• Title/Summary/Keyword: Real clothing

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A study on the Analysis of 3D Scanning of Knit Stitches and Modeling System - Jersey, Rib, and Cable Stitches -

  • Choi, Kyoung-Me;Kim, Jong-Jun;Song, Na-Gun
    • Journal of Fashion Business
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    • v.16 no.3
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    • pp.125-135
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    • 2012
  • Since knitted textile products mostly do not require long span of time from the conception to the final products, they have lead the fashion trends during the recent decades. Developments in the textile engineering industries, and computer software and hardware industries have made the 3D virtual clothing software system easily accessible by the fashion/textile industry personnel. The simulated models of apparel products using the state-of-the-art virtual clothing systems are, however, not the replica of real-world garments. Moreover, the garments do not maintain fixed shapes during wearing. Deformations at low external stress lead to difficulties in predicting the behavior of the knitted garments. Therefore, there is a need to compare the differences in appearances, textures, or other related properties between simulated fabrics and actual fabrics. Three knit stitches including jersey, rib, and cable stitches are examined in this study. The differences between fluffy thick yarns and thin yarns are also compared using 3D scanning and surface reconstruction. Obtained three-dimensional data regarding the reconstructed knit specimens would help to build a data base for estimating the behavior of the 3D models of the knitted garments.

Prediction of Product Life Cycle Using Data Mining Algorithms : A Case Study of Clothing Industry (데이터마이닝 알고리즘을 이용한 제품수명주기 예측 : 의류산업 적용사례)

  • Lee, Seulki;Kang, Ji Hoon;Lee, Hankyu;Joo, Tae Woo;Oh, Shawn;Park, Sungwook;Kim, Seoung Bum
    • Journal of Korean Institute of Industrial Engineers
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    • v.40 no.3
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    • pp.291-298
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    • 2014
  • Demand forecasting plays a key role in overall business activities such as production planning, distribution management, and inventory management. Especially, for a fast-changing environment of the clothing industry, logical forecasting techniques are required. In this study, we propose a procedure to predict product life cycle using data mining algorithms. The proposed procedure involves three steps : extracting key variables from profiles, clustering, and classification. The effectiveness and applicability of the proposed procedure were demonstrated through a real data from a leading clothing company in Korea.

The Analysis of Costume Role in Shakespearean Tragedy (셰익스피어의 비극작품에 나타난 복식역할의 분석)

  • Jeong, Hyun Sook;Kim, Jin Goo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.17 no.3
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    • pp.436-447
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    • 1993
  • This study concerns the role of costume in Shakespearean tragedy from the viewpoint of the role theory. The term "role" has been used to represent the behavior expected of the occupant of a given position or status. A specific role can not be successfully performed without the aid of the Costumes. Costumes are adopted in relation with a specific role. The role of social status and position reflects sex, age, occupation, class, economic position of the characters. In his works, the crown and the mace represented not only the throne but also a previllege and supreme position. The sitution role of costume could be widely used for visualizing the psychological situation and external environments of the characters on the stage. The disguise role hided one's status, thereby makes possible acting others position. And the disguise role can bring about the change of status, age, sex, occupation, and atmosphere. The costume could be used as a voucher of love. The costume performed the role of the physical and psychic protection, and provided its wearer with consolation and peaceful mind. The costume reflected the custom of a society through its wearing condition and wearing configuration. The results obtained from this study can provide useful cues for understanding the role action in the social structure. This kind of understanding reveals the costume phenomena in real life, allows one to perform roles properly and efficiently, and opens our insight on the overall aspects of the costume culture.

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A Study on Development of Universal Fashion Design for Handicapped Children (휠체어 장애아동을 위한 유니버설 패션디자인연구)

  • Bae Ji Hae;Choi Jeong Wook
    • Journal of the Korea Fashion and Costume Design Association
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    • v.26 no.2
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    • pp.101-114
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    • 2024
  • Currently, in Korea, the number of handicapped children receiving inclusive education in general schools is expanding. In the inclusive education field, the most important tasks are personal needs support, such as toilet assistance, meal assitance, and support for wearing and taking off various assistive devices. A significant portion of the support work in the actual education field is related to clothing. Therefore, it is necessary to research and develop universal fashion designs for handicapped children at school where inclusive education is implemented. To achieve this aim, this study analyzed the concepts, principles and, characteristics of universal fashion design through theoretical research and established research principles. In this study, two fact-finding surveys were conducted. Next, a total of 10 universal fashion designs were proposed considering both the preceding survey results and the principles of universal fashion design Among them, the four designs that were considered most suitable were selected for universal fashion design through F.G.I (Focus Group Interview) analysis conducted by experts. The four selected designs were made by referring to the size framework based on the '6th Human Body Size Survey Report of Korea'. The completed experimental clothes were proposed as the final universal fashion design for handicapped children by conducting external evaluation through a virtual clothing system and real clothes.

A Study on the Gap between Subjective Age and Real Age, Self-Esteem, Appearance Satisfaction, and Clothing Benefits Pursuit according to Gender and Age of Middle-Aged Consumers (중년소비자의 성별과 연령에 따른 주관적 연령 차이와 자아존중감, 외모만족도 및 의복추구혜택)

  • Kim, Na-Mi;Chung, Sung Ji;Kim, Tae-Eun;Ahn, Si-Hyun;Lee, Min-Ji;Chang, Mi-Soon;Choi, So-Ra
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.2
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    • pp.127-144
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    • 2016
  • The purpose of the study was to investigate the self-esteem, appearance satisfaction, and clothing benefit pursuit the gap between subjective age and real age according to gender and age of middle-aged consumers. For the study, the questionnaire was developed by the authors and distributed to male and female consumers in their forties or fifties on september 1~10, 2014. A total of 470 questionnaires was collected and used for the final analysis. Data were analyzed by frequency analysis, reliability analysis, factor analysis, cluster analysis, ANOVA and Tukey's test, using the SPSS 18.0 Package Program. The findings were summarized as follows. There were significant differences in the subjective age of middle-aged consumers according to gender and age. Female consumers in their fifties perceived their subjective age to be younger than male consumers in forties and fifties. There were no significant differences in self-esteem among the groups according to gender and age. Significant differences were found in appearance satisfaction of male consumers in their fifties having higher appearance satisfaction than female consumers in their forties. There were significant differences in some factors of clothing pursuit benefits including pursuit of fashion, pursuit of youth, pursuit of rationale, pursuit of leisure, and pursuit of loyalty, among the groups according to gender and age with female consumers placing more importance on clothing-related benefits than their male counterparts. Local fashion businesses to consumers who target middle-aged consumers, this study can provide a basic data.

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A Study on the Development of CACD(Computer Aided Clothing Design) and the Present Condition Applied for Industry (CACD(Computer Aided Clothing Design)의 발달 및 산업계의 적용 현황에 대한 고찰)

  • Wu, Se-Hee;Choy, Hyon-Sook
    • Journal of the Korea Fashion and Costume Design Association
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    • v.11 no.1
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    • pp.87-97
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    • 2009
  • A technology in development called CACD (Computer Aided Clothing Design) can reproduce fashion shows by utilizing computers, and is of particular interest. Considering the growth potential of this area, the purpose of this study is to present the development potentials that CACD technology will bring to the fashion area and to promote the diversity of the fashion industry. This will be realized by identifying the current status of CACD and its reach in the field of Fashion, followed by an in-depth analysis of its application. The methodologies employed in this study are as follows; in-depth study of related literature, field research of business firms, and investigation on Internet data. For the systematic advance of CACD, the development of user-friendly programs for 3D clothing design is of the utmost priority. The four technologies that should be intensively developed to enhance the development of the clothing industry through the utilization and commercialization of CACD are as follows; First, technology capable of performing accurate three-dimension measurement of the human body is needed. Second, technology which realizes automatic pattern formation is needed. Third, the nature physical properties of the material and textile design when applied to pre-formed patterns must be expressed similarly to the real thing. Last of all, an integrative technology which can conduct fast and accurate clothing simulations must be developed.

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A Study on Fashion Item Purchase Decision-Making Process of ZEPETO and Roblox of MZ Generation - Focused on Self-expression - (MZ세대의 제페토와 로블록스 패션 아이템 구매의사결정과정에 관한 연구 - 자아 표현을 중심으로 -)

  • Lee, Seowon;Kim, Nayoon;Jeon, Dabeen;Han, Yealim;Shin, Eunjung
    • Fashion & Textile Research Journal
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    • v.24 no.4
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    • pp.418-430
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    • 2022
  • This study aims to analyze consumers' purchase decision-making process of buying avatar fashion items on the Metaverse platform. Drawing on the connection between the self-expression tendency of the MZ generation and that of avatars in the Metaverse, this study uses a qualitative research method to analyze how consumers express their self-image through the appearance of their avatars. Unlike previous studies on the clothing purchase decision-making process, this study shows that purchasing and consumption behavior involve the following six stages: recognizing desire, collecting information, evaluating alternatives, making purchases, evaluating the consumption, and post-purchase action-taking. In the first stage of the purchase decision-making process, consumers' desire arises with self-image expression and confirmation. In the second stage, consumers have a high tendency to shop in the best item category. In the alternative evaluation stage, consumers tend to seek items that match their highest standard while considering their personal preferences. In the fourth stage, when making actual purchases, unplanned purchase behavior often occurs along with an active practice of alternative evaluation. In the fifth stage, the evaluation of the consumption shows that consumers achieve satisfaction by applying a style to their avatars that they are unable to try in the real world. In the last stage, consumers often use their purchases to communicate their various styles with other online consumers. Therefore, we conclude that the online purchase decision-making process differs from the offline process as it is divided into six stages.

Expression Methods of Peony Patterns in Korean Textiles (한국 직물 모란무늬의 표현방법에 관한 연구)

  • Qiao, Dan;Jeong, Youngok;Lee, Eunjin
    • Journal of the Korean Society of Costume
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    • v.62 no.7
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    • pp.13-28
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    • 2012
  • This study examines history of Korean peony patterns and characteristics of peony patterns on the fabric. It is classified according to expression methods, and it analyzes the characteristics of 71 kinds of peony woven on 66 Korean fabrics. First, it was observed that 38 of the 66 studied fabrics (57.6%) were relics from the 17th century, and from this it can be deduced that the peony patterns began to appear regularly around the latter half of the 16th century and were used habitually in the 17th century. Second, 71 kinds on 66 fabrics can be divided into Real Type, Design Type, and Abstraction Type according to expression methods. Among these types, 49 kinds of them are Real Types (69.0%), forming the greatest part and 19 kinds belonging to the Design Type (26.8%), and lastly, 3 kinds were under the Abstraction Type (4.2%). In particular, peony patterns of Design Types and Abstraction Types from the 17th century and from the 19th century to the 20th century were more prevalent, compared with those before the 16th century or the 18th century. Third, Real Types shown on the Korean fabrics are subdivided into 9 types, and the Real Type A among them, which describes to be as real as possible, is 12 kinds, the largest number of them. Therefore, real and natural pattern of peony is the favorite type in Korea, while rather emphasized pattern of peony is the more preferred pattern in China. And also Design Types are subdivided into 6 types again; There are 6 kinds of design type A, the largest part of Design Types. Patterns of Design Type A are most similar to real peony flowers, but more simplified than the Real Type A. This result also contrasted with the trend in China, where the Design Type C, expressed petals in detail was the favored pattern. Fourth, 9 kinds of unique types are found in Korean fabrics, especially Real Type M has not been shown on Chinese fabrics. Real type M, consisting of two parts, inner and outer, where two curve lines between two parts appear as antennas of a butterfly.

A Study on i-Fashion 3D Avatar's Consumer satisfaction & Comparison of 3D and Direct Masurement - Based of Domestic University Students

  • Choi, Eunhee;Do, Wolhee
    • Fashion & Textile Research Journal
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    • v.17 no.3
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    • pp.421-428
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    • 2015
  • This research is to understand customer satisfaction with virtual fitting based on a 3D body scanner and avatars as well as differences between avatars and the 'real me'. To this end, this research examined Korean college students to facilitate 3D body scanning, avatar generation and surveys. The author used 3D body scan data with direct measurements to identify differences between the 3D body scan data-based 'my avatar' and 'real me' in the virtual dress fitting system. The survey results on 'the level of customer awareness on 3D body scanner' found that the majority of both genders did not know about it and indicated a lower usability to incorporate IT technology into the fashion industry. The question in the 3D body scanning and avatar found an affirmative attitude. Satisfaction levels on the 3D avatars' similarity with 'own body' and garment fitting were positive and indicated a need for further technological improvements to express the avatars identical to customers' own body. More research is necessary for the accuracy of sizes for 3D body scanning that measure body sizes while wearing clothes. Avatars based on such datamay be less similar to 'own body' and cause customer dissatisfaction. Thus, further technology development is required to narrow gaps using data to make avatars that provide more accurate virtual fitting simulation services to customers.

The Study on the Excavated Geogories in Lady Lee(From HanSan)'s Tomb (청주 출토 한산이씨묘(1712-1722) 유물의 특징에 대하여)

  • Chang, In-Woo
    • Journal of the Korean Society of Costume
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    • v.57 no.10
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    • pp.60-73
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    • 2007
  • This Study is on the excavated clothing from lady Lee' tomb in spring 2003, on Chungjoo Province. These are significant as the 18th century's real clothing, we examine the real Jegories as possible and the results shows there are two group in sizes. we regard the large Jegori is for the dead as a shroud, the small one is for daily. it shows that Jegori for the dead is about 1.3 larger than a daily one, we can see Jegori for the dead was going to be large from the 18th century, and it's needlework was not fine than daily one, but the Color and the material on should look like as daily in this time, and the motif is cloud pattern, we can see two changes in daily Jegori that one thing is to be short and narrow, the other is to be curve at the corner of collar(Gitmuri), the corner of edge(supco), the below line of sleeve(baerae) in the daily Jegori.