• 제목/요약/키워드: preferences of clothing color

검색결과 86건 처리시간 0.019초

실버 패션 아이콘 Iris Apfel의 패션 스타일에 관한 연구 (The Study on the Silver Fashion Icon Iris Apfel's Fashion Style)

  • 김장현;김영삼
    • 패션비즈니스
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    • 제24권3호
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    • pp.101-113
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    • 2020
  • This study considers aesthetic characteristics by examining the fashion style of the silver fashion icon Iris Apfel. The research methods were a quantitative and qualitative analysis of Iris Apfel's images that were collected from 2015 to 2019 on various web-sites according to four criterions following advanced research analysis of fashion style. The results of the study are as follows. The analysis results on the fashion style of Iris Apfel, an icon of silver style, showed that cocoon, barrel and A-line silhouettes appeared most in terms of silhouettes. Second, in terms of colors, achromatic colors dominated among solid colors while one particular vivid color appeared most it came to mixed color. In terms of multi colors, these appeared according to the patterns applied to her clothing, in particular, colorful colors were used to emphasize splendor. Third, flower, bird and geometric patterns appeared most in terms of material patterns. Lastly, it was found that white short cut hair, large necklaces or bangle bracelets, over-sized black glasses and fur mufflers or canes were used in terms of hair and accessories. The features derived through analysis of the fashion style of Iris Apfel, an icon of silver style, are as follows. The first feature is exaggeration through splendid primary colors and over-sized silhouettes. The second feature is the hybrid of modern composition methods using natural images and exotic preferences. The third feature is her representation of identity using fixed items.

SPA 브랜드의 BI 색채 적용 현황과 사용자 선호도 조사 (A Study on the Application of SPA brand to BI Color and User Preference)

  • 박한나;백진경
    • 디자인융복합연구
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    • 제17권2호
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    • pp.45-57
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    • 2018
  • 국내 의류 시장에서 SPA(Speciality Store Retailers of Private Label Apparel) 브랜드에 대한 매출이 지속적으로 증가하고 있다. 본 연구에서는 SPA 브랜드들의 개별적인 특성과 BI 시스템 안에서 각각의 색채 시스템이 어떠한 방식으로 제안되고 있는지 분석을 하는 것을 목적으로 한다. 본 연구에서는 브랜드 파워와 판매도 순위, 소비자들의 선호도를 기준으로 국내에 매장을 가지고 있는 대표적인 SPA 브랜드 중 국내매출순위 1~4위의 브랜드를 8개를 대상으로 선정하였다. 그리하여 브랜드의 정보적 요인 중 BI(Brand Identity) 및 내부 사인시스템, 패키지 등의 색채특성과 환경적 요인 중 건물 외관 및 간판, 매장실내 디자인의 색채와 특성을 조사하였다. 또한 각 브랜드의 선호도에 관하여 2,30대 학생들을 대상으로 설문조사를 실시하였다. BI의 색채 적용 관련 조사 결과, 4개의 브랜드가 적색 계열의 로고를 사용하였으나, 브랜드마다 아이덴티티의 차별화를 적용시켜 톤이 다른 적색 색채를 사용하고 있는 것으로 나타났다. 나머지 4개의 브랜드 경우에서는 흰색과 검은색의 흑백 계열이나 짙은 남청색과 같은 무채색과 1가지의 주조 색을 사용하여 브랜드의 특성을 살리는 BI 디자인을 적용시키고 있었다. 설문 조사 결과로 브랜드 이미지 결정 요인 중 브랜드 로고 및 색채가 차지하는 비중이 매우 큰 것으로 드러났으며, SPA 브랜드에서 BI 색채의 비중이 매우 크다고 볼 수 있다. 따라서 브랜드 아이덴티티의 차별화와 선호도를 높이기 위해서는 BI 색채 선정이 상당히 중요하다고 사료된다.

의복문양(衣服紋樣)의 기호도에 관한 실태(實態) 연구(硏究) - 한복(韓服)을 중심(中心)으로 - (A Study on Present Status of Preferences in the Choice of Patterns in Clothing)

  • 김은주
    • 복식
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    • 제6권
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    • pp.65-87
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    • 1982
  • 1. Purpose: The purpose is to apply and adapt ancient textile pattern to practical life, and to contribute to the promotion of the creative development of modernization and Koreanization of textile pattern by the survey of the extent of taste for the textile pattern existent in Korean costume among costumes. 2. Hypothesis: Textile pattern is in most classical one expressed in fact, but nowadays abstract or geometric one is more exist. Consumers are in most part in forties, and so the taste cannot be ignored. Therefore aesthetic consciousness found Korean costume is more important rather than excessively bold or mordern one. 3. Method and Process: (1) This research is analysed 386 one through college student and parents of a primary or high school. (2) Taste of the pattern is comparisoned and analyzed as age. education, pocket money of the student or an income of a month in home through computer. And the analysis of the statistics research is operation through the Chi-Square Goodness of-Fit-Test. 4. Conclusion: (1) The Korean costume put on mostly party or formal dress, therefore it should be researched as an outdoor dress with traditional costume. (2) The most one is concerned in textile pattern, it's taste is different from color, constitution. Textile industry is developed not only weave pattern, gold-coverning pattern but embroidry pattern, dye pattern, therefore the various side of pattern design should be researched. (3) In Side of form, plant pattern is not only most various but highest in popularity. According to approach nowadays, all of the pattern becomes composition or geometric one with abstract tendency and so from these day pattern is necessary combinationed, researched with our people emotion. (4) The color of textile pattern is choiced individual taste. Through investige, research in various side of the modern taste and our costume, we take growing interest in the color, composition of textile, and should dressed with beauty and grace. (5) In side of size, textile pattern is choiced to individual face and body shape through research on form, color, size of these pattern, we should endeavor to dress well. (6) In side of application, most people is concerned in not only interior ornament but the costume is high. Costume research by some people of the outside and symbol with interior through the pattern analysis is not only very important but also is due to people culture.

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중국 신화 무협 MMORPG 캐릭터 디자인에서 전통예술 표현에 관한 연구 (A Study on Traditional Art Expression in Chinese Myth Martial MMORPG Character Design)

  • 김춘희;김규정
    • 한국게임학회 논문지
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    • 제13권2호
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    • pp.119-130
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    • 2013
  • 본 연구의 목적은 최근 중국 게임시장에서 인기 있는 온라인게임의 전통예술 표현 특징을 분석하는 것이다. 전통 중국문화의 미적 특징에 대한 플레이어의 심리 선호도를 반영하는 MMORPG 캐릭터를 디자인함으로써 플레이어가 게임을 즐기는 동시에 시각적 만족감을 느낄 수 있도록 하는 것이다. 최근 전통문화를 배경으로 제작한 중국 온라인게임은 많은 플레이어들에게 인기를 끌고 있지만, 외국게임업계의 중국 게임시장 진입에 따라 더욱 다원화된 방식으로 진행되고 있다. 이러한 현재의 중국 온라인 게임 환경을 고려하여 중국 MMORPG 중에서 고유한 전통예술 표현을 활용하는 전통 신화 무협 게임을 선택하고, 개인 플레이어를 반영하는 이상적인 캐릭터 조작이나 사회성 등을 분석하여 전통인물의 형태, 복식, 색, 주거환경을 반영한 표현기법, 캐릭터의 이상적인 형태나 전통 신화의 제한된 주제의 재구성, 캐릭터의 독창성이나 개성이 강조된 집합체 캐릭터 특징을 파악하였다. 중국 MMORPG 역사가 길지 않지만 이러한 연구를 통해 중국의 전통 문화 예술과 관련된 신화 무협 MMORPG의 정체성을 파악하고 플레이어로 하여금 더욱 효과적인 온라인게임의 이해와 만족감을 증가시킬 수 있으리라 본다.

우리나라 성인여성(成人女性)의 브래지어 구매실태(購買實態)에 관(關)한 연구(硏究) (A Study on the Purchashing Condition of Brassiere for Korean Women)

  • 김영숙;손희순
    • 패션비즈니스
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    • 제3권3호
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    • pp.27-37
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    • 1999
  • The purpose of this study is to provide for the basic data useful to the effective production and marketing of the brassiere befitting adult women's body shapes and preferences, and thereby, help them improve their apparel life. For this purpose, 563 Korean adult women aged between 20-59 were sampled to survey their practices of purchasing the brassieres and positively identify the factors affecting the practices and thereupon, determine the correlations among them by age group. Data is processed by a computer(SAS) and analyzed by using frequency, percentage, $\chi^2$-test, ANOVA, Duncan-test. The main results of this study are as follows; 1. The adult women tend to use such mass media as TV, magazines, catalogues and DM to decide for themselves which brassiere befits them most, and to check the brand-name(78.8%) or the sizes(93.4%), but more than 90% of them purchase their brassieres without trying on them. 2. The places of purchasing on which adult women rely most for their brassiere are department stores(32.6%), agencies(26.1%) and discount or pension shops(25.4%), while more than 90% of the sample women often visit bargain sale shops. The average number of brassieres possessed by our adult women is 5.7, and an adult women buys 2.6 brassiere costing 10-30 thousand wons a year on average and consumes a brassiere for the period from 6 months to 2 years. 3. It had been disclosed that the brand favored most by adult women is Venus(56.2%), followed by Vivien (17.6%), Wacoal(6.8%), Amie(2.5%) and Body Guard(2.3%). The most influential factors for the popularity of brands are fitting condition(40.3%) and design(23.8%), which suggests that consumers appreciate functionality and aesthetics. The most important reference affecting our women's choice of brassiere is size(64.4%), followed by design and functionality. The brassiere style favored most by adult women is a wire-type 3/4 cup brassiere made of thin material with sewing lines, while the most favorite color is white. In all, it has been found through this study that adult women's practices of buying their brassieres differ by age group, which may well suggest that brassiere production need to take such age-wise practices into consideration in setting up their brassiere production and marketing strategies.

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Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • 섬유기술과 산업
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    • 제2권4호
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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