• Title/Summary/Keyword: digital fashion design

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Upper Body Type Analysis for Middle-aged Women Aged 50-69 Years (50-69세의 중장년 성인여성을 위한 상반신 체형분석)

  • Lee, Jin Hee;Kim, Eun Kyong
    • Journal of the Korea Fashion and Costume Design Association
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    • v.24 no.3
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    • pp.49-61
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    • 2022
  • This study aims to provide upper body shape information by analyzing the measurement data of middle-aged women aged 50-69, including baby boomers, whose economic power and activity have improved compared to the previous generations. In order to provide accurate upper body shape information by analyzing the body type using the 8th Size Korea measurement data, body shapes were classified through factor and cluster analysis using 75 direct measurement items. Upper body type was classified according to the factors, and the associated characteristics were analyzed. As a result of the comparative analysis of the upper body measurements from the 4th to the 8th Size Korea measurement, it was found that in the height item, both the waist height and the hip height increased, making the overall height greater and the leg length longer. The body circumference items tended to increase, but were found to decrease significantly in the 8th Size Korea (2021) measurement. Middle-aged women were classified using five factors. Factor 1 was the upper body obesity factor, and Factor 2 was the trunk vertical factor. Factor 3 was the width of the back shoulder, Factor 4 was the vertical factor behind the back, and Factor 5 was the length factor of the front garment composition. Middle-aged women were classified into four body types through cluster analysis. Type 1 is relatively small and skinny, Type 2 has the most obese upper body and developed back shoulders, and Type 3 is skinny and has a long back and short front. In Type 4, the upper body was relatively long and the shoulders were narrow.

Comparing User Experience-based Design and Minimalism (사용자 경험 디자인과 미니멀리즘 비교)

  • Jo, Dong-Hee;Lim, Byung-Woo;Cho, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.145-154
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    • 2008
  • Minimalism, which started with the subtle distinction between the end of modernism and beginning of post-modernism, was not limited to the fine arts but also spread through architecture, fashion, and the rest of the design industries. this historical study is considered a logical, user experience-based design process, the latest issue derived from the collision between minimalism and the digital environment is not limited to practical industrial design processes, but also their theoretical study. the results show that user experience-based design process and minimalism share many of the same qualities. based on these similarities, minimalism and user experience-based design process can be grouped together both academically and theoretically for establishing a future academic template for the digital designing process.

Development and Sensory Evaluation of Jacquard Fabrics with Three Dimensional Pattern Design for Bag (가방용 3D 입체패턴 디자인 자카드 직물 개발과 감성구조)

  • Kim, Jeong-Hwa;Kim, Myoung-ok;Lee, Jung-soon
    • Fashion & Textile Research Journal
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    • v.21 no.1
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    • pp.104-111
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    • 2019
  • This study was developed using the DTP (digital textile printing) jacquard fabrics with a three-dimensional pattern for bag and evaluated the preference and emotional structure. The following conclusions were obtained. Three-dimensional patterns of 12 species using the illustrator program, including six kinds of designs based on the text and six kinds of character types based on the geometry of the basic design was developed. As a result of evaluating the preference of the three-dimensional pattern jacquard fabric, the most preferred fabric was a three-dimensional patterned jacquard fabric with a motif of the Korean consonant "ㅅ". The results of analyzing the emotional dimension of the three-dimensional pattern jacquard fabric, eight factors including simple image, feminine image, exotic image, graphic image, sporty image, masculine image, dynamic image and stereoscopic image were derived. Between emotional factors and preferences correlation analysis showed the stronger the simple image, the feminine image, and the sporty image, the more preferable. It suggested the possibility of a morphological and new fabric for bag, textile design motifs by using Hangul consonants attempt to limit the flatness of the existing geometric form patterns that can be applied to three-dimensional bag whether swirly patterns overcome.

Introducing a New Pedagogical Approach for Ergonomic Pattern Education: Leveraging a Half-Scale Body Form Based on 3D Modeling (인체공학적 패턴 교육을 위한 새로운 교수법 제안: 3D 모델링 기반으로 제작한 Half Scale Body Form를 이용하여)

  • Lin Chen;Yuhwa Hong;Juyeon Park
    • Fashion & Textile Research Journal
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    • v.26 no.1
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    • pp.78-87
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    • 2024
  • This study aimed to propose an innovative teaching pedagogy using a half-scale body form in apparel design education and evaluate its effectiveness in augmenting students' understanding of ergonomic patterns. Constructed in alignment with Phoenix's (2018) study, which used 3D body scanning and digital editing software, the half-scale body form was created through a five-step process, encompassing body measurement, 3D body modeling, fabrication of a physical half-scale body form, pattern making, and evaluation. Implemented in an undergraduate patternmaking course offered at a 4-year university in the metropolitan Seoul, this instructional approach's effectiveness was gauged through students' course projects and exit interviews. The results underscored the positive impact of the proposed teaching pedagogy on students' grasp of ergonomic pattern development, fostering a keen understanding of diverse body shapes and sizes and the relationship between the human body and garments. Furthermore, it played a role in cultivating positive body image and self-endorsement among students. The research contributes meaningfully by presenting a fresh perspective in apparel design education, seamlessly integrating advanced anthropometric and technological tools into a conventional patternmaking classroom. It offers a novel learning experience for students majoring in apparel, creating a fun and interactive teaching environment.

Analyzing Types of Styling through Character Customization Games (캐릭터 커스터마이징 게임에 나타난 유형별 스타일링 분석)

  • Seo, Mi-Ra
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.309-316
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    • 2015
  • The styles by character type in customizing systems were analyzed, being classified into creative style, attractive style, grotesque style, usual style, and suit style on the basis of the 'fashion style types of game characters' proposed in the previous research. The creative and convergent designs that couldn't be implemented in reality were expressed in various forms because those designs were created in virtual space, one feature of games. The analysis of the fashion styles of characters was focused on the RPG using the characters with exaggerated body proportions beyond the general body proportions in reality and the features on game characters that were identified by gamers. Thus, the creative style and attractive style showed a high frequency. The common features were identified because the costume designs and colors for characters are generally selected in accordance with the gamers' requests or by reflecting the view on the world. However, it was difficult to find out the representative cases for hair designs and colors because of excessively diverse expressions. The results of this paper will be a valuable reference for the research on the fashion item development manual satisfying the gamers' personalities and requests and relevant research.

From the perspective of female college students majoring in cosmetology Factor analysis on femininity (미용학 전공 여대생 관점에서의 일제 강점기 신여성 패션스타일에서 발산되는 여성성에 대한 요인 분석)

  • Park, Jang-Soon
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.405-410
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    • 2020
  • Fashion is a visual means of expressing identity, position, marital status, personal inclination, etc. along with beauty, and it is an important practical cultural heritage that can infer past lifestyle habits. In modern society, fashion such as women's suits, high heels, hats, gloves, handbags, necklaces, etc., as well as beauty such as hair, make-up and nail art. It is a model of innovative women's prize and presented a sample of femininity that responds to the radical development of science and technology in the 21st century. Therefore, it is a driving force for a genuine gender equality society. It serves as a stepping stone for futuristic future design. This study, which analyzed the factors of women's sexuality from the viewpoint of beauty college students in the fashion style of the newcomers, makes it possible to present a sample of women' s sexuality that establishes constructive self - help theory. It is thought that a solid foundation of femininity will be provided.

Case Study on AR Technology Use in the Fashion Industry: Focusing on Classification of Use Types (패션산업에서의 AR기술 활용 사례 연구: 활용 유형을 중심으로 )

  • Mi Young Son
    • Science of Emotion and Sensibility
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    • v.27 no.1
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    • pp.81-92
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    • 2024
  • This study analyzed augmented reality (AR) technology use in the fashion industry by classifying them based on product, wearer, space, purpose, and use. In this study, 76 cases of AR technology use in the fashion industry that were analyzed in domestic and foreign portals (Google, Naver, etc.) and research articles were collected and analyzed. The study found that in AR technology cases, the dimensions of the product, wearer, and space were utilized in various ways, including real, virtual, and their combination. AR technology was used diversely and creatively in design and product development, marketing and publicity, fashion shows, try-ons, online and offline sales and distribution, etc. Through AR technology, the categories of fashion products, concept of fashion shows, try-on methods, marketing and promotional tools, and sales tools are expanded more creatively from the existing framework. For inclusive growth within the fashion industry in the future, the national government, local governments, and large corporations should develop measures in bridging the digital gap, such as the use of AR technology according to technological readiness, capital, and age.

A Study on the Upper Garment Sizing System for Disabled Men using Wheelchair - Compared study with the Sizing System of Germany - (휠체어를 사용하는 남성 장애인의 상의 사이즈체계에 관한 연구 - 독일의 휠체어 장애인 사이즈체계와 비교연구 -)

  • Park, Kwang-Ae;Sung, Ok-Jin
    • Fashion & Textile Research Journal
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    • v.12 no.4
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    • pp.477-486
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    • 2010
  • This study aims at establishing a sizing system required for producing ready-made clothes which can fit the body shape of disabled men using wheelchair. It measured the bodies of 178 adult men using wheelchair and compared the sizing system of German adult men using wheelchair (1984) with KS system(KS K0050, 2004) in order to establish standards of the sizing system. AS a result, in terms of classification of body shapes, KS system cover more types of disabled men's body shapes and especially, A types (Drop 15.6) showed the widest coverage with 32%. In classification of heights, the widest range of height was 170 cm, and Korean men's four sizes between 158 cm and 176 cm covers 88.2% of disabled men's body shape. For chest size, 91.1% of disabled men's chest sizes were included in seven sizes, which are 4 cm intervals between 88 cm and 112 cm with 100 cm standard. In consideration of the ranges of height and chest, the general sizes (A types; 11 sizes, B types; 3 sizes, Y types; 5 sizes) are selected to present the standardized measurements. Basic parts of the upper garment sizing system for disabled men using wheelchair were height-chest-waist size.

Effect of Pre-treatment Agents on the Digital Textile Printing of Silk Fabrics (견직물의 디지털 프린팅에 있어 전처리제가 염색성에 미치는 영향)

  • Lee, San-Ha;Jeong, Dong-Seok;Chun, Tae-Il
    • Textile Coloration and Finishing
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    • v.23 no.4
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    • pp.263-273
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    • 2011
  • Digital textile printing(DTP) technology made considerable advances in recent years. In this study, a pre-treatment agent has been prepared for the better coloration of digital textile printing. The ink formulation contained three kinds of 5g thickener (CMC, Sodium alginate, Dextrin), 25g urea, 5g sodium carbonate, and 465g distilled water. The optimal sharpness of outline was found in the 1-3% concentration of the pre-treating agent with a viscosity of 10-15 cSt. Even if the color difference between untreated and treated samples was not apparent in the printing step, the color appearance increased after steaming. The color appearance of cyan, magenta, yellow, black reactive colorants increased in the order of CMC>Sodium alginate>Dextrin. Wash fastness to shade change and staining for the treated samples were 4-5 rating, while untreated sample was 1-2 rating. Also, the pre-treated sample with 1:1 mixtures had 4-5 rating. Both dry and wet rubbing fastness to shade change and staining were excellent in the treated samples, whereas rubbing fastness of untreated sample was 1-2 rating. With exception of 3 rating to black color, light fastness properties were 4 rating for the remaining three colors in the regardless of treatment condition and mixing of pre-treating agents. Dry cleaning fastness of all samples were also 4-5 rating irrespective of treatment condition and mixing of pre-treating agents.

A Study of Digital Make-up for the Elderly Using Adobe Photoshop CS4 (포토샵 CS4를 이용한 디지털 노인분장에 관한 연구)

  • Moon, Jung-Eun;Kim, Sook-Jin
    • Journal of the Korean Society of Costume
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    • v.59 no.10
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    • pp.85-97
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    • 2009
  • This study aims at applying Photoshop functions to digital make-up(DM) for aging effect based upon the knowledge of phrenology, comparing the result with that of the real or off-line make-up(OM) and identifying any possible difference between two methods: which contributes to understanding the potential and problems of DM at application level. This study aims at suggesting a method to apply computer graphics(CGs) to special effect make-up for aging effect through a case, contributing to attracting academic concerns and building theoretical frameworks for DM. It used 'Aging Process' in Adobe Photoshop CS4 Extended(CS4E) to change a young girl into a senior lady. In the process of DM, the study applies various tools and methods to making face wrinkled, finds the most effective way among them for each area of face, suggests a method to integrate the ways and shows the result of the method. Compared with OM, DM using CS4E is the less constrained work regarding procedure and time. Specifically, it can save the time tremendously because the reiterative operation of work can be omitted, when the same work is repeated, using 'Action' function which memorizes the history of the work. Once a DM work is produced, since it is durable, reusable and convertible to various images with additional operations, it seems very economical as well as highly promising to market the work through on-line sales. Regarding face features and skin, it reviewed literature in make-up and phrenology while it used Photoshop CS4 Extended tools to demonstrate a case of aging effect by combining and painting pictures of a young lady and a senior citizen.