The purpose of the study was to analyze the work clothes' clothing comfort and wearer mobility of painting workers with the consideration of the work environment features in the machine and shipbuilding industries in South Korea. A questionnaire survey was conducted for the study, which consisted of questions on the clothing comfort and wearer mobility aspects of painting work clothes by clothes types and body parts. The work clothes' clothing comfort and wearer mobility levels were scaled in 5 points i.e. 1(: very tight/very uncomfortable) to 5(: very slack/very comfortable). The painting work environmental hazardous features were considered as high impact levels of workplace temperature, oxygen deficiency, organic solvent, toxic gas factors while metal fragment factor only impacts 'low' in the painting processes with the findings throughout this study. Since the painting work consisted of surface washing and the spray and touch-up painting processes, which was carried out in an outdoor work place, the painting work clothes should meet high performance of waterproofing from the painting material and air permeability specially in summer as well as thermal performance in winter. The subjects painting workers' assessment of the existing work clothes' clothing oppression was in the levels between 3 (i.e. moderate) and 4 (i.e. comfortable) in a range of 1 to 5 points. The existing painting work clothes' wearer mobility was evaluated 'very uncomfortable' in all work clothes parts, especially, armhole length, biacromial breadth, sleeve length of the jumper; and body rise, waist, hip, thigh and knee circumferences of the pants.
This study intended to propose a guideline designed to secure safety by developing a functional color design for the color of the ordinary working clothes worn in the actual industrial settings of the machine industry in national industrial complexes in Korea. For this, a total of 6 sets of actual working clothes were produced for test, using 2-color arrangements with blue, of varying brightness and chroma for top and bottom, in relation to the visibility proven in preceding studies and evaluated in the machine industry. Blue was suggested the best proper color for machine industry by previous studies. For the material of working clothes, a total of 111 swatches were collected from the Dongdaemoon Fabric Market, and they were analyzed for color values. A total of 6 materials were used to produce working clothes for testing, which represented high brightness, medium brightness, low brightness, high chroma, medium chroma, and low chroma. Clothes were tried at the industrial settings for machine industry in a national industrial complex located in Gyeongsangnam-do and the expert satisfaction evaluation was performed based on items related with safety. As a result, higher satisfaction was shown when the brightness difference of top and bottom clothes was greater, and for chroma, relatively higher satisfaction appeared when the chroma of both top and bottom clothes was high. To secure satisfaction for both brightness and chroma, it is possible to deduce that the 2-color arrangement using the strong tone with high brightness and high chroma and the dark tone with somewhat low brightness and high chroma would be effective. Top and bottom clothes in the same color with high chroma had high visibility but had somewhat low evaluation for harmonious arrangements. This indicated that the arrangement of vivid colors for top-bottom clothes is inappropriate.
It is essential to consider the heavy industrial working environment factors which are regarded as harmful to workers' health and safety and suitable work motion factors for the workers' motion while developing the work clothes for painting workers in the machinery and shipbuilding industries. This study suggests the use of 3D virtual clothing simulations as a solution to protect the human body from hazardous working conditions accompanying the development of painting work clothes and assessing the work motion performance associated with the comfort while workers wear them during the work clothes. The initial aim of the study is to examine a male avatar to run work motions simultaneously within a 3D virtual clothing simulator, secondly, to present the simulation images of coverall type men's painting work clothes with the application of two experimental painting work motions and one control motion to the avatar, and finally, to present the distance analysis images of the painting work clothes and the avatar body and air gap rates through the analysis of cross-sections of the avatar body while wearing the coverall work clothes according to the work motions. The results showed that the distance degree of painting work clothes to the avatar body for each part of the human body when performing painting work motions. Moreover, 3D virtual clothing simulations enabled the creation of a male model avatar to run painting work motions together and the painting work clothes developed were found to be suitable for the painting work motions.
To investigate the actual distribution condition and clothing construction factors of the working clothes supplied to the Changwon national industrial complex, 5 major companies in machinery, automotive, industrial engineering, shipbuilding and rolling stock in the industrial complex located in Gyeongsangnam-Do were selected. The questionnaire designed for the research consisted of working clothes distribution policies in manufacturing industry and the actual conditions of the design facts, repair and maintenance of the working clothes, etc. The analysis of the clothing construction factors of the working clothes provided by 5 respondent companies were conducted in parallel. The results derived from the study were as follows: The basic types of working clothes were the blouson jacket and straight pants; safety equipments for manufacture were safety helmets, gloves, snickers, goggles, masks, ear caps, wristlets, leggings, apron, etc. The size-charts adopted by the participant companies were the small-medium-large and cm/inch measurement size systems. To solve wearer's dissatisfaction with the garment fit, certain clothing construction factors were used, e.g. strap bands and the elastic band on a waist band. The types of fabrics used for the working clothes were mainly polyester/cotton and polyester/rayon blended ones. Moreover, to provide with more air permeability to wearers, the warp knit material was used to construct the lining and the armpit or back bodice slits. Lock, two-thread chain, safety, overedge stitches were applied with flat, lap felled, French, superimposed, lapped, bound and edge finishing seams to construct the working clothes selected.
The main current of ancient Korean thought is based on Yuk(易) : which solves the principle of creation of universe letter(文字) which is the principle of geometry and three elements thought of circle square . It's related to the creation principle of the universe and regarded as a sign that demons-trates shows the way to read the mathematical principle. The original form of Korean clothes(Han-Bock, 韓服) is represents the structure of hu-man body which reflects a small universe. So a good structure and meaning of the human body is well read in the formation of Korean clothes(Han-Bock, 韓服) and that is a good symbolization of the clothes(Han-Bock, 韓服) as the space of small universe. The good formation of Korean clothes(Han-Bock, 韓服) could be shown by cutting out straight bending twisting and turning each straitly cutting piece is applied to its trans-tormation. Geametical formation with obvious sym-metric dividing of front-back left-right and top-bottom is well shown in Korean clothes by twisting Yuk(易) or m bius strips. So we can find out whole formation by representing only either 'front and back' or 'left and right' and also sa-pok(사폭) of man's trousers seop(섶) of jeo-go-ri(short jacket 저고리) kyut-ma-gi(곁마기) of Sam-hwai-jang jeo-go-ri (삼회장 저고리), mu(무) of jig-ryung(straight collar and long and wide sleeved robe, 直領) trouser wide and ga-rae-ba-dae(가래바대) of dan-cok-kok(woman's under trousers). The formation line of Korean clothes(Han-Bock, 韓服) is based on theprinciple of unlimited m bius strips by twisting of turning direction from universal principle and original basic form is not changd even by turning in-side out. Unity of the whole and part in Korean clothes(Han-Bock, 韓服) could be found in nonorientable thought(非始原思想) which represents the unity and dependence kil(길) of jeo-go-ri(short jacket, 저고리) and po(long and wide sleeved robe, 袍). Selva-gewise(식서방향) of sleeves and seam of out-side of kil(길) and outside of seop(섶) are directed to outside of seop(섶) inside of seop(섶) is to kil and direction of inseam of kheut-dong(끝동) and kyut-ma-gi(곁마기) is directed to sleeves. Korean clothes(Han-Bock, 韓服) is usually made by cutting fabric for several parts and sewing them and the way to make Korean clothes is deeply related to the theory of chon-pu-kyung jong-il and il-seok -sam-geuk. As the development of men's consciousness is pro-gressed from total separation to separation and superseparation. Sewing process of korean clothes(Han-Bock, 韓服) can be make single dimension to double or triple dimension of korean clothes(Han-Bock, 韓服) silhoutte bacause it can be include principle of topology as noneuclity.
This study shows that clothes to be just the same as the real thing can be Produced through the third dimension computer graphics, and then presents that not only the area of fashion design can be expanded in the virtual reality field by doing the simulation of the fashion show, but also the information can be made the real time public ownership and the communication can be fulfilled smoothly. In this study, analyzing the third dimension computer graphic programs to be used much at present, Alias Wavefront Company's Maya software which was the most effective in the clothes simulation and the clothes CAD SGS OptiTex 8.7 which went well substitutive for it were used of them. The conclusions of this study that got through the work manufacture are as follows: The first, if the file manufacturing in the clothes CAD by using the computer was stored, the pattern used 3D simulation was available because it could be summoned in 3D software. The second, if the data of DXF form in Maya program was summoned, they could not be applied by Maya Cloth supported in Nurbs only because they were recognized as the DXF_layer. So the curve along the outer lines of the pattern was drawn and Maya Cloth was applied to be possible to get the natural silhouette of clothes. The third, when the clothes were manufactured by 3D, if the draping character was applied according to the textile special quality, not only the control of textile's thickness, weight, quality feeling, and silhouette was available, but also the clothes were available to graft the special textile materials. The fourth, the natural motion of model was produced by capturing the actual model's walking action In order to produce the fashion show motion and also the dynamic fashion show was available by the angle of camera, the establishment of lighting, and etc. in the final rendering. The clothes manufactured by 3D are available to change the design by changing the materials, or by adding the details, or by utilizing the special materials on clothes. Therefore, the trial and error following at the clothes manufacture can be reduced. But the elevation of the rendering speed, the price down, the strengthening of personal security, and etc. are required.
In KOREA, the history of weaving is so long even in prinitive, there are the traces of fabric emmision using Spindle already in the Neolithic age. And coming up to the period of Three States, becoming active of cultivation of fibers, it can be known the variety of kinds and the production of fine products by improvement of new method of weaving using weaving machine. In the period of shilla state, there is a record of making the fine fabrics with 28 bracts. But wearing of silks fabrics was limitted for only the nobility and common people were wearing native thick hemp clothes. Also in the period of Korea state, they were wearing the hemp clothes by cultivation of hemp. The good quality products were worn by the King or the nobility and women in KOREA made their best with whole efforts to pay to the authorities with woven products of hemp clothes, so in the 14th year of King Chung- Ryul, King prohibited the presentation of fine hemp clothes by his order. By the end of KOREA state, before the production, common people was mainly wearing the hemp clothes. Coming up to the Kingdom of Chosun the sericulture was promoted by establishment of the sericulture encouraging low. Therefore the working hours of women were highly increased. The products of Song-do, Chin-ju for cotton clothes, those of Han-san-the same now as in old times-for ramie clothes, those of Han-Kyung province and An-dong for hemp fabrics were estimated as the best qualities. And the hemp clothes of Kang-won province is not so fine but is very useful and famous for mourning clothes and summer clothes for the farmer. It is true that our history of weaving was begun with hemp as a continous and precious friend of common people during all the historical periods-even though for a while it went backward because of chinese silks.
Journal of the Korean Society of Clothing and Textiles
/
v.35
no.11
/
pp.1309-1321
/
2011
Clothes for a 3 to 6 year-old toddler should be made in consideration of their behavioral characteristics since it is when the physical ability of toddlers has rapidly developed and their social, emotional, and cognitive development are increasingly active. Indoor clothes are the item that consumers prefer because they provide the function of outside underwear when functioning as outerwear when indoors that is used frequently for toddlers. We analyzed the wearing condition and the uncomfortable aspects of toddler's clothes worn indoors through consumer surveys of toddler wear. This study gathers data for the development of indoor clothing that is useful for 3-6 year old toddlers. Consumer surveys indicate that the clothes most worn indoors were underwear (69.4%). The most important aspect in the selection of indoor clothes was the suitability for activities (29%). The preferred colors for indoor clothes were found to be pastel-tone colors (66%). Regarding the uncomfortable aspects of indoor clothes, knees of the clothes (36.8%) have the most naps and the breast of the clothes (37.8%) dirty quickly. Knee parts (35.4%) become worn easily; in addition, the material for the knee area is likely to have naps and require special functions. In conclusion, designing toddler clothing requires elaborated design techniques that consider the characteristics of the subject group and reduce inconveniences. This study will serve as preliminary data to develop ultimate products that have the functionality to meet gender behavior characteristics and the aesthetics for toddlers 3 to 6 years of age.
This study compared the work environment colors and the colors of working clothes by conducting a field survey of domestic machinery manufacturers who are playing a central role in Korean industries so as to develop and evaluate working clothes based on the safety of workers and environmental harmony. For the study method, after the color-related requirements were collected through interviews and field surveys, the fabrics for working clothes were woven and the colors were selected using the requirements. The designs of working clothes were developed with an emphasis on color design. The colors of the working clothes were also analyzed in their relationship to the working environment. The evaluations were separately performed for the appearance and the colors with workers of D machinery manufacturing company. The appearance and color satisfaction, safety, psychology, and harmony with environment were evaluated on a 5-point scale by workers and their safety managers. Furthermore, pictures of the workers in their existing working clothes and the newly developed working clothes were taken with a digital camera while they were working in the field. The RGB values of the pictures were extracted using Photoshop ver. 7.01, which were converted to HVC values using Munsell Conversion ver. 4.0.1. This study found that higher satisfaction levels were shown for the newly developed working clothes compared to the existing ones. The actual measurements also showed that the newly developed had higher brightness and clearer chromatic contrast than the existing ones, indicating higher explicitness and attention for safety of workers. These types of studies can contribute to the integrated working environment plan of machinery manufacturers.
When parents and their children wear matching clothes, ranging from one item to the entire wardrobe, we call this the "family look." The purpose of this study was to identify the factors that influence family look clothes consumption. It was proposed that mothers' familism tendencies, playfulness, and demographic characteristics were the main factors that decided the extent of the purchase and usage of family look clothes. A survey was conducted between September 23 and 29, 2013 with mothers who have purchased and wore family look clothes. The age of the women ranged from 20s to 40s. The results showed that the number of family look items is influenced by mothers' familism tendencies and playfulness. Also the favorite family look style depended on the familism tendency, playfulness, and the age of the child(ren). The results of this study are expected to provide implications to apparel companies that produce family looks.
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