• 제목/요약/키워드: digital fashion brand

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럭셔리 패션브랜드에 나타난 하위문화 양상의 의미 분석 (Analysis of the Meaning of Subculture Aspects in Luxury Fashion Brands)

  • 한자영
    • 한국의상디자인학회지
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    • 제24권1호
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    • pp.83-98
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    • 2022
  • This study identified the characteristics of the subculture aspects that led to the success of luxury brands and analyzed the implications of those aspects. For this, semantic analysis in a socio-cultural context was performed. Additionally, this study took the theoretical background, the change in subculture and post-subculture, the digital youth generation, and the change in the meaning of subculture style into consideration. The subculture style aspect and its meaning in luxury fashion brands were analyzed as follows: First, there are challenges that betray the legitimacy or values of luxury brands. Through this, the brand gained recognition and increased sales, and the designer gained a reputation as an innovative creative director. It can be seen that more successful branding was promoted by securing a more subcultured fandom. Second, by combining subculture image fragments, these brands cater to the diverse tastes of a myriad of subcultures. This maximizes commercial profits. Third, most promotional marketing activities are collaborative and done digitally, which allows for a wider customer base, but the difference is in digital capabilities. Limited editions or application use on social networks can act as another driver. It is said that the distinction in high-priced luxury brands is not only driven by economic power but also by sub-cultural capital and digital ability.

소셜 미디어에 의한 패션쇼의 재매개 (Remediation of fashion shows through social media)

  • 김세진
    • 복식문화연구
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    • 제29권5호
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    • pp.694-705
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    • 2021
  • Forming perceptions and having experiences through digital media is becoming more common than having in-person relationships in digital media environment. This study, which was conducted when Fashion Week transitioned to a digital platform in 2020, focuses on fashion shows that are announced through social media. The purpose of the study is to explore how traditional fashion media change through social media and what their media characteristics are from the perspective of remediation, which has been suggested by Bolter and Grusin (1999) as the logic of change in the new media. The results of the case analysis in this study, based on the definition and logic of remediation outlined through a literature review, are that social media fashion shows are remediated from traditional fashion shows in the manner that they are represented, improved, refashioned, and absorbed. The characteristics of remediation expressed in social-media-based fashion shows were derived from repurposed video content, improved the elements of fashion shows to express the shows in various ways, expanded places within the fashion shows, and decontextualized and visually flattened spatial discontinuity, and from genre transitions and perceptual shifts. Social-media-based fashion shows are becoming a tool to renew the fashion experience and views of fashion and strengthen the authenticity of the brand by interacting with the audience, improving on the spatial limitations of traditional fashion shows, and diversifying fashion presentation methods.

현대 패션에 나타난 하이컨셉(high concept)의 퍼놀로지(funology) 특성 (Funology Characteristics of High Concept in Contemporary Fashion)

  • 유차향;서승희
    • 패션비즈니스
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    • 제21권2호
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    • pp.1-15
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    • 2017
  • This study aims to identify the special features of high-concept funology observed in fashion products and expressional media by exploring funology in an era of high-concept, the emotional paradigm of the 21st century. High-concept funology in today's fashion can be explained as follows: First, 'virtual reality', which is often seen in fashion shows and fashion commercials, enhances consumer participation and involvement with blurred boundaries between the real world and the virtual world. With the expansion of various forms of real-time communication with consumers, positive images of the brand are being projected to the consumers. Second, 'form transformability', which is often found in fashion products, promotes customers' purchase desire as they are able to present themselves in a more versatile way in the fashion product that is changeable in various designs. Third, 'integration of different fields', which is easily found in various fashion goods, engages consumers in a mutual interaction under an entertaining setting with the product that is made to satisfy their needs attuned to their digital lifestyle. Fourth, 'interactive responsiveness', which is mainly recognized in fashion stores and commercials, is characterized by its interactive playfulness that encourages consumer participation through entertainment contents and promotes brand intimacy, eventually adding more value to its name.

패션스토어 VMD에서 나타난 디지털 사이니지의 적용방안에 관한 연구 - 국내의 글로벌 SPA브랜드를 중심으로 - (A Study on the Method of Digital Signage in the Fashion Store VMD - Focusing on Global SPA Brands in Korea -)

  • 김윤희;이주형;한혜련
    • 한국실내디자인학회논문집
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    • 제22권6호
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    • pp.220-232
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    • 2013
  • Ever-evolving diverse communication tools bring numerous changes and improvements into the lives of humans. It is extremely important to provide visual information when communicating with consumers in the commercial arena because humans acquire over eighty percent of the information around them through sense of sight. One cannot compete with just sheer quality in today's world. Therefore, the applications of digital technology in the visual merchandising became crucial, for it can dramatically improve the market value. Among these applications is digital signage, a new media for esthetic experience. I strongly believe that this would be a new marketing tool for the brand's distinctive and unique publicity. This research has been conducted in order to find out how the fast-growing digital signage, defined by the contents, has become not just a mere digital video clip but an esthetic merchandising tool that can produce various effective marketing strategies; and to discover the characteristics that this application has brought out in the visual merchandising field of fashion stores' global SPA brands. Based on the market case study, analyses have been made for the digital signage types and strategies regarding the visual merchandising expressive elements and for the effects the digital signage application will have on publicity. According to the results, the digital signage has proven to be informative, diversely applicable and contributes greatly to the increase in sales and to the improvement of company and brand image. Thus, it is much more than just a media tool for advertisement.

MZ세대의 콘텐츠 콜라보레이션을 활용한 패션브랜드의 가치창출 사례연구 (A case study on value creation of fashion brands using content collaboration targeting MZ generation)

  • 신혜경
    • 복식문화연구
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    • 제28권6호
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    • pp.830-844
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    • 2020
  • The fourth Industrial Revolution, known as digital transformation, has made MZ generation to be the focus of the new consumer market, brought about the use of technological platforms a new consumption method. Currently, as various types of content collaboration are emerging that specifically targeting at the MZ generation. Content collaboration are considered an integration of content to create new values through co-existence and co-prosperity. This study identified the characteristics of collaboration of fashion brands from 2018 using literature and online news articles, and identified and classified through case studies of it determined movie content, game and virtual characters. By this research, it shown that collaboration with movie contents have increased the collaborative synergy by using the story in global media content. Collaboration with mobile games was generally used by young casual and sportswear brands. These brands which utilized characters from mobile games popular with to attract more teen consumers and strengthen brand awareness by adding values of high-technology and scarcity to the familiar images. In addition, collaboration with virtual characters has expanded value of the collaborative approach on expanding the range of advanced digital technology, from a promotional strategy during the distribution process through to the use of virtual models. As such, collaboration using the various types of content has developed beyond simple integration of identities among various areas, integrated products or brands that as a new value.

효율적 사무공간 활용을 위한 브랜드확장 전략 -스타벅스를 중심으로- (Brand extension strategies for Efficient utilization on office space -A Study on Brand extension of Starbucks-)

  • 박정훈;김승인
    • 디지털융복합연구
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    • 제16권2호
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    • pp.299-304
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    • 2018
  • 본 연구는 고객들이 가장 선호적인 커피 브랜드인 스타벅스를 대상으로 효율적 사무공간 서비스를 통하여 브랜드 확장을 위한 새로운 비즈니스 모델을 제안하는 것에 목적이 있다. 직장인의 업무 중 원거리로 출장이 잦으면 일반적인 호텔에서 지내는 것보다 업무를 보기 편리한 사무 최적화한 공간이 더욱 효율적이다. 회의실, 프레젠테이션 공간, 사무용품 등을 누구나 쉽게 사용할 수 있고, 자신이 원하는 장소에서 개인적인 업무를 처리할 수 있을 뿐만 아니라 취침 공간을 마련하여 원하는 만큼 머무를 수 있는 스타벅스 커피 브랜드 확장으로서 새로운 개념의 '커피스텔(coffeestel)'을 제안한다. 본 연구를 통해 공유 서비스, 공유 공간 등 효율적인 사무 공간 활용 방법을 전달하고자 하며, 하나의 브랜드가 패션 브랜드 외에 다양한 브랜드로 확장할 수 있기를 기대한다.

럭셔리 패션브랜드의 아트 콜라보레이션 유형과 효과 -2019년 이후의 사례를 중심으로- (Art Collaboration Types and Effects of Luxury Fashion Brands -Focusing on the cases after 2019-)

  • 왕일호;김현주;윤지영
    • 디지털융복합연구
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    • 제20권5호
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    • pp.721-731
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    • 2022
  • 본 연구의 목적은 럭셔리 패션브랜드와 아트 콜라보레이션의 사례를 고찰하여 유형화하고 그 효과를 알아보는 것이다. 연구방법은 럭셔리 패션브랜드와 아트 콜라보레이션의 이론적 배경을 고찰하고 주요 사례를 통한 내용 분석으로 진행하였다. 연구결과는 사례 분석을 통한 도출로 다음의 2개 유형으로 분류되었다. 첫 번째는 제품 디자인을 위한 아트 콜라보레이션이고, 두 번째 유형은 전시 작품을 위한 아트 콜라보레이션이다. 유형에 따른 내용 분석은 브랜드와 아티스트 관점에서 각각 정리하였고 그로인한 협업 효과를 최종 도출하였다. 주요 효과는 디자인과 예술의 일체화, 사회·문화적 배경의 다양화, 표현의 혁신적 비전화이다. 본 연구는 예술 작품 접목을 통한 럭셔리 패션브랜드의 확장된 디자인 방법과 효과를 살펴보고, 향후 패션디자인과 아트 콜라보레이션 연구에 기초 자료를 제시하는 것에 그 의의를 갖는다.

한국 가상 아이돌 그룹의 콘텐츠에 나타난 디지털 기술 및 패션의 특징 (Digital Technology and Fashion Features in the Contents of Korean Virtual Idol Groups)

  • 설가예;서승희
    • 패션비즈니스
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    • 제27권1호
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    • pp.110-125
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    • 2023
  • Virtual idol groups are a product of changes in cultural content and development of digital technology. The purpose of this study is to derive the characteristics of technical expression and fashion of virtual idol groups of Korean entertainment companies, and the significance of this study is to provide basic data for creating a new content business model for virtual idol groups. The research method of this study consisted of literature research and case analysis. Korean virtual idol groups 'K/DA', 'Aespa', and 'Eternity', which show the evolved business model of the entertainment industry through rapid advances in digital technology, were selected as the subject of case analysis for this study, and newspaper articles were searched by keywords and analyzed. As a result of the study, the technical expressions shown in Korean virtual idol groups were 'implementation of realistic content through interaction technology', 'delicate motion expression through motion capture technology', and 'convergence of information between the real world and virtual world through AR technology', 'provision of experience similar to reality by VR technology' and 'formation of cultural contents by Deep Real technology' were deriven. In addition, the characteristics of the Korean virtual guide idol group's fashion are 'marketing strategy through collaboration with fashion items', 'giving recognition as a digital fashion icon of real existence', 'creating a sensuous image as a fashion brand ambassador' and 'fashion style expression of the Z generation's sensibility'.

패션 모바일 놀이의 유형과 경험적 가치 -놀이 이론을 중심으로- (Types and Experiential Value of Fashion Mobile Play -Focusing on Play Theory-)

  • 박신영;이윤경;이미아
    • 한국의류학회지
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    • 제45권1호
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    • pp.73-93
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    • 2021
  • This study typifies fashion mobile plays in a digital environment and explores the experiential value created by them through a case study of a fashion brand mobile app. For the case analysis, mobile plays were divided into four types: intrinsic motivation/active participation, intrinsic motivation/passive participation, external motivation/active participation, and external motivation/passive participation, depending on the mobile players motivation and level of participation. Among the global fashion brand mobile apps released from 2009 to 2019, 16 cases suitable for the analytical framework were used for final analyses. The main results are as follows. First, mobile play value include characteristics such as networkability, immersion, hyper-spatiality, and super-temporality in addition to the attributes of a traditional play such as spontaneity, uncertainty, regularity, and playfulness. Second, the four types of mobile play provide participants with an experiential value such as creative value, emotional value, social value, and exploitative value. This study has academic implications in terms of introducing a new framework that can typify mobile plays and suggest practical implications for what experiential value fashion companies can give consumers through mobile app marketing.

패션상품의 제품배치(PPL)에 대한 소비자(消費者)의 태도(態度) 연구(硏究) - TV를 중심으로 - (A Study on a Consumers Attitude toward PPL(Product Placement) of Fashion Products - Centering on TV -)

  • 김일;김기령
    • 패션비즈니스
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    • 제8권1호
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    • pp.117-132
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    • 2004
  • The purpose of this study is to analyze consumers attitude toward PPL (Product Placement) of fashion products on TV, with regarding PPL as a new-communication sphere of marketing. This study used a questionnaire method, and the results of the analysis are as follows. First, as for the information availability of PPL related to fashion products on TV, it was shown to be higher in order of trend, brand, color, practicability, price and material. Second, as a result of analyzing, through 11 items, the attitude on PPL experience of fashion products on TV, there were many positive responses as to 5 items (The commodity with PPL is the product of a renowned brand, The commodity with PPL is the expensive product, An image of the product with PPL becomes good, The product with PPL is suitable to the mood in a drama, I try to think whether the product with PPL matches with myself), and there were more negative responses as to 6 items (Because of desiring to know a brand of the product with PPL, I look for it, The product with PPL is practical, The product with PPL is same as the real situation, I will also buy the product with PPL, Because there are too many commodities with PPL, I become angry, In case of facing PPL, I change a channel). Third, it was shown that the purchase experience and purchase intention as to the product with PPL on TV, have a positive correlation with TV viewing time and with whether or not re-approval as to PPL of a specific company. Also, the purchase experience as to the product with PPL on TV was shown much in the group of viewing TV via internet and in the group of using the digital TV broadcasting. The purchase intention as to the product with PPL on TV was shown higher in the group of using much cable TV broadcasting and general TV broadcasting, while the group of viewing TV via internet had purchase experience, but the response of not having intention of repurchasing was the highest.