Journal of the Korea Fashion and Costume Design Association
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v.22
no.2
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pp.117-136
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2020
The purpose of this study is to analyze changes in high-tech fashion along with the types and characteristics of high-tech fashion that have appeared recently providing diverse material for the fashion field. High-tech fashion requires such research to learn how much distance one has in one's life. It is also meaningful to predict what direction high-tech fashion research may be needed. For research methods, previous research and literary studies were considered and photographs in which high-tech techniques were used were collected using the keyword 'high-tech fashion'. High-tech fashion types can be organized into the four types of luminescent types, mutual interaction types, 3D printing fashion, and virtual fashion. The research results were as follows. First, luminescent fashion was an important expression method of high-tech fashion. Materials for luminescent fashion first started with LED electric wire connections and many methods have been attempted with the appearance of electrically conductive clothing material, such as luminescent lasers and beam projectors. Second, interactive high-tech fashion often appears as variable fashion. The work of Hussein Chalayan, which was combined with advanced technology, set up a base for variable type interactive high-tech fashion in the 2000s. As bioengineering technology has developed, fashion that interacts with the environment without an energy source has appeared and the interaction among fashion, people, and the environment can be seen. Third, diverse forms of expressiveness in virtual reality such as 3D CLO shows a great difference with past high-tech fashion. Simple and diverse attempts made through virtual fittings reduce the limitations of time and space, permit interaction, and add a sense of reality through speed and dynamic physical beauty. Fourth, 3D printed fashion expresses complex and detailed clothing material that is different from those before with the development of computer 3D modeling technology. Modeling that can imitate geometric and bio-engineered structures is possible and mysterious feelings are passed on to people through creative expressions.
Applying H. Gans' taste culture theory to the comtemporary fashion phenomena this study had an object to classify the fashion phenomena in Korea and Japan from 1995 to 1999, and look into and compare them. First of all, the characters of each fashion group of the two countries show that the details of the Korean traditional costume are grafted into the most popular style in each season in Korean high fashion and oriental look used the formative method far Japanese traditional costume and Tokyo street style are reflected in the Japanese high fashion. Mass fashion in Korea equally comes under the influence of European high fashion, Korean street fashion, and Japanese mass fashion, And mass fashion in Japan reflects European high fashion and japanese street fashion. The Street fashion in Korea was affected by Korean entertainers'fashion, 'Tongdaemun market fashion' in Seoul, and Japanese street fashion. And street fashion in Japan is also affected by the pursuit of powerful personality, the absolute imitation if Japanese entertainers' fashion, and 'Tongdaemun market fashion'. All of two countries exercise considerable influence over mass fashion each other.
Journal of the Korea Fashion and Costume Design Association
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v.15
no.1
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pp.111-121
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2013
The purpose of this study is to investigate the effect of interactivity on consumer's affective commitment, trust, and repurchase intention according to fashion involvement and internet familiarity. The survey was limited to the respondents over 20 years old males and females living in Seoul and other metropolitan areas who had purchased fashion products in internet shopping mall. The questionnaire was collected from February 1, 2012 to February 12, 2012 and 562 useful data were analyzed using Amos 19. The results of this study were as follows: After respondents were divided into four groups including the high fashion involvement/high internet familiarity group, the high fashion involvement/low internet familiarity group, the low fashion involvement/high internet familiarity group, the low fashion involvement/low internet familiarity group, the path model was verified according to each group. All the paths except 'affective commitment ${\rightarrow}$ repurchase intention' were accepted for the high fashion involvement/high internet familiarity group. Comparing the low fashion involvement/low internet familiarity group with the low fashion involvement/high internet familiarity group, contents-people interactivity had more influence on the relationship with internet shopping mall in high internet familiarity group while people-people interactivity had more influence on the relationship with internet shopping mall in low internet familiarity group. Also 'trust' showed stronger effects on repurchase intention than 'affective commitment'.
This study aims to identify the special features of high-concept funology observed in fashion products and expressional media by exploring funology in an era of high-concept, the emotional paradigm of the 21st century. High-concept funology in today's fashion can be explained as follows: First, 'virtual reality', which is often seen in fashion shows and fashion commercials, enhances consumer participation and involvement with blurred boundaries between the real world and the virtual world. With the expansion of various forms of real-time communication with consumers, positive images of the brand are being projected to the consumers. Second, 'form transformability', which is often found in fashion products, promotes customers' purchase desire as they are able to present themselves in a more versatile way in the fashion product that is changeable in various designs. Third, 'integration of different fields', which is easily found in various fashion goods, engages consumers in a mutual interaction under an entertaining setting with the product that is made to satisfy their needs attuned to their digital lifestyle. Fourth, 'interactive responsiveness', which is mainly recognized in fashion stores and commercials, is characterized by its interactive playfulness that encourages consumer participation through entertainment contents and promotes brand intimacy, eventually adding more value to its name.
Journal of the Korea Fashion and Costume Design Association
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v.11
no.3
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pp.59-72
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2009
The purpose of this study was to establish objective data for marketing of industries and product development design by researching popular singer fashion of Korea, investigating the preference for popular singer design in street fashion among adolescents on the basis of the research, and drawing an conclusion. To analyze street fashion, total 190 young men and women in their 20s, including teenagers, were surveyed mainly in downtowns around Daehakro, Gangnam and Hongik University. First, in relation to the upper garment, men were found to wear T-shirts and hood T-shirts the most, while women were found to wear T-shirts and one-piece dress the most. Second, in relation to the lower garment, the ratio of those who wore skinny clothes was high both among men and women. Third, in relation to the outer apparel, the ratio of men who wore casual jacket and hood zip-up was high, while the ratio of women who wore tailored jacket and leather jacket was high. Fourth, in relation to shoes, the ratio of men who wore sports shoes was high, while the ratio of women who wore heeled-shoe was high. Fifth, it was found that plane pattern was preferred the most. As it was stated above, the findings of this study on the effect of entertainers' fashion on adolescents through street fashion indicated that the number of adolescents who imitate the fashion of entertainers increased.
Journal of the Korean Society of Clothing and Textiles
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v.19
no.1
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pp.129-141
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1995
The Purpose of this study was to investigate the preference of fashion style, the clothing attitude and the preferred fashion style based on sex-role attitude. Sample.; in this study were 305 white collar adult male in Seoul, Korea. The stimuli consisted of 16 color photographs made by identical manipulations of 4 independent variables (jacket, pants, vest, neck-tie) consisting of two levels each (classic and fashion style). For analyzing data, frequency analysis, percent, mean, standard deviation, ANOVA, $X^2$ test, Duncan test, and Cronbach's u were used The results are as follows. 1. According to the preference analysis of the fashion style, white collar adult male prefer to wear clothing style than fashion in all clothing style, except for rolled-up pants. 2. According to the fashion interest (I) based on the preference analysis of the fashion style, the fashion oriented group had high fashion interest (I) in jacket, pants, and neck-tie. 3. According to the clothing attitude based on the preference analysis of the fashion style; for jacket, the fashion oriented group had high fashion interest, but had no relation with status symbols consciousness, clothing conformity, individuality; for vest, the fashion oriented group had high fashion interest (II) and individuality, but had no relation with status symbols 4. According to the clothing attitude based on the sex-role attitude, the group of masculine and feminine had high score in fashion interest (II), status symbols consciousness, and individuality
The study is intended to suggest the differentiated and subdivided indexes of the leisure fashion market and to provide the marketing strategy establishment and in-depth understanding of leisure fashion business by looking into the correlation between and among fashion involvement, clothing selection criteria and fashion information sources. This study was conducted by the questionnaire response method and the results were derived by using the SPSS 16.0 statistics program. The results of the study were as follows; 1) As a result of researching the difference between the leisure activities consumer groups and fashion involvement, there were significant differences in emotional and cognitive involvement. In the tour activity group and social activity group, emotional involvement was found to be higher than the cognitive experience while in the hobby and sports activity group, both involvements were equally as high. 2) As a result of researching the difference between the leisure activities groups and clothing selection criteria, it was found that the intrinsic and extrinsic criteria were high in the hobby and sports activity group and that the intrinsic criteria was high in the tour activity group and social activity group. 3) In the difference between the leisure activity groups and fashion information sources, it was found that media source, observation source and experience/personal source were high in the hobby and sports activity group. In addition, the experience and personal source were high in the social activity group. 4) In the difference between and among fashion involvement, clothing selection criteria and fashion information sources, it was found that the emotional involvement, intrinsic criteria and observation source were higher in the group of females than males. 5) In the difference between and among fashion involvement, clothing selection criteria and fashion information sources depending on the ages of leisure activities consumers, it was found that the emotional involvement and observation source were high in the group of 20-24 yrs old consumers and that the emotional involvement, intrinsic criteria and observation source were high in the group of 25-29 yrs old consumers. Also, in the group of 30-34 yrs old consumers, the emotional involvement, observation source and experience/personal source were high.
Journal of the Korea Fashion and Costume Design Association
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v.21
no.2
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pp.1-13
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2019
The objectives of this study are (1) to classify fashion consumers based on innovativeness and nostalgia and (2) to explore the differences in product purchase criteria, fashion information sources, and attitudes toward eco-friendly and fast fashion products among the identified groups of consumers. A total of 327 respondents were clustered into four distinct groups: (1) high innovativeness and low nostalgia, (2) high innovativeness and high nostalgia, (3) low innovativeness and high nostalgia, and (4) low innovativeness and low nostalgia. The four groups showed significant differences in the purchase criteria of quality, design, and brands and no difference in the criteria of functionality and washing methods. The four groups preferred different sources of fashion information: fashion magazines, people in the street, and salespeople, but did not differ in terms of social networking services (SNS) and in-store displays. While the four groups had significantly different attitudes toward eco-friendly fashion products, they did not show differences in attitudes toward fast fashion products, excluding usefulness. These meaningful results provide guidelines for developing more effective merchandising strategies for both eco-friendly and fast fashion products.
This study compares the perceived body image of female college students in Korea and Japan as well as explains the difference in the level of self-esteem, body cathexis, body image and fashion leadership based on nationality and body. The sense of fashion leadership affected by these factors was also analyzed. A high ratio of Korean and Japanese female students perceived themselves as obese compared to actual body physique. It was shown that body was highly distorted. They showed a comparatively low level of satisfaction with appearance in contrast to their high interest in their appearance and weight. Thin bodied individuals showed a high level of self-esteem and body cathexis; however, persons with an obese body showed a low level of body cathexis. They showed high interest in appearance regardless of body physique; however, they remain unsatisfied with their appearance. Individuals with an obese body and a standard somatotype showed a high concern with weight. A high fashion opinion leadership was reciprocal to a high interest in appearance and satisfaction with appearance. Korean female students showed an indirect positive effect on fashion opinion leadership through body cathexis, self-esteem, interest in appearance, and satisfaction with appearance. A thin body showed a positive effect on fashion opinion leadership and an obese body had a negative effect. Fashion innovativeness was directly influenced persons with a high degree of self-esteem and interest in appearance. Japanese female students were directly affected by fashion innovativeness; however, Korean female students were indirectly affected by fashion innovativeness through self-esteem and interest in appearance.
The purposes of this study are to classify the male consumers in new generation by evaluating the fashion mania elements and to examine the differences among consumer groups in product attributes, benefits, dressing for self and others, and sensation seeking tendency. Fashion mania elements are compose of purchase frequency, the storage of clothes, the affection toward clothes and fashion knowledge. Data were obtained from 492 adult male living in Seoul and Kyunggi Do. Statistics used for data analysis were frequency, means, one-way Anova, Duncan's multiple range test, factor analysis, cluster analysis using Spss 9.0. The results can be summarized as follows: There consumer groups are identified based on the fashion mania elements: fashion mania, fashion interests, non-fashion mania. The fashion mania group has positive fashion behavior and high fashion attitude, the fashion interests group has high fashion attitude and light fashion behavior, non fashion mania group has light fashion attitude and behavior. Fashion mania group regard intrinsic attributes very highly in order to express individuality, shows the tendency to dress for self strongly rather than to dress for others. And fashion mania group shows a high sensation seeking tendency compared with the remaining groups.
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