• 제목/요약/키워드: Shirts pattern

검색결과 95건 처리시간 0.174초

유용생물자원을 이용한 천연염료의 개발 및 문화상품전개 - 함평나비축제를 위한 관광기념품 개발에 관한 연구중심으로 - (Development of Natural Dyeing Pigments and Culture Goods with Useful Biological Resources - Research on Development of Tourist Souvenirs for Hampyeong Butterfly Festival -)

  • 박미령;김상률
    • 한국의류산업학회지
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    • 제8권6호
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    • pp.665-671
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    • 2006
  • This study is to develop tourist souvenir which designed image of butterfly, the symbol of Hampyeong Butterfly Festival, using natural dyeing product, the specialty of Namdo region. Results of market survey of tourist souvenirs for Hampyeong Butterfly festival showed that souvenirs of butterfly design sold in market which were not discriminated from that of general products and locality or characteristic of the region could not be exhibited. According to the results of market survey, design of souvenirs of Hampyeong Butterfly Festival is as follows; Butterfly pattern of hinge and Dangcho pattern are developed to graphic motive of modern sense with traditional beauty to make design which can be consumed by modern consumers in their actual life and then proper pattern is planned by combining, repeating and disassembling them. Such a pattern is applied to souvenirs like T-shirts, necktie and scarf to make tourists feel identity and unification of the festival visually. In addition, design of souvenirs was made to be coordinated with casuals. Therefore, visual factor could be extracted from Korean cultural heritages suitable to concept of local festivals and it is considered that ways of commercialization and development of traditional pattern suitable to consumers' demands can be suggested.

산불진화용 안전복 패턴 개발을 위한 연구 (A Study on the Pattern Development for Forest Fire Safety Clothing)

  • 최미성
    • 한국의류산업학회지
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    • 제13권4호
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    • pp.624-634
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    • 2011
  • The purpose of this study is to develop the pattern of safety clothes used at flat or mountainous areas and to identify the pattern of safety clothes by conducting experimental evaluation of virtual wear. Three subjects were selected, based on fire fighters' physical constitution. A prototype design for safety clothing was determined after in-depth interviewing of professionals and surveying of Forest service staff and related agency. Wearing test should be carried out in the order of pattern making, virtual and real wearing evaluation. For data analysis, technical statistical values should be obtained by using body measurements of subject, frequency analysis and T-test. The jacket is designed to have a front extension and the entire length of clothing enough for wearer to put on it over ordinary shirts or sweater. The collar of jacket is of round type. Cyber reality enables to identify the movement and activity of virtual fitting model and to find out errors or problems in safety clothing prior to on-the-spot wear test, thus raising the precision level of pattern. There was significant difference between real and virtual fit preference. The results show that the virtual try-on system need the development of a specific style.

익산지역 문화 자원을 활용한 패션 문화상품 디자인 개발 (Fashion cultural product design applying cultural resources of Iksan)

  • 김혜경;추미경;홍정화;전희관
    • 복식문화연구
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    • 제22권4호
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    • pp.555-564
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    • 2014
  • This study aims to develop motifs and patterns for fashion cultural product designs in order to promote the Iksan Seodong Festival, which is the most representative festival in Iksan region. The motifs and patterns developed in this study can be used to introduce the distinct traditional culture depicting the legendary Seodong tale. This study used Adobe Illustrator CS4 and Adobe Photoshop CS4 to reconstruct the lotus motifs found from the green-oiled-lotus-motif rafter tile, the atrifact from Iksan Mireuksaji Museum. This lotus motif and the motif based on the Iksan City's logo were applied to a repeating pattern with colorways using the CMYK found from the Iksan city's logo. A total of 24 product designs, including 8 necktie designs, 8 scarf designs, and 8 T-shirts designs, were presented for fashion cultural products. The designs developed in this study can promote not only the local Iksan culture but also the national image of Korea on a global scale.

빅데이터 텍스트 분석을 기반으로 한 패션디자인 평가 연구 -디자인 속성과 감성 어휘의 의미연결망 분석을 중심으로- (A Study on the Evaluation of Fashion Design Based on Big Data Text Analysis -Focus on Semantic Network Analysis of Design Elements and Emotional Terms-)

  • 안효선;박민정
    • 한국의류학회지
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    • 제42권3호
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    • pp.428-437
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    • 2018
  • This study derives evaluation terms by analyzing the semantic relationship between design elements and sentiment terms in regards to fashion design. As for research methods, a total of 38,225 texts from Daum and Naver Blogs from November 2015 to October 2016 were collected to analyze the parts, frequency, centrality and semantic networks of the terms. As a result, design elements were derived in the form of a noun while fashion image and user's emotional responses were derived in the form of adjectives. The study selected 15 noun terms and 52 adjective terms as evaluation terms for men's striped shirts. The results of semantic network analysis also showed that the main contents of the users of men's striped shirts were derived as characteristics of expression, daily wear, formation, and function. In addition, design elements such as pattern, color, coordination, style, and fit were classified with evaluation results such as wide, bright, trendy, casual, and slim.

한국 전통복식 상의(上衣)류의 구조적인 특징을 활용한 셔츠디자인개발 - 패션문화상품을 중심으로 - (The Development of Shirt Design Utilizing the Structural Characteristics of Traditional Korean upper Garments - Focusing on Fashion Cultural Products -)

  • 최은주
    • 한국의류산업학회지
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    • 제25권4호
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    • pp.439-448
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    • 2023
  • Korea's original traditional costume designs have a great potential to be re-imagined from a global perspective and developed into high-value-added fashion culture products that can enter the international market. This study applied the structural features of traditional clothing to the design of fashion cultural products. This study developed designs using Beja, Sagyusam, Aekjuem-po, Danlyeong, Cheolrik, Jang-jegori of Korea. To the best of our knowledge, this study is the first to conduct a literature survey of traditional Korean clothing. We designed shirts using Adobe Illustrator and created a pattern with the Yuka program. This design was applied to a three dimensional virtual dressing system called CLO. A survey of individual interest in developed fashion cultural products was also conducted. The shirt designs were obtained by applying the details and structural characteristics of traditional Korean clothing. Among the six shirt designs, when asked which design would be suitable for wearing, gifting, or uniform, the shirts with the design of Danlyeong, Beja, and Sagyusam were generally highly preferred. This study can be used as basic data for the global market for fashion cultural products, and can contribute to the inheritance and development of culture and tradition by maintaining Korea's uniqueness in the modern global era and increasing tourism revenue.

사이클 웨어의 생산 현황 및 착용 실태 조사 연구 - 사이클 웨어 $20{\sim}35$세의 남성 착용자를 대상으로 - (A Research on the Actual State of Manufacturers of Cycle Wears and Condition in Wearing - Focusing on Cycle Wear of Male ($20{\sim}35$ Age) -)

  • 이유진;서미아
    • 복식문화연구
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    • 제16권1호
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    • pp.58-69
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    • 2008
  • The purpose of this research therefore, was to conduct research on the actual state of manufacturers of cycle wears and the condition in wearing; to present the basic data to develop cycle wears which can lessen the trouble for the human body and an excellent feeling in wearing. For research on the actual state of manufacturers of cycle wears, three domestic companies were grasped. To inquire the condition in wearing, the method of questionnaire was used for 100 peoples consisted of male cycling professional players and ordinary peoples with the same tastes. As the result of research: The manufacturers were targeting for the professional players and men with the same tastes. They produced goods by themselves as well as in the form of subcontract, and they did not classify goods for male & female. Materials they used for cycle wears were mainly composed of jersey with spandex and nylon. The production ratio of cycle wears is shown as 80% for company A, 25% for company B, and 90% for company C. They make a pattern of cycle wears by a technical tie-up with foreign companies, or by the development of their own pattern. As the result of study on the present condition in wearing cycle wears according to each season, it was figured out that the users usually weard short-sleeved T-shirts with dividing zipper for summer upper garment, shorts most preferably for summer lower garment; long-sleeved shirts for spring and fall upper garment, and shorts with incision most preferably for spring and fall lower garment. Also, they usually weard jumpers with incision for winter upper garment, and long pants in which ankle parts of incision were tightened most preferably for winter lower garment.

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등산복 업체현황 및 아이템별 패턴 비교분석 연구 (A Study on the Current State of Outdoor Clothing Companie and their Comparison and Analysis according to the Items)

  • 이은혜
    • 한국의류학회지
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    • 제35권9호
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    • pp.1049-1059
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    • 2011
  • This study investigates the current state of companies that manufacture and sell outdoor wear. A survey was conducted to identify what problems they had and what aspects they needed to supplement through a comparison and analysis of their block patterns. Companies that manufactured outdoor wear and those that sold them were separately surveyed to understand their current state. The manufactures included 4 companies and 14 sellers. The survey used interviews to cover the areas of target consumers, development patterns, production lines, body size, nominal size, production size, and functional materials for each item, and aspects that need improvement. The survey period was from September $3^{rd}$ to $10^{th}$ 2008. There were three block patterns for jackets, T-shirts, and pants. The investigator collected the patterns used by three outdoor clothing manu-facturers for comparison and assessment. As a result, the mean age of the target consumers set by the outdoor clothing manufacturers and sellers was 25.3-50.7 and 29.2-42.5, respectively, which shows that the outdoor clothing had a wider distribution of target consumers than the sellers. It is imperative for them to segment and differentiate the target consumers and concepts. The basic body measurements the companies used to draw the upper and lower garment patterns were the bust circumference for the upper garment patterns and the waist circumference for the lower garment patterns. The basic nominal size was 95 for the upper garment and 70 for the lower garment. Also analyzed were the block patterns according to the items to understand the pattern characteristics of each of the companies. There were a total of 35, 36, and 30 items for the jackets, T-shirts, and pants, respectively, to measure size. The items were then compared with one another in mean and standard deviation. The analysis indicate that the block patterns were not fit for women in their twenties or thirties to wear and required revisions in the length of the upper garment, the height of sleeve cap, bust circumference, hip length, and pant length.

패션의 사이버펑크(Cyberpunk)개념 분석에 관한 연구 (A Study on the Analysis of Cyberpunk Concepts in Fashion)

  • 한명숙;이민경
    • 복식문화연구
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    • 제6권2호
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    • pp.55-65
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    • 1998
  • Actually, Cyberpunk is a compound word joined by cybernetics, which was used in control theory, and punk, was symbolized as anti-culture. Today, however, the definition of the term has been extended by various fields, used in many meanings. Therefore, the purpose of this study was to apply the Cyberpunk concepts to understand today s fashion because understanding of the present fashion is a means to interpret our culture. For this purpose, the phenomenon of Cyberpunk in fashion was subdivided into three factors material, color, and style. The results of the study were as follows : First, the materials used were techno material, special print by computer for future feeling and geometrical pattern, optical pattern to improve visual effects. Second, the colors mainly used were silver, black and white, bright color, and off-color of computer animation to present future-oriented feeling. Third, the general styles used were fit and slim, simple and liner, dualistic style to express future s image. In conclusion, the phenomena of Cyberpunk in fashion were expressed in material, color and style of fashion. Cyberpunk fashion was evident in T-shirts, sweaters, jackets, or as items of ornamentation such as pins, pendants, belts, and earrings, etc.

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의상에 나타난 Perfect Gentlemen의 이미지 연구 - 19세기 영국을 중심으로 - (Image of Perfect Gentlemen in Fashion)

  • 이의정;양숙희
    • 복식문화연구
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    • 제8권3호
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    • pp.411-421
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    • 2000
  • Black froak coat, white shirts, top hat and cane has been the symbol of gentlemen in 19th and early of 20th century. The pattern invented by Savile Row in London prevailed whole England. Such a pattern has been the standard form for two hundred years all over the word, although it was replaced with a functionalism which developed in Italy and America at the end of 20th century. The clothes of gentlemen was developed by several factors ; English people respect a tradition. The clothes was practical, since the weather in England was bad. The success of Industrial Revolution made England wealthy. Various special clothes in sports, for example, riding, criket, golf and tennis also contribute the modern gentlemen clothes with advance tailoring technique. The change of gentlemenship with social environment, from Regency dandy, Romantic gentlemen to Muscular Christianity, was studied. Idial gentlemenship and development its clothes which is now the standard of modern men's wear also studied.

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Automatic Pattern Setting System Reacting to Customer Design

  • Yuan, Ying;Huh, Jun-Ho
    • Journal of Information Processing Systems
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    • 제15권6호
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    • pp.1277-1295
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    • 2019
  • With its technical development, digital printing is being universally introduced to the mass production of clothing factories. At the same time, many fashion platforms have been made for customers' participation using digital printing, and a tool is provided in platforms for customers to make designs. However, there is no sufficient solution in the production stage for automatically converting a customer's design into a file before printing other than designating a square area for the pattern designed by the customer. That is, if 30 different designs come in from customers for one shirt, designers have to do the work of reproducing the design on the clothing pattern in the same location and in the same angle, and this work requires a great deal of manpower. Therefore, it is necessary to develop a technology which can let the customer make the design and, at the same time, reflect it in the clothing pattern. This is defined in relation to the existing clothing pattern with digital printing. This study yields a clothing pattern for digital printing which reflects a customer's design in real time by matching the diagram area where a customer designs on a given clothing model and the area where a standard pattern reflects the customer's actual design information. Designers can substitute the complex mapping operation of programmers with a simple area-matching operation. As there is no limit to clothing designs, the variousfashion design creations of designers and the diverse customizing demands of customers can be satisfied at low cost with high efficiency. This is not restricted to T-shirts or eco-bags but can be applied to all woven wear, including men's, women's, and children's clothing, except knitwear.