Today, the fashion business environment of the 4.0 generation is changing based on fashion technology combined with advanced digital technologies such as AI (Artificial Intelligence), big data and IoT (Internet of Things). "Digital Transformation" means a fundamental change and innovation in a digital paradigm including corporate strategy, organization, communication, and business model, based on the utilization of digital technology. Thus, this study examines digital transformation strategies through the fashion brand Burberry. The study contents are as follows. First, it examines the theoretical concept of digital transformation and its utilization status. Second, it analyzes the characteristics of Burberry's digital transformation based on its strategies. For the research methodology, a literature review was performed on books and papers, aligning with case studies through websites, social media, and news articles. The result showed that first, Burberry has reset their main target to Millennials who actively use mobile and social media, and continues to communicate with them by utilizing digital strategy in the entire management. Second, Burberry is quickly delivering consistent brand identity to consumers by internally creating and providing social media-friendly content. Third, they have started real-time product sales and services by using IT to enhance access to brands and to lead consumers towards more active participation. In this study, Burberry's case shows that digital transformation can contribute to increased brand value and sales, keeping up with the changes in the digital paradigm. Therefore, the study suggests that digital transformation will serve as an important business strategy for fashion brands in the future.
The purpose of this study is to investigate the mediating effect of trust when a media broadcaster (such as a disc jockey [DJ]) acting as an information source and the content they provide during live commerce streaming affect acceptance intention. Live commerce is increasing rapidly, offering a new fashion distribution channel by supplementing possible shortcomings of existing online shopping. Data was collected for the empirical study from female consumers in their 20s who actively accepted fashion technology. Statistical analysis of the data was conducted using IBM SPSS Macro Process 3.5. First, the reliability and validity of the variables for information source characteristics, content informativeness, trust, and acceptance intention were verified, and each variable was confirmed as a single factor. Bootstrap analysis was performed using Macro Process Model 4 to reveal the effects of information source characteristics and content informativeness on acceptance intention. As a result of analyzing the mediating effect for each path model with trust as a parameter, it was found that both the direct and indirect effects of the mediating path were significant. This result means that the characteristics of information sources and content informativeness are partially mediated by trust. Therefore, to promote consumer behavior in a live commerce shopping environment, it is necessary to enhance trust. This can be achieved by a media broadcaster with fashion expertise to increase the perception of the attractiveness of the information source and to improve the usefulness of the fashion information being delivered.
The Journal of the Convergence on Culture Technology
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v.8
no.5
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pp.583-589
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2022
Due to COVID-19, which has thrown the whole world into chaos, it has become an era where many technologies and contents are made non-face-to-face. At the same time, the popularity of the metaverse service is also increasing day by day, and the virtual costume (avatar) industry, one of the sub-industries, is also growing. In this study, we designed and developed a system for creating virtual costumes to be uploaded to ZEPETO, a mobile metaverse service. Unlike the existing service that requires a program that operates in a PC environment, it can be produced only by shooting and simple operation through a mobile device. With the advantage of being able to process all tasks of this system in a mobile environment, small businesses and individual operators who are not familiar with external programs will be able to more easily access the 3D virtual clothing industry.
This study conducted in-depth interviews with experts to implement Hanbok shows on metaverse, which can contribute to the succession and development of Hanbok design and to establish a platform that fits the reality of the Hanbok industry and consumers. In-depth interviews were conducted to collect opinions from experts, and the derived contents were divided and analyzed using an affinity diagram. Experts were positive about the use of the metaverse platform of the Hanbok show in terms of impact, accessibility, exposure, virtual fitting, issuance of NFTs, and promotion of Hanbok brands. As a result of verifying the validity of the four components of metaverse, experts highly evaluated the possibility of using Hanbok shows in the order of virtual reality, augmented reality, mirror world, and lifelogging. Visuality, influence, marketing efficiency in virtual reality, immersion in augmented reality, fantasy and artistic elements, expression, diversity, and abundant experiences were expected. The platform's requirements emphasized realistic implementation equipment and technology, collaboration between Hanbok designers and producers, in addition to government support. Results of this study showed that appropriate target was analyzed to be in the 10-30s, and the appropriate price range was found to be able to sell at a discount of 40-80% compared to offline. This study provides useful implications for the service development of metaverse content, which will also be actively used in the Hanbok field, and can be used as basic data for reviving the Korean Hanbok industry and strengthening international competitiveness.
Costume play is an act of imitating the appearance or behavior of characters in digital games, cartoons or animations. In recent years, cosplay culture has become popular in China as the digital game is made into a movie. The number of cosers has also increased. Especially, Qiwei Zoe has been very popular among cosers because her cosplay photography reflects the understanding of the cosplay culture. A number of cosers admit that her work shows a commercial and artistic potential of cosplay photography. This paper analyzed how she maintains the contents of the original but creatively reimplementing them. She shoots the fantastic image of the character like it really exists in reality so that she can avoid excessive editing work. She emphasizes the character's action that symbolizes its personality and utilizes a variety of outdoor shooting locations similar to the original scenes. We also discussed how cosplay photographers can create cosplay photography by maintaining its artistic features.
The purpose of this research is to analyze the relationship between the inspirations and designs of Dries Van Noten's Men's collections from 1992 S/S to 2014 F/W. The specific questions of this research are as follows: what are the important design features of the Dries Van Noten's Mixed collections from 1985 S/S to 1991 F/W? What are 'the roots of inspiration' of Dries Van Noten's Men's collections from 1992 S/S to 2014 F/W, and what are the aesthetic criterions of Noten's works? How can the roots of inspiration be categorized and what are its features? How did these roots of inspiration influence the Noten's designs? The paper is a reference of how ideas turn to practical works, and what the relationship between inspiration and design. Researchers utilized a qualitative research method providing a systematic review of the previous studies by analyzing the content. To conclude, roots of inspiration of Dries Van Noten's Men's collections can be classified into nine categories: 'Interpretation', 'Ethnic', 'Multiple Contents', 'Subculture', 'Region', 'Artist', 'Fashion Item', 'Sports', and 'New Trend'. Through the roots of inspiration, sensibility of Belgium, England, Italy, French chic, inquiry of ethnic, artist, sports, the neuter gender image, 1950's, 1960's & 1970's trend & style of street fashion, elegance for men, romanticism, zoot, rock 'n' roll, teddy boy, mods, punk, new romantic and 19th century's Anglo-Saxon style are extracted and applied to the designs through cross impact. The identity of Dries Van Noten's Men's collections are cross culture contents and harmony of the old generation and new generation.
Journal of the Korea Fashion and Costume Design Association
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v.10
no.3
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pp.111-126
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2008
This article aims to discover the current status and appropriate way to research Gyubang craft, expecting its development and preservation, and elevating it to Korea's unique artistic textile culture. It also searches improved methods for Gyubang craft as the following: First, in order to avoid confusions about Gyubang craft, appropriate concepts and definitions of Gyubang craft must be settled through a discussion among experts. Second, by activating economic activities at lower ratio, among purposes of Gyubang craft, achievements must be elevated. Third, in order to settle down the difficulties of Gyubang craft, a variety of methods such as effective sewing machines and manufacturing techniques as well as providing materials at a reasonable price, considering practical ways through diversifying products, elevating the economy of crafts, exploring sales routes, improving educational contents, and expanding educational places must be facilitated. Fourth, for nurturing talented and excellent human resources in the area of Gyubang craft, the followings should be considered: diversifying contents of education, developing textbooks, improving instructors' quality, providing reasonable cost of education, educating on the utilization and application of Gyubang craft, introducing efficient teaching methods through textbooks and multimedia, awarding 'certificates' to trainees, and permitting certificate holders' to instruct Gyubang craft. Finally, it is convinced that the achievement of production, pride of preserving tradition, pleasure of procedural work, economic activities as experts, and sales of products will be reinforced, and the population for Gyubang craft is also expected to increase. By elevating Gyubang craft into Korea's traditional textile art, Korea's global competitiveness in the area of textile should be strengthened.
Qipao is a national costume of China and a representative Chinese symbol with unique cultural meanings. This study first outlines the concept and development history of Qipao, sorts out existing literature, and summarizes the five elements of Qipao through previous study. Then, based on the theory of cultural levels and design characteristics, focusing on the design characteristics of the three levels of the outer level, middle level and inner level of culture, it analyzes the specific meaning of the five elements of Qipao. Through research, it was found that there are various developmental relationships between the three levels of culture for each element of Qipao. Through the study, it is found that Qipao, as a typical Chinese dress, not only has the research significance of design, but also has rich cultural connotations and diversified information on social, economic, technological, and fashion development. This study can enable us to fully understand the historical and social value and modern significance of the Chinese Qipao, and can provide basic data for fashion design researchers. This study is a basic research for the modernization of traditional Chinese clothing.
The aim of this study was to describe how the type of appeal and linguistic expression of men's wear advertisement in magazines by analyzing domestic men's and ladies' magazines published from 1990 to 1999. The periodical change in advertisement trend was also discussed. 1. Type of Linguistic expression The type of linguistic expression used in advertisements far men's wear could be classified into the following five categories : emotional expression, sensual expression, egoistic expression, informative expression, and brand name expression. The periodical trend in the use of each type of linguistic expression was as follows: the occupancy rate for the type of emotional expression was roughly 50 percent in the early 90's (1990-1993) and this percentage gradually decreased during the mid 90's (1994-1196) until the late 90's (1997-1990). Despite the decrease in occupancy rate, this type was the most commonly used. While the occupancy rate fur the type of informative expression gradually increased during the decade, occupancy growth fur the type of brand name expression was slight until its rapid expansion in the late 90's. The occupancy rate for the type of egoistic expression steadily increased during the early and mid 90's but decreased to its original percentage in the late 90's. As for the sensual expression, its occupancy was insignificant up to the mid 90's and then rapidly decreased in the late 90's. 2. Type of appeal The type of appeal used in men's wear advertisements could be classified into the four categories, sensitive appeal, sex appeal, image appeal, and quality appeal. The periodical trend in the use of each type of appeal was as follows: sensitive appeal was most commonly used during the decade ; it had an occupancy rate over 50 percent in the early 90's but the rate gradually decreased during the mid and late 90's. Sexual appeal were the least commonly used; though the occupancy rate increased during the early and mid 90's it dropped dramatically in the late 97's. The occupancy rate for image appeal gradually decreased until its growth in the late 90's. The occupancy rate fur quality appeal was insignificant in the early 90's. This percentage rapidly increased in the mid 90's but relapsed in the late 90's.
The purposes of this study were to classify the contents of lifestyle of adolescence consumers, to examine the differences of lifestyle, importance of store attribute, preference of fashion store according to demographic variables, to test preference of fashion store and lifestyle, preference of fashion store, and to examine how the preference of fashion store was influenced by lifestyle, importance of store attribute, and demographic variables. Subjects were 317 adolescence consumers(13-24 years) in Seoul, Korea. Preference of imported & brand goods, orientation of fashion & beauty life, and family orientation had a direct effect on preference of department store($R^2$=.129). Sex had an indirect effect on preference of department store through orientation of fashion & beauty life. Search of video media & information and age(-) had a direct effect on preference of entertainment shopping center($R^2$=.150). Orientation of fashion & beauty life(-), sales promotion, sex, and reasonable consumption had a direct effect on preference of discount store(R =$^2$.109). Sex(-) had an indirect discount store through orientation of fashion & beauty life, and sex(-), search of video media & information, age(-), and reasonable consumption did through sales promotion. Sales promotion, preference of imported & brand goods(-), and store atmosphere(-) had a direct effect on preference of traditional market($R^2$=.060). Sex(-), age(-), search of video media & information, and reasonable consumption had an indirect effect on preference of traditional market through sales promotion, and search of video media & information, reasonal consumption, and acceptance of foreign culture did through store atmosphere.
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