotional value (in case of Korea) and functional value out of consumption values (in case of Germany) have significant effects in regards to the influence of consumption values on ethical self-identity. The effects of ethical self-identity on ethical fashion consumption behavior indicated that Korean ethical self-identity influenced the ethical fashion consumption behavior of moderating and simplicity and eco-friendly certification versus local consumption as well as above factors (in case of Germany) explained by ethical self-identity. Both variables had a negative moderating effect in Korea in regards to the moderating effects of social comparison and materialism in the relations of ethical self-identity and ethical fashion consumption behavior; however, only materialism was an influential factor in Germany. The results of the research variables by individualism/collectivism indicated that the horizontal-collectivism group showed the highest ethical self-identity along with the lowest materialism tendency that had a high point of consumption behavior towards local consumption. However, the vertical-individualism group was outstanding. The consumption behavior aimed at moderating and simplicity.

패션 이미지 데이터를 활용한 딥러닝 기반의 의류속성 분류 (Deep learning-based clothing attribute classification using fashion image data)

  • 정혜선;이소영;이충권
    • 스마트미디어저널
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    • 제13권4호
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    • pp.57-64
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    • 2024
  • 패션 이미지에 포함된 소재, 색상, 핏 등의 속성은 소비자가 의류를 구매하는 데 있어서 중요한 요인이다. 그러나 의류 속성을 분류하는 과정은 많은 인력을 필요로 하고, 작업자의 주관적인 판단에 의존하기 때문에 일관성이 떨어진다. 이러한 문제를 완화하기 위해 인공지능을 활용하여 패션 이미지의 의류 속성을 분류하는 연구가 필요하다. 기존 연구에서는 주로 상의 또는 하의 중 하나의 항목에 대한 의류 속성을 분류하는 것에 초점을 두고 있기 때문에 전신 패션 이미지의 경우에는 상의와 하의의 속성을 동시에 파악할 수 없다는 한계가 있었다. 본 연구는 패션 이미지의 상의와 하의를 구분하여 각 항목의 카테고리와 의류 소재의 속성을 분류할 수 있는 딥러닝 모델을 제안한다. 본 연구에서 딥러닝 모델 ResNet과 EfficientNet를 이용하였고, 학습에 활용한 데이터셋은 패션 이미지 1,002,718장과 의류 카테고리와 소재 속성을 포함한 라벨 총 125개를 사용하였다. Weighted F1-Score를 기준으로 ResNet은 0.800, EfficientNet는 0.781로 ResNet이 더 우수한 성능을 보였다.