• Title/Summary/Keyword: digital fashion design

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Visual Expression Effect by Digitization of Embroidery Design (자수 디자인의 디지털화에 의한 시각적 표현효과)

  • Kyung Ja Paek
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.407-413
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    • 2023
  • The purpose of this study is to provide basic information about various methods to easily affix unique embroidery effects to clothes due to the current expansion of digital fashion technology. A comparison of design techniques using virtual and real clothing was used to show the visual expression of embroidery designs. Actual embroidery motifs were created using a computer embroidery machine, DTP embroidery motifs were made by utilizing digitalization techniques, and digital motifs were produced. Then patch pocket type T-shirts were produced using each embroidery technique to compare the visual expression effects on clothing. The results of this comparison are as follows: for real clothing color (3.5), texture (4.0), gloss (3.8), and thickness (3.5). It was found that the color and thickness of the embroidery floss was visually sufficiently show the design texture and gloss. In terms of the embroidery design on virtual garments, the resutls of color (3.8), texture (4.3), gloss (3.9), and thickness (3.6) showed a high degree of similarity to the non-virtual results, confirming that digitized embroidery motifs are also a tool that can fully realize unique embroidery effect.

A Study on Eco-Friendly Jaquard Fabric Design Utilizing Natural Dyed Silk Screen Printing (천연염료 실크스크린 기법의 텍스타일 디자인 제작에 관한 연구)

  • Lee, Ae Ja
    • Fashion & Textile Research Journal
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    • v.18 no.4
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    • pp.412-423
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    • 2016
  • This paper explores the possibility, and suggests an experimental procedure, of industrial application of traditional textile design techniques, such as hand silkprinting and natural dyeing. Theoretical and traditional background of this study is William Morris and his followers' Arts and Crafts Movement from the late 19th century to the early 20th century, which laid the philosophical as well as technical foundations of modern textile design tradition. Based on the basic understanding of the design philosophy, and starting from the design techniques of Morris and his successors, I made some experimental and systematic color plans reflecting and exploiting the physical traits and structure of jacquard woven silk material fabrics. And I applied hand silkscreen printing techniques on the jacquard silk fabrics of my own making, while testing various color combinations of natural dyes. After finishing final processing of design samples, I could get textile design products which met the criteria of my original expectation, i.e., eco-friendly and aesthetic design samples that can also be produced in automatized mass production system of contemporary textile industry. The conclusion of this experimental study is that I can expect the natural dyeing techniques, jacquard silk fabrics design techniques, silkprinting techniques, and the basic processes used in this study to be safely applied for contemporary commercial textile industry utilizing automatized silkscreen printing system and digital printing devices.

A Study of Digital Makeup Techniques, based on a Case Study of a Film (영화 사례분석을 통한 디지털 분장 기법에 관한 연구)

  • Moon, Jung-Eun;Kim, Sook-Jin
    • Journal of the Korean Society of Costume
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    • v.61 no.5
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    • pp.48-63
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    • 2011
  • Digital makeup(DM), depending upon computer graphic softwares, is applied to various fields, e.g. character works in movie and game industries and visual printouts in printing works. Focused on makeup field, DM is extremely conducive to developing, scientizing and informationalizing makeup patterns. Despite of unlimited potential of DM of which market size has been growing day by day, its practical use by domestic makeup experts and educators is much less active than expected as far, due to the lack of knowledge accumulation. The purpose of this study is to suggest some theoretical frameworks to generalize DM techniques and analyze two cases using the frames therefore support academicians' recent efforts to theorize DM techniques. The study 1) defines and categorizes the concepts of DM and DFX(digital special effect); 2) reviews the literature relevant to DM and generalizes the types and methods of DM techniques; 3) applies general frames to analyzing two movie cases, famous for their DM effects; 4) then suggests, based upon analytical results, some efficient ways for makeup experts to use DM techniques in practice. This study contributes to providing the theoretical grounds to conceptualize DM thus broadening makeup artists' interests in DM and awakening the scholarly concerns in cultural technology including DM.

Trademark Protection In The Fashion Industry with ICT Issues (패션산업의 상표권 보호 및 ICT 쟁점 - Louboutin 사건, Levi 사건에 대한 분석을 중심으로 -)

  • Lee, Jae-Kyoung
    • Journal of Legislation Research
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    • no.44
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    • pp.185-209
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    • 2013
  • With the broader range of information and communications technology, of which fashion is a foundational medium, to analyze fashion as an information technology in order to better understand the industry's desire for intellectual property protection, popular resistance to such protection, and the most efficacious balance between them in terms of creative expression. It is, therefore to be focused on cultural and historical reasons for the limited degree of intellectual property protection extended in the past to certain categories of human creativity, including fashion design. So, the question of why some tension still exists between creators and consumers of fashion, how information theory can contribute to an explanation for that tension, and what role law can play in its resolution with Louboutin case and Levi case. Consumers and designers alike are better served by promotion of fair competition, lower litigation costs, and the inventive synergy of the fashion industry. Louboutin shows the comfortable, respectful limits of trademark law, while Levi illustrates the dangerous, overreaching deference that a few circuits have granted to famous marks. The Supreme Court could clarify the standard for dilution claims, requiring that a junior mark be "identical or nearly identical" or even "significantly similar" to a senior mark. Courts should need a deference in making dilution determinations and can choose to make this factor quite subjective with the highest degree of similarity.

Analysis on Foot Measurements of Elderly Women for Ergonomic Shoes Design (인간공학적 신발설계를 위한 노년여성 발측정치 분석)

  • Park, Soon-Jee;Chae, Hye-Seon
    • Fashion & Textile Research Journal
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    • v.10 no.1
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    • pp.83-91
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    • 2008
  • This study was designed to figure out the changes in elderly women's foot size and shape by aging, to propose size specification for elderly women's shoes, and to produce regression equations using representative measurements items to estimate other measurements usually hard to get. Subjects were 118 women of 30-59 years and the 227 elderly women over 60 years. Martin's anthropometry was done on the right foot of each subject for 25 items. And 11 indirect measurement items were measured on both foot printing sole outline and picture in profile taken by digital camera. For statistical analysis on the anthropometric measurements by SPSS program, analysis of variance, post-hoc test(SNK-test), crosstabulation, multiple correlation analysis, regression analysis were performed. The results of the study are as follows. Firstly, it was found that the foot figures of elderly women over 60 years were smaller in girth and width than those of below 60 years. In addition, it was revealed that a big toe and a little toe of elderly women showed a tendency concentrating to the central axis of feet. The foot index of elderly was smaller in width and girth. Secondly, foot size distribution table of elderly group showed wider size ranges and covered smaller sizes than the below the age of 60, meaning wide variation in foot size of elderly women. Thirdly, the multiple correlation analysis showed high correlation of foot length/girth to other measurements, suggesting these two items could be used as representative items for elderly women's shoe size specification as other age groups. Regression equations were produced using foot length/girth to estimate other measurements, suggesting such items could be estimated effectively and utilized in on/off-line shoe manufacturing shop as heel to big toe length, heel to little toe length, exterior malleouls width, instep girth, ankle girth, etc. These results imply prudent features of elderly women's foot as diversity of foot shape and wide size specification range should be applied for ergonomic shoe design for them.

A survey on the leggings wearing condition of down-aging women in their 30s and 40s (다운에이징 30-40대 여성의 레깅스 착용실태조사)

  • Eun Kyong Kim
    • Journal of the Korea Fashion and Costume Design Association
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    • v.24 no.4
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    • pp.41-56
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    • 2022
  • This study aims to investigate the actual condition of wearing leggings and the preferred design of down-aging women in their 30s and 40s who have young sensibility, but are starting to enter a middle-aged body type. By analyzing the problems experienced when wearing leggings in this age group, this study intends to provide basic data for the development of a middle-aged female leggings pattern with an improved fit. Therefore, a survey was conducted on 214 women in their 30s and 40s. The results of the survey are as follows. Among down-aging women who want to look younger, leggings are becoming an essential item, but most leggings brands are producing leggings with patterns suitable for women in their 20s. The results of this study also showed that down-aging women in their 30s and 40s mainly purchase and prefer body-fitting leggings. However, they are experiencing discomfort due to 'Y-zone accentuate', 'undergarment accentuate', 'cloth stucking', and 'waist band curling and tightening'. The results indicate that women in their 30s and 40s, who are starting to change to a middle-aged body type, have fit problems. Women in their 20s generally prefer functions that improve the body line, while those in their 30s and 40s prefer functions that improve movement and cover problems caused by the abdomen and the Y-zone area. Therefore, when designing leggings for down-aging women in their 30s and 40s, based on body-fitting leggings, a material with excellent elasticity must be selected. Also develop patterns that solves 'Y-zone accentuate', 'undergarment accentuate', 'cloth stucking', and 'waist band curling and tightening' problems.

A Development of Baseball Uniforms for Social Baseball Players (사회인 야구 참여자의 야구복 개발에 관한 연구)

  • Kim, Ye Jin;Kim, Eun Kyong;Ryu, Eun-Joo
    • Fashion & Textile Research Journal
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    • v.17 no.5
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    • pp.800-814
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    • 2015
  • This study develops baseball uniforms for amateur baseball players with excellent appearance and functional movement. This study selected a conventional baseball uniform and developed a new one for amateur baseball players with improved function and appearance based on previous research results. In case of developed baseball uniform materials, this study used polyurethane mixed fabric for the top to improve flexibility. A mesh material was used at the armpit, back, and bottom of the top, side line of pants and pockets to improve breathability. In addition, quilted material was added to the knee to improve durability and protection. For the patterns and design, this study used a gusset under the arm to assist in comfortable movement as well as reduced the length of the top and circumference of the hem to decrease unnecessary parts. For the pants, this study used a waistband gripper to avoid the top riding up, added darts behind the knees to bend comfortably, and added additional fabric inside the hem to prevent dirt. In addition, we reduced the width and length of the pants. Wearing evaluation was divided into appearance evaluation by experts and on-site-wearing test by baseball players. The wearing evaluation results for the developed baseball uniform indicated higher evaluations than a conventional baseball uniform in all sections as well as showed significant differences in all sections. The result of movement adaptability evaluation showed the highest satisfaction for 'the top does not ride up' and 'dirt do not get in'.

A Study on the Wearing Conditions of Social Baseball Uniforms (사회인 야구복 착용실태 조사)

  • Kim, Ye Jin;Choi, Hei Sun;Kim, Eun Kyong
    • Fashion & Textile Research Journal
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    • v.17 no.2
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    • pp.237-246
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    • 2015
  • The purpose of this study is basic data for developing baseball uniform in the future by carrying out a survey of amateur baseball players on the wearing pattern of uniform and inconvenient details. To do this study, a survey targeting 307 male social baseball players in their 20s to 40s was conducted, and a preliminary survey through interview with designers, MDs and patternmakers had also been carried out and analyzed prior to the main one. The result shows that armpit and back patches get wet with perspiration the most, and patches around knees are likely to be worn out because of frequent sliding. Thus, they are dissatisfied with poor protective function the most and need quilted pads around knees. Answers for a question on injuries during games indicates that shoulder injuries due to pitching or batting and abrasion owing to sliding are most common and knee injuries are also frequent. As for the wearing satisfaction of uniform, they want elasticity and breathability of textile to be improved; they are not satisfied with its design and fit because they think top and bottoms are much too long and uncomfortable; they often find dirt inside of the uniform during games. Besides, they find it very difficult to remove dirt from the uniform even after washing. There has been a growing population of amateur baseball players over recent years, so this study would help develop functionally improved uniform and be used for developing uniform for professional baseball players.

Improving Student's Design Prototyping Skills using Interactive Prototyping Tool

  • Kim, Jongwan;Jeon, Jae-wook;Kim, Ki-yeon
    • Journal of Multimedia Information System
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    • v.8 no.1
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    • pp.75-78
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    • 2021
  • This paper will explain the importance of using interactive prototyping tools in the HCI design process. The Future of HCI education project performed by ACM SIGCHI shows that students recognize that prototyping, especially paper prototyping and interactive prototyping, are both very important. Two widely-used prototyping tools in academy, Balsamiq and Oven, will be compared and rated by students according to their preferences. We choose the Balsamiq as our design tool because Oven can be designed on the web but applications cannot be designed directly on Mac or Windows. The Balsamiq tool will help you understand the task process of UI work and highlight the benefits of digital prototyping to test the execution of expected results in a fast fashion compared to high-level prototyping. We also present the outcome of this work through two case studies. In particular, the smart mirror project with voice recognition function shows the effectiveness of the proposed method as an example.

Development of Textile Design Combining K-pop star Symbols and Traditional Patterns - Focusing on BTS 'IDOL' - (K-pop 스타 상징물과 전통문양을 결합한 텍스타일디자인 개발 - BTS의 'IDOL' 중심으로 -)

  • Lee, Kyong-Soon;Choi, Yoon-Mi
    • Fashion & Textile Research Journal
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    • v.24 no.1
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    • pp.1-14
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    • 2022
  • K-pop stars are an important influence in the era of digital culture based on emotions. The purpose of this study is to visually express the identity and worldview of their music in the virtual and real world, and to promote Korea's current and past culture. The study also intends to appeal to the emotions of the global fans by designing original textile in their music video 'IDOL' on Tiny TAN - a symbol of world pop star BTS. For design development, traditional Korean images shown in the 'IDOL' video were collected, patterns for each member were selected, and a motif was designed on Adobe Illustrator. We selected the dragon as the motif for V, cloud for Suga, chrysanthemums for Jin, mask for Jung Kook, hanok pavilion for RM, fan for Jimin, and Sam Taegeuk for J-Hope. The selected motifs were designed as per the four textile design arrangement methods: square pattern, 1/2 half drop pattern, turn-around pattern, and panel pattern. The design was presented by mapping Kwaeja to Tiny TAN character. The developed textile design can be used not only for character costumes in virtual space, but also for various products such as clothes, accessories, bedding, cosmetics, stationery, and food. By using it to produce goods inspired by K-pop stars, it can be used as basic data for the development of high value-added competitive products in the global market and create synergy effects of K-Design, which would lead a new trend in the design world.