• Title/Summary/Keyword: Fashion sensibility

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Performance Evaluation of Personalized Textile Sensibility Design Recommendation System based on the Client-Server Model (클라이언트-서버 모델 기반의 개인화 텍스타일 감성 디자인 추천 시스템의 성능 평가)

  • Jung Kyung-Yong;Kim Jong-Hun;Na Young-Joo;Lee Jung-Hyun
    • Journal of KIISE:Computing Practices and Letters
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    • v.11 no.2
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    • pp.112-123
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    • 2005
  • The latest E-commerce sites provide personalized services to maximize user satisfaction for Internet user The collaborative filtering is an algorithm for personalized item real-time recommendation. Various supplementary methods are provided for improving the accuracy of prediction and performance. It is important to consider these two things simultaneously to implement a useful recommendation system. However, established studies on collaborative filtering technique deal only with the matter of accuracy improvement and overlook the matter of performance. This study considers representative attribute-neighborhood, recommendation textile set, and similarity grouping that are expected to improve performance to the recommendation agent system. Ultimately, this paper suggests empirical applications to verify the adequacy and the validity on this system with the development of Fashion Design Recommendation Agent System (FDRAS ).

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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    • v.19 no.11
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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.

The mediating role of visual merchandising consciousness in offline apparel retailing (의류점포유통에서 비주얼머천다이징 의식성의 매개적 역할)

  • Lee, Kyu-Hye;Jang, Jung-Won
    • The Research Journal of the Costume Culture
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    • v.27 no.3
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    • pp.285-297
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    • 2019
  • Retail firms have begun to pursue the marketing strategies, which stimulate consumers' sensibility and lead people to purchase their products. The visible effects of visual merchandising (VM) arouse consumers' interest and play an effective role in having busy people efficiently choose products. Apparel retail stores such as SPA use the offline store to be the experiential environment of their branding. Consumers' sensitivity and response toward various visual merchandising strategies needs to be accessed. The purpose of this study is to identify VM consciousness and VM evaluation attribute factors. Relationship of such variables with other variables were accessed. As consequence variables, product satisfaction and unplanned purchase behavior were included in the study. An empirical survey data was collected from men and women of various ages. Results indicated that VM consciousness and VM evaluation attribute factors were not correlated with consumer demographic variables. VM evaluation attributes were factored into appropriateness, attractiveness and functionality dimensions. Clothing involvement and brand orientation significantly influenced product satisfaction and unplanned purchase. The direct and indirect effect (via VM consciousness) were significant. For unplanned purchase, brand orientation only had indirect effect. The influence of VM evaluation attribute factors were significant. Appropriateness had stronger effect on product satisfaction whereas attractiveness had stronger effect on unplanned behavior. Functionality dimension had only indirect effect on product satisfaction but did not show significant direct and indirect effects on unplanned purchase. This study identified the pivotal role of VM consciousness in various shopping and purchasing circumstances in offline retail store of apparel brands.

A Study about How to Design the Rim of Spectacle Frame - Focused on the DESIGN Method of the Rim - (안경테의 프론트 설계 방법에 대한 연구 - 림(Rim) 설계 방법 중심으로 -)

  • Kang, Min-Soo;Kim, In-Soo
    • Journal of Korean Ophthalmic Optics Society
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    • v.13 no.4
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    • pp.37-42
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    • 2008
  • Purpose: The objective of the study: At present, the spectacles, with its use as a medical aids or a fashion trimming, are recognized as one of the living necessities which can't be separated from human body. One of the features of spectacles is that it must be worn on any part of human body. Such a feature has to be satisfied under the condition an user keeps feeling comfortable with the rim of spectacles worn. In order to ensure meeting this condition, a criterion has to be arranged for the design of the rim of spectacles. In order to manufacture a rim of spectacles which allows an user to secure a comfortable range of vision as well as enhancing the feeling when to be worn, a manufacturing standard has to be established based on optical science. No precise rim of spectacles could be made from the manufacturing method depending on the manufacturer's sensibility. When the rim of spectacles was manufactured according to the incorrect standards, it may cause an user such a fatal result as myopia, hyperopia or astigmatism. Methods: This study focuses on providing a detailed explanation about the design of rim, which is the most important element during designing a rim of spectacles, making use of the optical elements of spectacles, and helping the manufacturers and the people who work in the spectacles-related business understand and recognize what is correct and exact and then leading them to establish a standard in respect to the manufacture and selection of spectacles. Results, Conclusions: Considering the fact there happen many errors in relation with the names of rim stipulated in the provisions of International Standards Organization (ISO), due to wrong interpretation by some of the rim manufacturers, the right interpretation should be given about the bridge which is directly connected to rim, so that the rims of spectacles manufactured in Korea could keep a favorable position in competing with the foreign products of same kinds.

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Characteristic of Film Music by Director Baz Luhrmann : Focusing on the Movies , and (바즈루어만 감독의 영화음악 특징 : 영화 <댄싱히어로>, <로미오와 줄리엣>, <물랑루즈>를 중심으로)

  • Kim, Youn-Sik;Kim, Young-Sam
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.223-230
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    • 2019
  • This paper aims to derive the specificity of film music of Baz Luhrmann, a Hollywood film director, focusing on his representative works such as Dancing Heroes, Romeo and Juliet, and Moulin Rouge. Frist, Dancing Heroes captures various dance music genres through dynamic shooting techniques and shows trendy sensibility by using the main theme song 'Time after Time,' sung by the main character, Tina. Second, Romeo and Juliet, the original work of Shakespeare, keeps thier lines and stories while decorating gorgeous fashion and rock music in jukebox style. Also, it is harmonized with the most modern and trendy MTV-style video. Third, Moulin Rouge presents film music through the 'mix and match' method, which consists of jukebox-type trendy songs containing classical back stage musical and Bollywood musical images. In conclusion, the style of Baz Luhrmann has been reborn as a unique way of directing Buz Luhrmann's film music that it is expressed by connecting various juke box style music with amazing visual effect. Through director's style, it is possible to suggest the direction of various film music to the industries.

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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    • v.7
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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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