• 제목/요약/키워드: fashion brands

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컴퓨터그래픽스를 활용한 영캐주얼 패션상품 디자인 개발 -걸리쉬 에스닉 리조트웨어를 중심으로- (A Study on the Application of Computer Graphics to the Development of Fashion Product Design of Young Casual -Focused on Girlish Ethnic Resort Wear-)

  • 유진경;양리나
    • 한국의상디자인학회지
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    • 제9권1호
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    • pp.89-101
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    • 2007
  • Young casual brands today is beset with perplexing difficulties, as consumer tastes become more sophisticated. Consumers request the type of product they want and how they want it differenciated from existing product. This study research that young casual brands seek to react to consumer who wants special and different fashion items, have a look for definite concept and target. Also In modem digital environment, Young Casual brands needs a quick and comprehensive action against a change of scene. So This study propose resort wear design with the use of computer graphics to applicate on young casual brands as developing various and effective design method, target on girlish young casual with unique indiviuality of lovely sensitivity. The result of this research as follows. First, young casual brands will have to seek ways to differentiate as brand identity, value of product, satisfaction for consumer's culture and lifestyle. Second, As a result of the adaptation of ethnic fashion, 8 resort wears designed development of girlish young casual wear using computer graphics. Third, computer graphics could contribute to the rapid composition of diverse, new and differenciated design research on it.

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해외시장에서의 한국 패선상표 등록에 관한 연구 -중국시장의 사례를 중심으로- (The Study on the Trademark Registrations of Korean Fashion Firms in Overseas Countries -Focused on the Case of Chinese Market-)

  • 김용주
    • 복식
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    • 제56권6호
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    • pp.153-167
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    • 2006
  • This study was purposed to analyse the registration of Korean Fashion brands in China and to point out problems by the registration of analogous trademarks to Korean brand names. List of total 137 Korean national brands were used to collect trademarks in Chinese Trademark Office and each trademark was analysed by the nationally and the date of registration. Analogy of registered trademarks were classified by the common traits. In Result, only 61 Korean national brands were registered by Korean fashion firms in China and 37 Korean national brands were registered by Chinese firms or individuals in the same product classification or in the similar fashion product classification. And 22 Korean national brands out of 61 registered by Korean firms were also registered by Chinese firms, which may lead confusion and misidentification to Chinese consumers. Pre-registration by the Chinese firms f9r analogous or identical trademarks of the Korean fashion brand names in analogous product classification should be a serious entry barrier to Chinese market.

인스타그램 마케팅의 게임 다이내믹스 차원이 소비자의 반응에 미치는 영향 (Effects of game dynamics on consumer responses in Instagram marketing)

  • 신재원;안태현;이현화
    • 복식문화연구
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    • 제27권2호
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    • pp.154-168
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    • 2019
  • The present study investigated fashion Instagram marketing, applying the concept of gamification. It set out to examine the following specific issues: 1) perceptions of flow, pleasures, dimensions of game dynamics (challenge, competition, achievement, reward, relationships among participants, and relationships between brands and consumers), and consumer responses based on frequency and involvement in exercise; 2) the effects of game dynamics dimensions on flow and pleasure; and 3) the effects of flow and pleasure on consumer responses. An online survey was used to gather data and the study analyzed a total of 200 responses. The results of the study were as follows. Perception differences were found only in relation to exercise involvement. Competition, relationships among participants, and relationships between brands and customers positively predicted flow. Among the dimensions of game dynamics, challenge, competition, reward, relationships among participants, and relationships between brands and consumers positively influenced pleasure. In addition, the study also found that pleasure and flow had positive effects on intention to participate and brand loyalty. Meanwhile, only pleasure predicted word-of-mouth. These findings suggest that fashion brands implementing Instagram as a marketing channel should seek to stimulate pleasure and fun to provoke positive consumer responses. Furthermore, the findings of the study provide practical and useful insights for fashion brands implementing Instagram marketing.

The Role of Aesthetic Experience in Fashion Brands' SNS Accounts: Focusing on the Interaction of Narrative Images and Product Placement

  • Min-Sook Park;Yunji Moon
    • Asia pacific journal of information systems
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    • 제31권4호
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    • pp.448-471
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    • 2021
  • Compared to consumers' focus, in the past, on the functional aspect of fashion products, consumers recently tend to place more importance on their impressive and memorable experiences in purchasing process. As consumer's interest changes from functional aspects to individual experience in purchasing process, fashion brands try to convey the identity of the brand through creating favourable consumers' experiences. Therefore, this study explores the effect of individuals' aesthetic experiences with fashion brands' SNS accounts on their attitudes. More specifically, the study evaluates whether consumers enjoy the flow of fashion brands' SNS accounts and form purchase intentions through their aesthetic experiences and product placement. Through a survey, empirical testing was done to investigate the effect of the aesthetic experience on of flow and purchase intentions. The current study tests the interaction effect among perceived aesthetic experience, narrative images, and product placement employing 2×2×2 MANOVA. The findings herein reveal that the aesthetic experience affects flow and purchase intention, and that there is a statistically significant interaction effect between aesthetic experience, narrative images, and product placement.

럭셔리 패션 브랜드의 플래그쉽 스토어에 나타난 예술화 (Artification in Flagship Stores of Luxury Fashion Brands)

  • 황진주;임은혁
    • 한국의류산업학회지
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    • 제22권4호
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    • pp.413-431
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    • 2020
  • Luxury fashion brands have begun to aggressively introduce art to justify inherent values such as tradition, craftsmanship, and exclusivity that make it difficult for luxury brands to uphold awe-inspiring atmosphere. Artification refers to a process in which non-artistic factors are transformed into art or artistic category under the influence of artistic thoughts or actions. In addition, the consumption space provided by brands have become important as the importance of substantial shopping experience has increased. Especially, since the artification is actively utilized in flagship stores in the communication interface with consumers. This study uses a literature review and case studies to typify and derive the meaning of the method for artification at a flagship store that effectively conveys brand identity and value. The types of artification at a luxury fashion brand flagship store are divided into pursuing brand permanency and maintaining brand exclusivity that also provides a new value of permanency like a work of art to a luxury fashion brand. Basic values, such as scarcity are declining, reviving and justifying the value threatened by the popularization of luxury.

자민족중심주의, 패션선도력의 관계 및 명품구매태도에 미치는 영향에 관한 연구 (The Relationship of Ethnocentrism and Fashion Leadership and their Influences on Purchasing Attitude toward Luxury Brands)

  • 전경숙;박혜정
    • 한국의류학회지
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    • 제29권11호
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    • pp.1498-1506
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    • 2005
  • This study intended to identify the effects of consumer ethnocentrism and fashion leadership on purchasing attitude toward luxury brands. This study also identified differences in consumer ethnocentrism and fashion leadership according to demographic characteristics and the relationship between ethnocentrism and fashion leadership. The data used in this study were gathered through surveying university students living in Seoul using convenient sampling method, and 325 questionnaires were used in t test, F test, and regression analysis. The results showed significant differences in consumer ethnocentrism according to age, clothing expenditure, monthly pocket money and in fashion leadership according to age, major, clothing expenditure, monthly pocket money, and monthly household income. There was no significant relationship between consumer ethnocentrism and fashion leadership. Consumer ethnocentrism negatively influenced the purchasing attitude whereas fashion leadership influenced positively. The results of this study provide insights into young consumers' increasing demands toward luxury brands and suggest some promotional tools that might prove effective.

A Study on the mobile application of Fashion Brands

  • Kim, Sung-Hee
    • 패션비즈니스
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    • 제14권6호
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    • pp.134-145
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    • 2010
  • The purpose of this study is 1) to investigate the contents of fashion brand applications and what differences and 2) to scrutinize the reviews of the applications uploaded on the app store in order to suggest strategies on how to apply them to fashion. For the study, twenty-nine free applications from different categories of the fashion brands and three hundred sixty-two reviews of these applications were investigated. The analysis of the study was conducted from June 20th to November 10th of 2010. The results showed that there are four important components for fashion brand applications: conventional information (product information and store information), the purchasing function, the fun element (social networking, blogging, music etc), and the augmented reality technique. These components are formulated based on the brand's marketing strategies. In order to know whether or not these components were successfully composed, user reviews were studied, which revealed that many users were satisfied, but the applications were insufficient to meet all of their needs.

패션 필름의 커뮤니케이션 특성에 관한 연구 -Chanel, Prada, Kenzo, Alexander Wang을 중심으로- (A Research on the Communication Characteristics of Fashion Film -Focused on Chanel, Prada, Kenzo, Alexander Wang-)

  • 허예은;전재훈;하지수
    • 한국의류학회지
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    • 제40권2호
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    • pp.315-329
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    • 2016
  • The $21^{st}$ century is the age when the revolution of digital technology enables two-way communication and when emotional values are emphasized. Thus, it exerts influence on the fashion industry and fashion communication. Along with fashion shows, advertising and displays, many fashion brands have increased the use of fashion films. For that reason, this study examines the characteristics of fashion films made by fashion brands, based on the frame work of persuasion communication. For the research, literature reviews and internet website research were done and films of Chanel, Prada, Kenzo and Alexander Wang were analyzed. The definition and types of fashion films were redefined as terminology varied throughout previous studies prior to analyzing each case. As a result, a fashion film would be redefined as 'a digital image which a fashion brand publishes to consumers for the promotion of brand comprehension'. Also, five fashion film types, 'short film', 'campaign film', 'animation film', 'brand film' and 'show film' were redefined. The analysis provided three communication characteristics: reliability, engagement and intuition. First, reliability is attained when a fashion brand (sender) delivers brand message to consumers (receiver) consistently and unitedly. Second, engagement is attained when the type of fashion film (channel) delivers creative image features such as format, music, video technique to attract consumers' interest. Lastly, intuition is attained when a fashion brand (sender) delivers a message akin to brand identity and deepens consumers' understanding. In addition, this study tried to identify the unique usage tendency of brands that could serve as practice guidelines for other fashion brands.

패션 브랜드 메타버스 플래그십 스토어 사례연구 -제페토(ZEPETO) 내 패션 브랜드를 중심으로- (Case Study on Fashion Brand Flagship Store in Metaverse -Focusing on Fashion Brand in ZEPETO-)

  • 김우빈;허희진;추호정
    • 한국의류학회지
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    • 제46권3호
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    • pp.545-563
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    • 2022
  • Metaverse is a digitally generated world beyond the physical realm; many fashion brands are launching virtual stores in Metaverse. This study explores the cases of flagship stores of fashion brands in Metaverse to understand the peculiarity of Metaverse retailing. This study selected four flagship stores of fashion brands launched on ZEPETO, the largest Metaverse platform in Korea. The characteristics of Metaverse retailing used for case analysis were store (store credibility, servicescape, ease of use), product (content, demos, incentives), social factor (store personnel, store customers), and entertainment (events, games, free gifts). The results illustrate that a transaction system linked to reality could not be established due to technical limitations; it was difficult to obtain specific product information, such as the color, size, and fabric. However, all four fashion brands overwhelmed the traditional retail channels in terms of providing various spatial experiences by operating their virtual stores in global cities related to the heritage and identity of each brand. Furthermore, fashion brands can convey a sense of deviation and fantasy to consumers by delivering unique entertainment activities in Metaverse that they cannot easily provide in real life.

패션 브랜드 분류 기준에 관한 소비자 인식 연구 (A Study on Consumer Cognition about Criteria for Classifying Fashion Brands)

  • 박송애
    • 한국의상디자인학회지
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    • 제4권3호
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    • pp.33-42
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    • 2002
  • The purpose of this study was to find out criteria for classifying fashion brand from consumer point of view in order to develop strategy of fashion brands and to manage brand effectively and systematically, and to suggest theoretical frame for application of these criteria. Survey was used as a research method. Subject were 422 age of 20-30 women living in and near Seoul. Questionnaires was developed to based on 37 classification criteria, and SPSS package program were used to analyze data. The results of this study were as follows: First, factor analysis considering 37 classification criteria identified 8 factors as classification criteria. They were the level of brand form, the level of product concept, the level of management item, the level of brand sales ability, the level of customer management, the level of brand advertizing and awareness, the level of brand value, the level of product lead ability. Second, the most important factor was the level of customer management, but comparatively factor of the level of brand sales ability the level of brand value was less important. Third, consumer cognized difference of criteria for classifying fashion brands. And the level of product lead ability was the most important factor in women's wear category and the level of brand form was in general casual wear category.

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