• 제목/요약/키워드: digital fashion design

검색결과 442건 처리시간 0.027초

인터렉티브 리얼 타임 3D 아트의 미학적 특성 (Aesthetics of Interactive Real-Time 3D)

  • 도순호
    • 한국게임학회 논문지
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    • 제5권2호
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    • pp.3-9
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    • 2005
  • 인터렉티브 리얼 타임 3D(Interactive real-time 3D)는 유저가 가상의 3차원 세계를 탐색하고 또한 몰입하는 폼의 컨텐츠를 경험할 수 있게 해준다. 다른 매체와는 다르게, 인터렉티브 리얼 타임 3D의 사용자(user)는, 디지털 3D의 구조에서의 작용과 반작용이 즉시 일어나는 "실시간"에서 진행되는 프로세스에서 능동적인 역할을 수행한다.

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Innovation and craft in a climate of technological change and diffusion

  • Hann, Michael A.
    • 복식문화연구
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    • 제25권5호
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    • pp.708-717
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    • 2017
  • Industrial innovation in Britain, during the eighteenth and nineteenth centuries, stimulated the introduction of the factory system and the migration of people from rural agricultural communities to urban industrial societies. The factory system brought elevated levels of economic growth to the purveyors of capitalism, but forced people to migrate into cities where working conditions in factories were, in general, harsh and brutal, and living conditions were cramped, overcrowded and unsanitary. Industrial developments, known collectively as the 'Industrial Revolution', were driven initially by the harnessing of water and steam power, and the widespread construction of rail, shipping and road networks. Parallel with these changes, came the development of purchasing 'middle class', consumers. Various technological ripples (or waves of innovative activity) continued (worldwide) up to the early-twenty-first century. Of recent note are innovations in digital technology, with associated developments, for example, in artificial intelligence, robotics, 3-D printing, materials technology, computing, energy storage, nano-technology, data storage, biotechnology, 'smart textiles' and the introduction of what has become known as 'e-commerce'. This paper identifies the more important early technological innovations, their influence on textile manufacture, distribution and consumption, and the changed role of the designer and craftsperson over the course of these technological ripples. The implications of non-ethical production, globalisation and so-called 'fast fashion' and non-sustainability of manufacture are examined, and the potential benefits and opportunities offered by new and developing forms of social media are considered. The message is that hand-crafted products are ethical, sustainable and durable.

대중문화에서 보여지는 신체표현과 복식디자인 연구 - 미국과 국내 영화를 중심으로 - (The Study of Human Body Expression and Fashion Design Appeared in Popular Culture -Focused on Movies in Korea and American-)

  • 권기영
    • 복식문화연구
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    • 제12권4호
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    • pp.676-690
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    • 2004
  • The purpose of this study is to investigate the symbolic meaning in body image and fashion style portrayed in Korea and American movies in aspects of sex, race, nature, and technology. The researcher analyzed movies in Korea and USA, and the results were as follows. In aspects of sex, movies portrayed new masculinity and femininity escaped from previous gender stereotypes, and the clothing styles characterized sex identity and sex roles. In aspects of race, more various races appeared in America movies than Korea's, and the appearance and stereotypes related with race were blurred by the globalization and the change of film market environments. In aspects of nature, Korea movie portrayed the human being as lyrical appearance in nature, and America movie expressed the human as a strong men conquering the nature in adventure movie or super human image combined with nature thing which endowed nature's superior characteristics to human body in fantasy and science fiction movies. In aspects of technology, the human bodies were described as cyborg, alien, or super human, which symbolized the do-identification in digital world, de-boundarization between human and machines, and the human's uncertainty.

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구체 관절 인형의 상징성과 인형 패션 디자인에 관한 연구 (A Study on Ball Joint Doll's Symbolism and Clothing Design)

  • 손이정;이언영;이인성
    • 복식
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    • 제56권7호
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    • pp.42-53
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    • 2006
  • The purpose of this research is to study doll's symbolism representing our social culture and the characteristics of clothing design. The ball joint doll was selected, that are pretty much resembled to human body in terms of facial expression, body proportion, joint movement, etc. Results of research are summarized as follows: the ball joint doll is indicated a doll whose joints are free to move with a round shaped joint, which originated by Yochilya simon, who adopted German Hans Bellmer's method.'rho ball joint doll, first, there appeared state of human isolation due to the material civilization and industrial revolution, and trend of adhering to one's own world made human possess dolls. Second, according to the doll play became a representing play culture among Kidult culture, dolls, that are resembled with human being, were recognized as personalized objects. Third, along of expanding digital culture that makes easy to exchange information via Internet, so, ball joint doll market is growing fast, for which various levels of mania are being formed. Take a look at the doll fashion in modern society. In accordance to form of Look, it is largely categorized Young Casual look, Office look, Ethnic look and Military look. When take a look at design specialty, young casual look was presented as a comfortable silhouette and also made of elastic materials and expressed vivid bright tones. Office look image was expressed as a suit of jacket with skirt, and cotton wool polyester materials and acro-matic colors. Ethnic look was represented by Japanese traditional dress and Chinese traditional clothing. The Military look was generally emphasized army uniforms of straight silhouette and shoulder straps.

비자실크(Bizarre silk) 디자인에 관한 연구 (A Study on Bizarre Silk Design)

  • 김성희
    • 패션비즈니스
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    • 제22권1호
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    • pp.100-113
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    • 2018
  • From the late 17th to the early 18th century, Europeans were strongly intrigued by products from the East. Therefore, several countries like England, France, and Netherlands formed the 'East India Company' to pursue trade. First, European markets rapidly responded to this desire for exoticism by importing goods; then, they produced imitation Oriental goods. Finally, they made stylistically advanced exotic merchandise from the perspectives of European. In terms of the textile industry, this trend was expressed in the pattern design of silk, or the so called 'bizarre silk.' In this paper, bizarre silk patterns were scrutinized based on a digital archive of museums, catalogues of museums, portal sites, and the literature. The bizarre silk patterns were analyzed then classified into six categories: pseudo-Oriental plant pattern, pattern mingled with architectural motifs, pattern of juxtaposed with Oriental goods, abstract pattern, exuberant pattern with metal threads, and semi-naturalistic pattern. These patterns were characterized according to the following features: strangely large exotic floral patterns were undulating and asymmetrical; exotic foliage and flowers were sometimes mixed with architectural motifs or Oriental goods to easily show the Oriental influence; motifs of bizarre silk patterns were abstractly stylized; bizarre silk patterns became luxurious once more like the Baroque period; finally, floral patterns became more natural, and still exotic motifs remained in the background to maintain the bizarre silk features. These bizarre silk patterns evolved from the viewpoints of Europeans through acceptance stage, compound stage, and confluent stage.

간편결제 서비스에 대한 지각된 유용성 및 신뢰가 결제 및 쇼핑몰 충성도에 미치는 영향 (Effects of Consumer Trust and Perceived Usefulness on Mobile Payments and Online Shopping Website Loyalty)

  • 한진희;제소현;김보현;박지선
    • 디지털융복합연구
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    • 제13권12호
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    • pp.75-87
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    • 2015
  • 본 연구는 간편결제 서비스에 대한 지각된 유용성 및 신뢰가 결제 서비스 이용에 대한 충성도 및 해당 쇼핑몰에 대한 충성도에 미치는 영향을 분석하였다. 또한 간편결제 서비스에 대한 사용자들의 지각된 유용성 및 신뢰에 사용자 개인 특성 및 결제 서비스 브랜드에 대한 인지도가 미치는 영향을 함께 검증하였다. 20대-40대 사용자를 중심으로 온라인 설문을 실시한 결과, 소비자들이 간편결제 서비스를 사용하면서 서비스 시스템에 대한 유용성을 많이 느끼고 서비스 제공자에 대한 신뢰가 높을수록 간편결제 서비스에 대한 충성도 뿐 아니라 결제 서비스를 제공한 해당 쇼핑몰에 대한 충성도 또한 높아지는 것으로 나타났다. 또한 결제 서비스에 대한 지각된 유용성 및 신뢰는 소비자 개인의 기술혁신성, 스마트폰 활용 정도 및 서비스 브랜드 인지도에 영향을 받는 것으로 나타났다. 본 연구는 온라인 또는 모바일 쇼핑환경을 제공하는 기업들이 결제 시스템을 쇼핑 사이트에 부가된 요소로서 판단하는 것이 아니라 사이트 자체의 한 구성요소로 인식하여 사이트 디자인에서부터 설계하고 구현해야 한다는 것을 보여준다.

Analysis of Consumer Preferences for Cosmetic Essence-for-Men via Choice-Based Conjoint with New Design of Choice Sets

  • Kim, Bu-Yong;Kim, Jiyoung;Kan, Yu-Yeong
    • 응용통계연구
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    • 제25권6호
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    • pp.987-997
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    • 2012
  • The sales volume of men's cosmetics has drastically increased in Korea. In recent years, men's needs for cosmetics have been diversified and the consumer demand for functional cosmetics has greatly risen. In particular, male consumers have become more interested in essence product that is a light and concentrated treatment to correct skin problems. This research analyzes consumer preferences for essence-for-men through the use of choice-based conjoint analysis. This approach is adopted since the task of respondents to choose the most preferred option from several alternatives closely mimics actual marketplace purchasing behavior by consumers. New technique for the construction of choice sets is suggested based on the balanced incomplete block design, to accommodate a larger number of product profiles. The proposed design for choice sets is balanced and provides a tool to filter the contradictory choices. Conjoint analyses are performed to assess the relative importance of attributes and identify the most preferred profile of essence-for-men with respect to attributes such as emphasized function, price, type of content, and design of container. Some differences are indicated in the analysis results between age brackets as well as between groups classified by the amount of fashion item expenditures.

블록체인 NFT 문화예술콘텐츠의 현황과 과제 (Prospects & Issues of NFT Art Contents in Blockchain Technology)

  • 김종국
    • Journal of Information Technology Applications and Management
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    • 제30권1호
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    • pp.115-126
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    • 2023
  • In various fields such as art, design, music, film, sports, games, and fashion, NFTs (Non-Fungible Tokens) are creating new economic value through trading platforms dedicated to NFT art and content. In this article, I analyze the current state of blockchain technology and NFT art content in the context of an expanding market for blockchain-based NFT art content in the metaverse. I also propose several tasks based on the economic and industrial logic of technological innovation. The first task proposed is to integrate cultural arts on blockchain, metaverse, and NFT platforms through digital innovation, instead of separating or distinguishing between creative production and consumption. Before the COVID-19 pandemic, there was a clear separation between creators and consumers. However, with the rise of Web 3.0 platforms, any user can now create and own their own content. Therefore, it is important to promote a collaborative and integrated approach to cultural arts production and consumption in the blockchain and metaverse ecosystem. The second task proposed is to align the legal framework with blockchain-based technological innovation. The enactment and revision of relevant laws should focus on promoting the development of the NFT trading platform ecosystem, rather than merely regulating it for user protection. As blockchain-based technology continues to evolve, it is important that legal systems adapt to support and promote innovation in the space. This shift in focus can help create a more conducive environment for the growth of blockchain-based NFT platforms. The third task proposed is to integrate education on digital arts, including metaverse and NFT art contents, into the current curriculum. This education should focus on convergence and consilience, rather than merely mixing together humanities, technology, and arts. By integrating digital arts education into the curriculum, students can gain a more comprehensive understanding of the potential of blockchain-based technologies and NFT art. This article examines the digital technological innovation such as blockchain, metaverse, and NFT from an economic and industrial point of view. As a limitation of this research, the critical mind such as philosophical thinking or social criticism on technological innovation is left as a future task.

액티브 시니어 남성의 아웃도어 웨어 구매 및 착용 실태 (A Study on Purchase and Wearing Condition of Outdoor Wear among Active Senior Males)

  • 김지은;김은경
    • 한국의류산업학회지
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    • 제19권6호
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    • pp.736-748
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    • 2017
  • This study was carried out to offer basic data that can be used for clothing industry for active senior males emerging as a new consumer bracket in the rapid aging age. To this end, this study conducted a questionnaire survey on consumers' wearing condition targeting active senior males. As a result of the questionnaire survey targeting active senior males, the outdoor wear items that they had the most were windbreaker jackets, long pants, and they said the most important reason for their preferred brand was wearing sensation. The matters to consider in purchasing outdoor wear were also wearing sensation and size. Consequently, the active senior males regard wearing sensation as very important. The measurements that they felt uncomfortable by body part were the abdominal extension circumference, sleeve length and jacket length of a jacket, and the rise and lengths of pants. To design the outdoor wear patterns suitable for the active senior male's body type, the pattern measurements of these body parts need to be modified. From the fact-finding survey result on outdoor wear companies, their measurement indicating method was the same for jackets, but each brand used different methods for pants. Based on the results of this survey, outdoor wear needs to be developed to meet active senior needs.

3차원 인체 스캔 데이터를 활용한 Hip-hugger 의류용 벨트 패턴 설계 (Belt Pattern Making for Hip-hugger garment using 3D Body Scan Data)

  • 박순지;최신애
    • 한국의류산업학회지
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    • 제10권5호
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    • pp.652-659
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    • 2008
  • This study was designed to testify the possibility and devise the method to manipulate the 3D body scan data to produce rounded-belt pattern adaptable to hip-type variation of women in their 20's. The results of this research were as follows : Firstly, based on drop-value distribution of hip and waist girth, 151 subjects were classified into three hip-types; Type 1 (15.23%) was 'cylinder type', showing lowest drop-value, Type 2 (69.54%) was 'average type' and Type3 (15.23%) was 'hourglass type' showing highest drop-value. Secondly, using CAD program, design lines for round shape belt were set on the surface of 3D scan data of representative subject of each type. And divided 3D surfaces were flattened onto the plane by the internal tools of CAD program. The measure, 'lifting value of round belt pattern', implying the level of curve ratio of pattern was higher in back than front. This result might be linked to the fact that the hip part is more protruded than the abdomen part. And the measures also showed highest values in Type 3(hourglass type) and lowest in Type 1(cylinder type), meaning that the pattern of Type 3 showed more rounded shape than that of Type 1. This finding implied that round belt for body type having high drop-value should be shaped more curved. Thirdly, difference ratios of outline length and area between 3D curves(body surface) and 2D plane(pattern) were 4.5% and 1.3%, respectively. This result demonstrated and solidified the feasibility of designing digital garment pattern from 3D body scan data.