• 제목/요약/키워드: Simplification of clothing

검색결과 36건 처리시간 0.022초

민속조사를 통해 본 인천지 역의 의생활( I ) - 통과의례복식 중심 - (Ethnographies of Clothing in Incheon Province( I )- Focus on passage ritual clothes -)

  • 장인우
    • 한국의상디자인학회지
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    • 제7권2호
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    • pp.51-60
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    • 2005
  • This ethnography is on the passage ritual clothes in Incheon province. This ethnography invatigates in two villages of people who has same family name -Family 'Cheung' (from Young-il) in Yeonsoo-dong and Family 'Lee'(from Cheun-joo) in dongyang-dong- in August to December 2003. The object of examination is 80's and 70's old women who have lived and had lived up to recent in two villages. (grand mother Sung, Cho, Cheung and yoon) The clothes of passage ritual are Baenaeoht is the first clothes of the newborn baby(swaddling), A wedding ceremony clothe is the clothing for the coming-of-age ceremony, Honryebouk is the clothing for wedding, Sangbouk in the clothing for mourning, shroud is the clothing for the dead, sacrificial robes. The result of ethnogrphy is the passage ritual clothes in Incheon Province similar with other Provinces in aspect of the name and the form and wearing of the clothes. there are remarkable differences in making method from making by oneself to purchase(swaddling$\cdot$shroud), westernize(clothes for wedding and mourning), simplification (sacrificial) between ritual for their parents and their husband and children.

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19세기 개항이후 한.일 복식제도 비교 (Comparison between the Korean and Japanese Costume Systems since Port Opening Treaties in Nineteenth Century)

  • 이경미;이순원
    • 복식
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    • 제50권8호
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    • pp.149-163
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    • 2000
  • The purpose of this study is to research the Korean and Japanese costume systems and to compare both of them on the process of adopting the western-originated costumes. The consequences of this study are as follows. Chosen and Japan started simplifying the traditional clothings, Introducing the western clothings and executed the ordinance prohibitory topknots through reforming costume systems since Port Opening Treaties in 19th centra. Japan performed the reformation of costume system effectively through the grand campaign of social reforming enlightment by Meiji Government. Meanwhile in Korea, there were a continual repetition of adoption and rejection in the reformation of costume systems because of strong cultural self-esteem and competition of foreign Empires. However, western-originated cultural perspectives brought the strong self-devaluated view on their own cultures to both countries. And that's the first cause of substitution of western clothings for ordinary ones in both nations.

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한국 민화 화조화의 특성을 활용한 3D 디지털 패션 디자인 (Development of 3D Digital Fashion Design Using the Characteristics of the Flower and Bird Paintings in Korean Folk Paintings)

  • 설경희;이연희
    • 한국의상디자인학회지
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    • 제25권1호
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    • pp.15-31
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    • 2023
  • This study aimed to propose a fashion design development method using the external and internal characteristics of the flower and bird paintings in traditional Korean folk paintings. As a research method, external and internal characteristics of folk paintings were examined through previous studies and literature research, and folk painting patterns were developed into digital textile designs. Five 3D digital fashion designs were proposed using the CLO 3D program. The external characteristics of folk paintings were as follows: simplification and planarization of object representation, diversification of viewpoints, ignorance of perspective and symmetrical enumeration, strong colors and contrast effects, and the simultaneous representation of time. The internal characteristics of folk paintings were as follows: symbolic meaning, the beauty of free humor, modest aesthetics, complexity of reality and fantasy, and desire of shamanism. The results are as follows. Firstly, the flower and bird painting was a decorative painting style that emphasized decorative beauty and was suitable for developing fashion designs with Korean originality because of the symbolic and internal meanings. Simple layouts and bold free-spirited representations were effective ways to fill the screen with objects and gave the pattern a decorative effect. Secondly, developing a virtual clothing prototype based on digital design method using the external and internal characteristics of folk paintings and producing realistic fashion designs suggest the integrated use of science and technology, embodying modern fashion through the combination of digital fashion content and traditional cultural content. Thirdly, as a result of the development of 3D digital fashion designs, an eco-friendly and sustainable fashion design methods with virtual clothing can suggest a design development method that saves time and cost in the fashion design process while considering the environment.

3D 스캔을 이용한 사이클 동작 전후 체표 변화 고찰 및 2D 전개 패턴의 비교 (2D Pattern Development of Body Surface from 3D Human Scan Data Using Standing and Cycling Postures)

  • 정연희;이예진
    • 한국생활과학회지
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    • 제21권5호
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    • pp.975-988
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    • 2012
  • Although the pattern development for tight-fitting clothing has been carried out using 3D data on humans, the pattern development using 3D scan data obtained for various postures still remains an interesting subject. In this study, we have developed the 2D pattern using the 3D human body reflecting standing and cycling postures. The 3D scan data of a subject was obtained using Cyberware. 2C-AN program(Triangle simplification and the Runge-Kutta method) was used in the system to reduce the 3D scan data points and to make segmented triangular patches in a plane from 3D data. As results, surface distance and area of each body part of standing and cycling postures were also provided for the future application of the functional clothing construction. The area of center piece on the front (c.front) decreased by $106.45cm^2$(-13.08%) and that of lateral piece(s.back) on the back increased by $144.96cm^2$(18.69%) in the patterns of cycling posture. The girth of neck and waist for the cycling posture increased by 0.88cm (3.92%) and 1.56cm(4.40%) respectively, and the that of thigh decreased by 1.01cm(-2.24%). The differences between the area in the 2D pattern obtained from the 3D scan data and that in the 3D scan surface data for standing and cycling postures were very small($-10.34cm^2$(-0.32%) and $-44.33cm^2$(-1.32%)).

1980년대 이후 패션일러스트레이션의 시각적 이미지 표현방법 분석(제1보) (A Study on the Expression of Visual Image in Fashion Illustration)

  • 유영선;박민여
    • 한국의류학회지
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    • 제25권4호
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    • pp.783-794
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    • 2001
  • This research focuses its study on the expressions of the visual images of the fashion illustration as a part of visual art and utilizes it to formulate the theoretical basis. Main findings of our research are as follows: The structure of communications in the fashion illustration is based on the four elements. They are the expression of the texture, drawings, composition, and the human body and dress. The characteristics in expression of texture level in fashion illustration can be the expression of creative texture in pattern or crease, and also can be expressed as various collage and photomontage by computer graphics. Secondly, the analysis on the characteristics of the drawings show that the drawing skills are imagination and sequential drawings. Thirdly, the characteristics of composition method are mainly shown as the application of plane composition which was previously used in avant-garde arts. Fourthly, most of the human body in the fashion illustrations are shown as the results of simplification, exaggeration and deformation in human body and also expressed or analyzed by the method of the body modification. Based on the above findings of this research we conclude that the way of expression in the fashion illustration is very similar in its composition as in visual art. However, they also show differences between the two in expression method or the method for the image development in specific expressions.

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동백꽃을 모티브로 한 패션문화상품 디자인 콘텐츠 연구 (A Study on the Design Contents of Fashion Cultural Products with a Camellia Flower Motif)

  • 김선영
    • 한국의류학회지
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    • 제35권3호
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    • pp.304-311
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    • 2011
  • This study selects camellia flowers as a material for design development and created patterns by simplifying the image of camellia flowers and combining it with a geometrical motif. It it applied them to various fields to develop design content for fashion cultural products that were Korean, modern, and competitive. For this purpose, this paper used Adobe Illustrator CS2 to turn the camellia flower into a motif and develop it into a pattern. Based on the realistic form of camellia flower, this paper set 3 basic motifs of new formative images, using graphic elements, such as omission of a form, simplification, overlapping, repetition, and reduction, and it also developed two transformed motifs by applying a different color to each motif. This paper repetitively arranged each motif in the background of a diamond shape, a square, and a circle, and it combined each motif with the patterns of marcel, stairs, and stripes, through which it expressed the combination of the geometrical patterns and the flower patterns. Through the application of repetitive and combined patterns of each motif, the enlargement and reduction of motifs, the repetition of motifs, the combined use of motifs, and the change in colors and layout, this paper used the motifs of various fashion cultural products, such as scarves, neckties, and T-shirts.

2000년대 패션에 표현된 미메시스 연구 (A Study of the Aesthetics of Mimesis in 2000s Fashion)

  • 양수미;권미정
    • 복식
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    • 제59권10호
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    • pp.38-50
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    • 2009
  • Since Homeros in Greece, Mimesis was thought to be an art to imitate the nature, and it means an imitation of the nature classically. Mimetic theories were set to be a kind of art work in the era of Renaissance, and the terminology of mimesis was widely used to replace it with an originality in the 15th century. The purpose of this study is to understand the aesthetics of mimesis expressed in 2000s fashion. For this purpose, I investigated the theories of the mimesis, categorized the definition, then applied those categories for 2000s fashion. Documentary studies were conducted through aesthetics, fashion books and demonstrative studies were processed by analyzing photos from collection fashion magazines and fashion site of internet. In the history of aesthetics, the mimesis could be defined into three categories; the similarity and the representation mimesis, the symbol mimesis and the abstraction mimesis. In fashion, the representation mimesis included a natural and a folk, a period that of 1900s and ancient representation mimesis. The symbol mimesis included psychology and fear symbol mimesis. The abstraction mimesis included hard color, a geometric simplification and distortion mimesis. Analysis on the mimesis expressed in 2000s modern fashion may provide an excellent method for understanding human aesthetic in costume.

현대 패션 일러스트레이션의 유희적 표현 (Playful Expression in Contemporary Fashion Illustration)

  • 장정임;이연희
    • 복식문화연구
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    • 제16권6호
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    • pp.1142-1155
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    • 2008
  • The purpose of this study is to analyze the effects of playful aspects through the research into characteristics and playful expressional tendency that are expressed in the contemporary fashion illustration. This study covered from 1995, the beginning point of play trend spreading, to 2006 and the fashion magazines, illustrator's collections, and about 1800 pieces of work which have been revealed on the internet web site were collected. At the next stage, 443 pieces of work were selected by researcher for a questionnaire. As a result of the questionnaire, ultimately frequency was more than n=5, so it examined playful expression characteristics, the methods and the effects of the modern fashion illustration based on 335 pieces of work(75.6% of total sample) which were selected by the majority of expert group. It showed the biggest part of playful expression tendency in the modern fashion illustration was 'simplification', and second one was 'exaggeration'. 'Immature expression' and 'fantastic expression' which are included in kidult expression were next. Hopefully, this study would be helpful for creative expression of the fashion illustration which is fit for spreading play trend in modern society.

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사회적 규범으로서 마스크 필수 착용이 외출 시 패션 제품 선택에 미치는 영향에 대한 탐색적 연구 -20~30대 한국 여성을 중심으로- (Analyzing the Influence of Face Masks on Fashion Product Selection Criteria -An Exploratory Study Focusing on Korean Women in Their Twenties and Thirties-)

  • 박수진;하지수
    • 한국의류학회지
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    • 제46권2호
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    • pp.292-309
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    • 2022
  • The ongoing COVID-19 pandemic has caused a recession in the fashion industry. Therefore, this study aims to assess the influence of face masks on the selection of fashion products by Korean women in their twenties and thirties. This is highly relevant as the mandatory donning of face masks becomes a social norm. To this end, an in-depth interview and a survey were conducted. The results indicate that wearing a face mask affects consumers' fashion selection criteria in regard to styles, materials, colors, and types. Face masks have gradually contributed to the unification and simplification of fashion styles due to the atmosphere and wearing of the mask itself, which has led to a decline in the overall interest in fashion. Most consumers in this study felt a disconnect between face masks and fashion products, since the former have not been established within most fashion styles. Consequently, consumers had difficulty naturally aligning face masks with various fashion styles, which eventually led to a decreased interest in fashion. This study is significant in that it provides objective data that can be utilized to establish strategies in the fashion industry regarding the integration of face masks.

동작시 3D 정보를 이용한 2D 패턴 전개 및 신축성 원단의 신장률을 고려한 사이클 팬츠 개발 (Development of 2D Patterns for Cycling Pants using 3D Data of Human Movement and Stretch Fabric)

  • 정연희;홍경희
    • 한국생활과학회지
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    • 제19권3호
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    • pp.555-563
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    • 2010
  • With recent advances in 3D scanning technology, three-dimensional (3D) patternmaking is becoming a powerful way to develop garments pattern. This technology is now applicable to the made to measure (MTM) system of both ordinary and tightly fitting garments. Although the pattern of fitted clothing has been developed using 3D human data, it is still interesting to develop cycling pants by considering while-cycling body posture and fabric elasticity. This study adopted the Garland's triangle simplification method in order to simplify data without distorting the original 3D scan. Next, the Runge-Kutta method (2C-AN program) was used to develop a 2D pattern from the triangular pixels in the 3D scanned data. The 3D scanned data of four male, university students aged from 21 to 25, was obtained using Whole body scanner (Model WB4, Cyberware, Inc., USA). Results showed the average error of measurement was $4.58cm^2$ (0.19%) for area and 0~0.61cm for the length between the 3D body scanned data and the 2D developed pattern data. This is an acceptable range of error for garment manufacture. Additionally, the 2D pattern developed, based on the 3D body scanned data, did not need ease for comfort or ease of movement when cycling. This study thus provides insights into how garment patterns may be developed for ergonomic comfort in certain special environments.