• Title/Summary/Keyword: Fashion mobile applications

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Production of Digital Fashion Contents based on Augmented Reality Using CLO 3D and Vuforia (CLO 3D와 Vuforia를 활용한 증강현실 기반 디지털 패션 콘텐츠 제작)

  • Kang, Tae-Seok;Lee, Dong-Yeon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.21-29
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    • 2020
  • This study defines the pipeline for digital fashion contents production using CLO 3D, a 3D fashion design software that supports virtual clothing visualization as a cutting-edge simulation technology for fashion, and vuforia, a mobile platform augmented reality (AR) development kit for creating AR applications. The proposed production pipeline is organized in a method to produce a virtual clothing model through CLO 3D software through works of patterns, sewing lines, textures, etc., and AR contents based on computer vision techniques using the functions and properties of vuforia development kits in the Unity engine development environment. In addition, we present application method that can be practically utilized from the perspective of practical users, such as fashion designers and directors, by creating a new type of AR digital fashion contents directly as a flow of the defined production pipeline.

Use of Emoji as a Marketing Tool: An Exploratory Content Analysis

  • Mathews, Stanley;Lee, Seung-Eun
    • Fashion, Industry and Education
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    • v.16 no.1
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    • pp.46-55
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    • 2018
  • The purpose of this exploratory study was to enhance the understanding of how brands tilize emojis in their marketing practices. A content analysis was conducted utilizing Google News as a search tool to access articles containing information pertaining to the use of emojis by brands. The combination of keywords used for the search were "emoji", "business", and "marketing". The search was narrowed down to the period of January $1^{st}$, 2014 - November $29^{th}$, 2017. This method generated a total of 604 trade publications with 55 of them providing information pertaining to specific brands and their use of emojis in their marketing strategies. A content analysis of trade publications has revealed that a variety of marketers have utilized emojis in their brand marketing practices. The entertainment, service, and food/drink industries have predominantly utilized emojis in their marketing practices, and their primary purpose for using emojis was to increase consumer engagement. Brands applied most of these emoji marketing strategies to an online or digital setting, whether it was social media pages, mobile applications, or any other form of computer-based marketing. Although there are limitations to this exploratory research in terms of its methodology, the findings of this study provide interesting insights into the potential of emojis as a marketing tool.

Study on the Recognition Rate of Printed QR Codes by Digital Transfer Textile Printing -Focused on Changes in the Fineness and Color of Filament Textile- (디지털 전사날염으로 프린트 된 QR코드의 인식률 연구 -필라멘트 직물의 섬도와 색의 변화를 중심으로-)

  • Park, Suhrin;Kim, Jongjun
    • Journal of Fashion Business
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    • v.20 no.4
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    • pp.50-71
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    • 2016
  • This study analyzed the recognition rate of QR codes printed by digital transfer textile printing for mobile application. The purpose was to identify conditions that increase recognition rates of QR codes printed on textile, in order to increase utility of QR codes in the textile and fashion industries. The study focused on differences in the color of the QR codes and denier, which is a unit of textile fineness measurement, of the textile on which the QR codes were printed. And the recognition rates of QR codes according to the color and denier were analyzed. According to the result of this study, the colors of QR codes had an effect on the recognition of the codes by mobile applications. Specifically, strong contrast, i.e., bright background and relatively dark module, increased the recognition rate of the QR codes. Digital transfer textile printing tend to change the hue of red and yellow and increase brightness, and change in the printed colors also had an effect on the recognition rate of QR codes. There was a clear difference in the color and recognition rate of the printed QR code according to the denier of the textile, and this suggests denier has an effect on the recognition rate. The findings in this study can provide basic data for future research on QR codes digital printed on textile.

A study on Factors that Influence the Usage of Mobile Apps - Based on Flow Theory and Unified Theory of Acceptance and Use of Technology - (모바일 앱 이용에 영향을 미치는 요인 : - 플로우 이론과 통합기술수용모형을 바탕으로 -)

  • Kim, Young-Chae;Jeong, Seung Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.4
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    • pp.73-84
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    • 2013
  • This study, based on flow theory and unified theory of acceptance and use of technology (UTAUT), examines various factors that influence the continuous use of mobile applications, particularly those providing users with satisfaction and pleasure as well as useful information. This study extends the previous studies that have been based on technology acceptance model, in which usefulness and ease of use are key determinants of use of new technology, by introducing flow theory in explaining the use of various technologies in mobile environment. For this purpose, this study employes a survey based field study and collects data from individuals who use fashion mobile apps since these are considered to provide fun and pleasures. This study finds that flow theory is a proper framework to understand the use of mobile technology, indicating flow experience is an important variable to determine the usage of fashion apps. In addition, performance expectation, effort expectation, social influence, and facilitation condition are found to be significant in influencing use of mobile apps, suggesting UTAUT still plays an important role in understanding the use of mobile technology.

Scalability Analysis of Cost Essence for a HA entity in Diff-FH NEMO Scheme

  • Hussein, Loay F.;Abass, Islam Abdalla Mohamed;Aissa, Anis Ben
    • International Journal of Computer Science & Network Security
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    • v.22 no.3
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    • pp.236-244
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    • 2022
  • Network Mobility Basic Support (NEMO BS) protocol has been accredited and approved by Internet Engineering Task Force (IETF) working group for mobility of sub-networks. Trains, aircrafts and buses are three examples of typical applications for this protocol. The NEMO BS protocol was designed to offer Internet access for a group of passengers in a roaming vehicle in an adequate fashion. Furthermore, in NEMO BS protocol, specific gateways referred to Mobile Routers (MRs) are responsible for carrying out the mobility management operations. Unfortunately, the main limitations of this basic solution are pinball suboptimal routing, excessive signaling cost, scalability, packet delivery overhead and handoff latency. In order to tackle shortcomings of triangular routing and Quality of Service (QoS) deterioration, the proposed scheme (Diff-FH NEMO) has previously evolved for end-users in moving network. In this sense, the article focuses on an exhaustive analytic evaluation at Home Agent (HA) entity of the proposed solutions. An investigation has been conducted on the signaling costs to assess the performance of the proposed scheme (Diff-FH NEMO) in comparison with the standard NEMO BS protocol and MIPv6 based Route Optimization (MIRON) scheme. The obtained results demonstrate that, the proposed scheme (Diff-FH NEMO) significantly improves the signaling cost at the HA entity in terms of the subnet residence time, number of mobile nodes, the number of DMRs, the number of LFNs and the number of CNs.

Grouping-based 3D Animation Data Compression Method (군집화 기반 3차원 애니메이션 데이터 압축 기법)

  • Choi, Young-Jin;Yeo, Du-Hwan;Klm, Hyung-Seok;Kim, Jee-In
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.461-468
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    • 2008
  • The needs for visualizing interactive multimedia contents on portable devices with realistic three dimensional shapes are increasing as new ubiquitous services are coming into reality. Especially in digital fashion applications with virtual reality technologies for clothes of various forms on different avatars, it is required to provide very high quality visual models over mobile networks. Due to limited network bandwidths and memory spaces of portable devices, it is very difficult to transmit visual data effectively and render realistic appearance of three dimensional images. In this thesis, we propose a compression method to reduce three dimensional data for digital fashion applications. The three dimensional model includes animation of avatar which require very large amounts of data over time. Our proposed method utilizes temporal and spatial coherence of animation data, to reduce the amount. By grouping vertices from three dimensional models, the entire animation is represented by a movement path of a few representative vertices. The existing three dimensional model compression approaches can get benefits from the proposed method by reducing the compression sources through grouping. We expect that the proposed method to be applied not only to three dimensional garment animations but also to generic deformable objects.

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Design and Implementation of Vocal Interface-Inventory Management System (음성 인터페이스 기반의 재고 관리 시스템의 설계 및 구현)

  • Park Se Jin;Kwon Chul Hong
    • Proceedings of the KSPS conference
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    • 2002.11a
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    • pp.119-122
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    • 2002
  • This paper focuses on building up a database of commercial stocks using XML syntax and looks into a way of building up a system with the combination of XML and XSLT that provides connectivity to client-server databases through vocal means. The use of XSLT has several advantages. Most importantly, it can transform a type of data into different formats. A vocal interface minimizes some space and time limits imposed on users outside premises when they need an instant connection to their database. In this fashion, the users can check information on stock lists without being pressurized by certain limits. PC, PDAs and cellular phones are some examples of mobile connection. The use of VoiceXML creates vocal applications. In VoiceXML servies, users can gain immediate access to data upon the input of their voices and the DTMF signals of the telephone.

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Caching and Concurrency Control in a Mobile Client/Sever Computing Environment (이동 클라이언트/서버 컴퓨팅환경에서의 캐싱 및 동시성 제어)

  • Lee, Sang-Geun;Hwang, Jong-Seon;Lee, Won-Gyu;Yu, Heon-Chang
    • Journal of KIISE:Software and Applications
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    • v.26 no.8
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    • pp.974-987
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    • 1999
  • 이동 컴퓨팅 환경에서 자주 접근하는 데이터에 대한 캐싱은 무선 채널의 좁은 대역폭에서 경쟁을 줄일 수 있는 유용한 기술이다. 그러나, 트랜잭션 캐시 일관성을 지원하는 전통적인 클라이언트/서버 전략은 클라이언트와 서버간에 많은 양의 통신을 필요로 하기 때문에 이동 클라이언트/서버 컴퓨팅 환경에서는 적절하지 않다. 본 논문에서는 브로드캐스트-기반 캐시 무효화 정책을 사용하면서 트랜잭션 캐시 일관성을 지원하는 OCC-UTS (Optimistic Concurrency Control with Update TimeStamp) 프로토콜을 제안한다. 접근한 데이터에 대한 일관성 검사 및 완료 프로토콜은 캐시 무효화 과정의 내부 과정으로 완전 분산 형태로 효율적으로 구현되며, 일관성 체크의 대부분이 이동 클라이언트에서 수행된다. 또한, 분석 모델에 기반한 성능 비교를 통해, 본 논문에서 제안하는 OCC-UTS 프로토콜이 다른 경쟁 프로토콜보다 높은 트랜잭션 처리율을 얻으며, 데이터 항목을 자주 접근하면 할수록 지역 캐시를 사용하는 OCC-UTS 프로토콜이 더 효율적임을 보인다. 이동 클라이언트의 접속 단절에 대해서는 무효화 브로드캐스트 윈도우를 크게 하여 접속 단절에 적절히 대처할 수 있다.Abstract In a mobile computing environment, caching of frequently accessed data has been shown to be a useful technique for reducing contention on the narrow bandwidth of the wireless channels. However, the traditional client/server strategies for supporting transactional cache consistency that require extensive communications between a client and a server are not appropriate in a mobile client/server computing environment. In this paper, we propose a new protocol, called OCC-UTS (Optimisitic Concurrency Control with Update TimeStamp), to support transactional cache consistency in a mobile client/server computing environment by utilizing the broadcast-based solutions for the problem of invalidating caches. The consistency check on accessed data and the commitment protocol are implemented in a truly distributed fashion as an integral part of cache invalidation process, with most burden of consistency check being downloaded to mobile clients. Also, our experiments based on an analytical model substantiate the basic idea and study the performance characteristics. Experimental results show that OCC-UTS protocol without local cache outperforms other competitor protocol, and the more frequent a mobile client accesses data items the more efficient OCC-UTS protocol with local cache is. With respect to disconnection, the tolerance to disconnection is improved if the invalidation broadcast window size is extended.

A Study on the Decision and Selection of the Star Contents in the Convergence Era (융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구)

  • Rim, Myung-Hwan;Park, Yong-Jae;Heo, Pil-Sun
    • Journal of Information Technology Applications and Management
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    • v.18 no.2
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    • pp.1-21
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    • 2011
  • In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.

The Application of the Theory of Planned Behavior to Transnational Consumption Behaviors: Focused on Cross-Border Online Shopping (합리적 행동이론을 적용한 초국가적 소비행동에 관한 연구: 해외직구를 중심으로)

  • Seo, Min Jeong;Jeong, Yu-Jin
    • Human Ecology Research
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    • v.56 no.2
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    • pp.109-122
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    • 2018
  • Cross-border online shopping is an example of non-mobile transnational consumption behavior that has become more popular over the last decade due to the development of technology and transportation. Based on the Theory of Reasoned Action(TRA), this study proposed and tested the hypothesized model that would explain the relationships among consumption beliefs, attitudes toward cross-border online shopping, subjective norms, and purchase intention. Consumption beliefs were measured by global consumption orientation, consumer orientation, and global brand beliefs. In addition, subjective norms included two types: online and offline norms. Descriptive statistics and path analysis were employed for the analysis of the dataset of 174 participants. As a result, the hypothesized model was generally supported. Consistent with the hypothesis, global consumption orientation and global brand beliefs were positively related to positive attitudes toward cross-border online shopping but negatively associated with consumer ethnocentrism. Offline subjective norms positively predicted both the attitudes and purchase intention whereas online subjective norms only predicted purchase intention. The results reflected that TRA was applicable to the intention of cross-border online shopping in a current on-line shopping context. We also discussed the practical applications and limitations of the study.