• Title/Summary/Keyword: digital fashion design

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A Study on Make-up Design with Application of Genre Deconstruction in Hybrid(Ver. 2) (하이브리드의 탈 장르화를 응용한 메이크업 디자인에 관한 연구(제 2보))

  • Barng, Kee-Jung;Kim, Kyung-Hee
    • Journal of Fashion Business
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    • v.16 no.2
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    • pp.88-107
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    • 2012
  • Hybrid implies that elements in more than two are combined, and is what is merged and used complexly the technologies and materials in several fields according to the development in scientific technology and the progress in technology. In the formative and artistic aspect, the hybrid can be said to be phenomenon that two of mutually different genres are combined. The function and form in each genre, which were combined at this time, are remained wholly or partially, thereby revealing as well without hiding a fact of having been combined. In the digital communication era, the same time level was integrated into one culture, with destroying the temporal·spatial boundary. As for the objectives of this study, first, the aim is to suggest a model for researching into make-up by grasping the developmental process and the characteristics of hybrid art through considering an art theory of hybrid, which was shown in make-up. Second, the aim is to design make-up by analyzing trend by make-up style after applying the genre deconstruction in hybrid. The modern make-up design through genre-deconstruction characteristics beyond diverse plurality and genre could be known to be highlighted as aesthetic characteristic by a slight attempt as communication of open space, which connects culture and genre, which had failed to be recognized and was neglected. Through the results of this study, it could be known that there is infinite possibility in developing make-up design in line with modern sensation through aesthetic element and symbolic significance through genre deconstruction. Based on these findings, its significance can be said to be in substantially contributing to offering new sight to the design & formative characteristic and the expression mode in future make-up, to providing basic data, and to strengthening competitive edge of culture and art.

Fur trend analysis showed in 2006 Fall Winter collection (2006 F/W Fur fashion trend 분석)

  • Lee, Eun-Young
    • The Journal of Natural Sciences
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    • v.17 no.1
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    • pp.79-87
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    • 2006
  • Now thus season trend, we can see the multi and digital trend. Specially it was very sensational in fur trend. Many designer showed very shocking and mixed design, silhouette is bulky and fusion short. The background are rise up of kidult, naturalism, techno casual sense, new avangarde. Now, fur is not the classic item anymore. It is necessary to change funny and trendy casual item.

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A Study on the Gap between Subjective Age and Real Age, Self-Esteem, Appearance Satisfaction, and Clothing Benefits Pursuit according to Gender and Age of Middle-Aged Consumers (중년소비자의 성별과 연령에 따른 주관적 연령 차이와 자아존중감, 외모만족도 및 의복추구혜택)

  • Kim, Na-Mi;Chung, Sung Ji;Kim, Tae-Eun;Ahn, Si-Hyun;Lee, Min-Ji;Chang, Mi-Soon;Choi, So-Ra
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.2
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    • pp.127-144
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    • 2016
  • The purpose of the study was to investigate the self-esteem, appearance satisfaction, and clothing benefit pursuit the gap between subjective age and real age according to gender and age of middle-aged consumers. For the study, the questionnaire was developed by the authors and distributed to male and female consumers in their forties or fifties on september 1~10, 2014. A total of 470 questionnaires was collected and used for the final analysis. Data were analyzed by frequency analysis, reliability analysis, factor analysis, cluster analysis, ANOVA and Tukey's test, using the SPSS 18.0 Package Program. The findings were summarized as follows. There were significant differences in the subjective age of middle-aged consumers according to gender and age. Female consumers in their fifties perceived their subjective age to be younger than male consumers in forties and fifties. There were no significant differences in self-esteem among the groups according to gender and age. Significant differences were found in appearance satisfaction of male consumers in their fifties having higher appearance satisfaction than female consumers in their forties. There were significant differences in some factors of clothing pursuit benefits including pursuit of fashion, pursuit of youth, pursuit of rationale, pursuit of leisure, and pursuit of loyalty, among the groups according to gender and age with female consumers placing more importance on clothing-related benefits than their male counterparts. Local fashion businesses to consumers who target middle-aged consumers, this study can provide a basic data.

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Comparison of Feel/Sense and Purchase Behavior among NIKE, PUMA, and KUHO POP-UP Store Visitors (나이키, 퓨마, 구호 팝업 스토어 방문자들의 팝업 체험감성 및 구매행동 비교 연구)

  • Kim, Sun-Young;Kim, Chil-Soon
    • The Research Journal of the Costume Culture
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    • v.19 no.6
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    • pp.1288-1301
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    • 2011
  • The purpose of this study was to observe a case study of pop-up stores in an apparel company in Korea in order to evaluate different feel and to determine the purchase behavior of pop-up visitors of three major fashion brands. This research was conducted through secondary data collection and primary data collection. A survey was conducted among NIKE, KUHO, and PUMA pop-up store visitors who were 20 to 40 years old, via questionnaires. Data were collected on-line and off line at the pop-up store. Data were analyzed using SPSS program. Through data analysis, we learned that most of the study participants were captivated by the digital elements in the environment of the NIKE pop-up store. Puma, the second most favorably ranked, was favored for its interior design. Meanwhile, KUHO stimulated its customers with its limited edition fashion products at a good price. Several feels of visitors about the pop-up stores were significantly different among the 3 different brands. There was a significant difference in purchase criteria, such as brand recognition, size, and design among visitors of the three different brands. Visitors who preferred KUHO considered design of products more than NIKE-preferred visitors. In conclusion, the clothing pop-up stores have the possibility of satisfying consumers' desires. Each brand can achieve a good performance in promotion with a differentiated strategy.

The Comparative Analysis of 3D Software Virtual and Actual Wedding Dress

  • Yuan, Xin-Yi;Bae, Soo-Jeong
    • Journal of Fashion Business
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    • v.21 no.6
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    • pp.47-65
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    • 2017
  • This study is intended to compare an actual wedding dress being made completely through 3D software, and compare it with an actual dress of a real model by using collective tools for comparative analysis. The method of the study was conducted via a literature review along with the production of the dresses. In the production, two wedding dresses for the small wedding ceremony were designed. Each of the design was made into both 3D and an actual garment. The results are as follows. First, the 3D whole body scanner reflects the measure of the exact human body size, however there were some difficulties in matching what the customer wanted, because the difference of the skin color and the hair style. Second, the pattern of the dress is much more easily altered than it was in the real production. Third, the silhouette of the virtual and the actual person with the dress was nearly the same. Fourth, textile tool was much more convenient because of the use of real-time rendering on the virtual dresses. Lastly, the lace and biz decoration were flat, and the luster was duller than in reality. Prospectively, the consumer will decide their own design of variety through the use of the avatar without wearing the actual dresses, and they would demand what the another one desired, different from the presented ones by making the corrections by themselves. Through this process, the consumer would be actively participating in the design, a step which would finally lead to the two way designing rather than the one way design of present times.

Apparel Pattern CAD Education Based on Blended Learning for I-Generation (I-세대의 어패럴캐드 교육을 위한 블렌디드 러닝 활용 제안)

  • Choi, Young Lim
    • Fashion & Textile Research Journal
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    • v.18 no.6
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    • pp.766-775
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    • 2016
  • In the era of globalization and unlimited competition, Korean universities need a breakthrough in their education system according to the changing education landscape, such as lower graduation requirements to cultivate more multi-talented convergence leaders. While each student has different learning capabilities, which results in different performance and achievements in the same class, the uniform education that most universities are currently offering fails to accommodate such differences. Blended learning, synergically combining offline and online classes, enlarges learning space and enriches learning experiences through diversified tools and materials, including multimedia. Recently, universities are increasingly adopting video contents and on-offline convergence learning strategy. Thus, this study suggests a teaching method based on blended learning to more effectively teach existing pattern CAD and virtual CAD in the Apparel Pattern CAD class. To this end, this researcher developed a teaching-learning method and curriculum according to the blended learning phase and video-based contents. The curriculum consisted of 2D CAD (SuperAlpha: Plus) and 3D CAD (CLO) software learning for 15 weeks. Then, it was loaded to the Learning Management System (LMS) and operated for 15 weeks both online and offline. The performance analysis of LMS usage found that class materials, among online postings, were viewed the most. The discussion menu most accurately depicted students' participation, and students who did not participate in discussions were estimated to check postings less than participating students. A survey on the blended learning found that students prefer digital or more digitized classes, while preferring face to face for Q&As.

A Development of the Torso Pattern for Obese Middle-aged Women from 3D Virtual Garment Simulation (3D 가상착의 시스템에 의한 비만 중년여성의 토르소 원형설계에 관한 연구)

  • Lim, Ji-Young
    • Fashion & Textile Research Journal
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    • v.12 no.1
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    • pp.86-93
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    • 2010
  • The purpose of this study was to develop torso pattern of Middle-aged obese women by using the virtual twin and 3D virtual garment simulation system. The results were as follows; 1. By using 3D Virtual Garment Simulation, new torso pattern considered obese women was development. The basic numerical formula were as follows ; bust girth B/2+5, armhole depth B/6+5, front waist girth W/4+2+0.5, back waist girth W/4+1-0.5, front hip girth H/4+1+0.5, back hip girth H/4+2-0.5, chest width B/6+2.5, back width B/6+2.5 and back neck width B/20+2.5. 2. According to the results of the new torso pattern's appearance evaluation, it estimated more highly than existing pattern in silhouette and ease amount, confirming that new torso pattern is appropriate for the obese women. Also, new torso pattern was evaluated to allow proper space length of bust, waist, abdomen and hip. Virtual models production through 3D body scan data, pattern draft and virtual garment digital program were applied to prototypic design method so as to enhance the fitness of ready-made garments. This study is expected to serve as one of important basic data for ensuing studies that may utilize 3D Virtual Garment Simulation System with 2D patterns, and also for future 3D Pattern Production Program development.

A Development of the Bodice Pattern for Male Sports Athletes Using by 3D Virtual Twin & Virtual Garment Simulation (3D 가상모델 및 가상착의 시스템을 이용한 남자 운동선수의 상반신 원형설계)

  • Lim, Ji-Young
    • Fashion & Textile Research Journal
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    • v.12 no.3
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    • pp.347-353
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    • 2010
  • The purpose of this study was to examine the appropriate surplus of clothing for a suitable basic bodice pattern of Male Sports Athletes by using the 3D virtual twin and virtual garment simulation system. The results were as follows; 1. By using 3D virtual twin and garment simulation, new bodice pattern considered male sports athletes was development. The basic numerical formula were as follows ; surplus of chest girth=9, surplus of back length=1, armhole depth=back length/4+13, half back width=chest girth/5+2.5, front chest width=chest girth/5+3. 2. Wearing test by 3D virtual garment simulation system was useful to evaluate wearing outline, surplus of clothes and garment space. Also it estimated more highly than existing pattern in silhouette and ease amount, confirming that new bodice pattern is appropriate for the male sports athletes. New bodice pattern was evaluated to allow proper space length of chest and waist. Virtual models production through 3D body scan data, pattern draft and virtual garment digital program were applied to prototypic design method so as to enhance the fitness of ready-made garments. This study is expected to serve as one of important basic data for ensuing studies that may utilize 3D Virtual Garment Simulation System with 2D patterns, and also for future 3D Pattern Production Program development.

A development of outdoor pants for active senior males (액티브 시니어 남성을 위한 아웃도어 팬츠 개발)

  • Kim, Ji-Eun;Kim, Eun-Kyong
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.2
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    • pp.57-73
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    • 2019
  • This study was carried out to offer basic data that can be used for the production of outdoor pants for active senior males, which is emerging as a new consumer bracket in the rapidly aging society. To this end, this study modified and complemented the patterns of existing outdoor pants for active senior males, that received the most positive evaluations. On the basis of the research and outdoor wear assessment results, this study proposed the matters to consider in the manufacturing of outdoor pants for active senior males. As a result of the existing outdoor wear's wearing assessment, the pants of brand C were revealed to be the best. This study actually designed research outdoor wear by modifying the problematic parts by adding and subtracting spare length or circumference, on parts where fit satisfaction was low, and by referring to the selected brands' patterns. The research outdoor pants were designed by referring to the preferred outdoor types and colors that were revealed in the survey results. The wearing assessment was conducted by comparing the manufactured research outdoor pants and the existing outdoor pants, which were selected as the best outdoor pants. Consequently, this study verified the fit of the research outdoor pants was superior to most items. This study proposed the final patterns of outdoor pants suitable for active senior males through the modification of several items that required some improvements revealed via the wearing assessment of the research outdoor.

Development of the Slacks Pattern for the Elderly Women from 3D Virtual Garment Simulation (3D 가상착의에 의한 노년 여성의 슬랙스 패턴 설계)

  • Lim, Jiyoung
    • Fashion & Textile Research Journal
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    • v.21 no.1
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    • pp.59-66
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    • 2019
  • The purpose of this study was to develop slacks pattern of elderly women aged over 60s by using the virtual twin and 3D virtual garment simulation system. The results were as follows; first, By using 3D Virtual Garment Simulation, new slacks pattern considered elderly women was development. The basic numerical formula were as follows, front waist girth W/4+2+1.5, back waist girth W/4+1.5+0.5, front hip girth H/4+0.75, back hip girth H/4+1.5, front crotch extension H/16-0.5, back crotch extension H/8-1.3, front dart amount 2 and back dart amount 1.5. Second, according to the results of the new slacks pattern's appearance evaluation, it estimated more highly than existing pattern in silhouette and ease amount, confirming that new slacks pattern is appropriate for the elderly women. Also, new slacks pattern was evaluated to allow proper space length of waist, abdomen and hip. Virtual models production through 3D body scan data, pattern draft and virtual garment digital program were applied to prototypic design method so as to enhance the fitness of ready-made garments. The use of the virtual twin made it impossible to comprehend the appearances and ease correspondent to motions. In order to evaluate wearing fitness, therefore, the system should be improved so as to change arm positions and perform various motions.