• Title/Summary/Keyword: t-shirt design

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A Research on 1990's Fashions Applying Photomontage Image - Focusing on T-shirt Design - (포토몽타주 이미지가 표현(表現)된 1990년대(年代) 의상(衣裳)에 관(關)한 연구(硏究) - 티셔츠 디자인을 중심(中心)으로 -)

  • Kim, Sun;Yang, Sook-Hi
    • Journal of Fashion Business
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    • v.4 no.2
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    • pp.95-111
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    • 2000
  • The purpose of this research is to investigate the concept of the photomontage technique, one of the various photographic techniques, and to analyze the photomontage image through the patterns that appeared in 1990's fashions. Moreover, by making clothes using the photomontage image, the intention of this study to apply the technique in real life is achieved. The results of this thesis for making clothes utilizing image of the photomontage are as followings. First, the photomontage expands the variety of materials that can be used, because the clothes using the photomontage image are able to take any photo images. Second, two different eras can co-exist in a piece of work since a photomontage work can uses two images from different eras. Third, it allows greater adaptability by expressing variety and utility in the making of the casual styles using conventional photo materials. The conclusion of this study is that the clothes appearing in the late 20th century using the photomontage image have been developed corresponding to the accelerated development of photography, machinery, and technical skill in civilization. Trends break away from the conventional expressions of art. This is a new trend and direction in art that will effect culture in the 21st century. The photo montage image would show the possibility of a good unification between human being and machines.

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Effects of Design and Material Change of Firefighter Station Uniform on Thermal Physiological and Subjective Responses (소방 기동복의 디자인과 소재 변화가 착용자의 온열생리 반응 및 주관적 감각에 미치는 영향)

  • Kim, Hee-Eun;Kim, Seong-Suk;Son, Su-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.4
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    • pp.776-787
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    • 2020
  • This study investigated physiological and subjective responses to different types of firefighter station uniforms made with various designs and materials. Six healthy males participated in this study that consisted of 20 min of rest, 30 min of treadmill exercise, and 30 min of recovery in a hot and humid environment (34℃ and 65%RH). The experimental clothing conditions were as follows. 1) a fitted T-shirt and trouser made of 100% polyester (FC-Uniform), and 2) flame retardant T-shirts made of acrylic and cotton as well as trousers with aramid and polyester, designed for overfitting (Control). There were no significant differences in the body temperature, and sweat rate between the two conditions; however, the heart rate with the FC-Uniform was significantly lower than Control (p=.025). The clothing microclimate temperature at the chest of the FC-Uniform was significantly lower than the Control (p=.037), and a difference of 1℃ was maintained until the recovery was complete. There were no significant differences in the subjective responses; however, participants experienced a humidity sensation faster with FC-Uniform in the recovery phase. The results indicate that changes in the design and material of firefighter station uniforms may have a positive influence on reducing the thermal stress of firefighters.

Direct Clothing Pattern Development from the 3D Illustration on the Personal Human Body Model (인체모델과 3차원 일러스트레이션을 이용한 의복패턴개발)

  • Park, Hye-Jun;Hong, Kyung-Hi
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.2
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    • pp.340-347
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    • 2008
  • A prototype of 3D clothing design system with a direct pattern development function was suggested, reflecting intuitive design functions and design modifications while considering the fit of clothing patterns with the 3D human body in the virtual 3D space. The research method was as follows. Clothing models were created using a 3D design tool, 3ds max on the surface of 3D human body model made by scanning an actual human body. 3D illustrations were completed by revising the fit and sizing of the human body and clothing models. 2D T-shirt pattern was produced 3D illustrations using from a 3D scanning data modeling solution RapidForm 2004, a 2D conversion program for 3D data called 2C-AN, and Yuka CAD. As a result, the following conclusions were made. The fit of the clothing and human body can be adjusted by reflecting individual body figure characteristics and 3D illustrations over the actual 3D body model. Furthermore, intuitive design support functions were intensified overcoming the weak point of existing 3D clothing design system by developing the direct clothing design in the virtual 3D space. 3D illustration design modifications can be directly reflected on clothing patterns from 3D illustrations by 3D clothing design system developed in this study.

A Proposal for Standardization of Label Design on the Sports apparel -based on the visual information design- (스포츠 의류 라벨의 표준화 디자인 제안 -시각 정보디자인을 중심으로-)

  • Bae, Jeong-Yeon;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.243-248
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    • 2017
  • This study set the standard for label standardization of foreign sports apparel. Based on the theory of labels, the labels were scanned around the internal T-shirt of sports apparel brands. Based on the plan, 32 young men and women surveyed 32 tentative labels. As a result, The survey revealed that the respondents preferred the information of size, fit, washing symbol mark, and function. Based on these results, the complementary labels were designed for balance, simplicity, coherency, cognitive, and harmonization. The study interviewed 12 men and women in their 20s and 30s. As a result, the subjects indicated that they selected cognitive preference for labels because of the maximum, minimum spacing, and emphasis on information representative.

Automatic Pattern Setting System Reacting to Customer Design

  • Yuan, Ying;Huh, Jun-Ho
    • Journal of Information Processing Systems
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    • v.15 no.6
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    • pp.1277-1295
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    • 2019
  • With its technical development, digital printing is being universally introduced to the mass production of clothing factories. At the same time, many fashion platforms have been made for customers' participation using digital printing, and a tool is provided in platforms for customers to make designs. However, there is no sufficient solution in the production stage for automatically converting a customer's design into a file before printing other than designating a square area for the pattern designed by the customer. That is, if 30 different designs come in from customers for one shirt, designers have to do the work of reproducing the design on the clothing pattern in the same location and in the same angle, and this work requires a great deal of manpower. Therefore, it is necessary to develop a technology which can let the customer make the design and, at the same time, reflect it in the clothing pattern. This is defined in relation to the existing clothing pattern with digital printing. This study yields a clothing pattern for digital printing which reflects a customer's design in real time by matching the diagram area where a customer designs on a given clothing model and the area where a standard pattern reflects the customer's actual design information. Designers can substitute the complex mapping operation of programmers with a simple area-matching operation. As there is no limit to clothing designs, the variousfashion design creations of designers and the diverse customizing demands of customers can be satisfied at low cost with high efficiency. This is not restricted to T-shirts or eco-bags but can be applied to all woven wear, including men's, women's, and children's clothing, except knitwear.

A Survey on the Athleisure Wear Wearing Condition of Korean Men in Their 20s and 30s (국내 20, 30대 남성의 애슬레저웨어 착용실태조사)

  • Eun-Kyong Kim
    • Journal of the Korea Fashion and Costume Design Association
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    • v.26 no.1
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    • pp.45-60
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    • 2024
  • This study analyzes the athleisure wear purchase status, wearing conditions, and design preferences of men in their 20s and 30s and provides basic data for the development of men's athleisure wear that reflects consumer preferences. An online survey was conducted on 200 men from August 23 to August 27, 2023. The questionnaire consisted of a total of 48 questions, including 8 questions about the respondent's general information, 19 questions about the purchase status of athleisure wear, 6 questions about the status of wearing athleisure wear, and 15 questions about athleisure wear design preferences. The survey results are as follows. The most common motive for exercise participation was 'maintaining health.' 'Nike' was the most preferred and purchased brand among athleisure wear brands, and the main place of purchase of athleisure wear was 'Internet and mobile shopping malls', reflecting the recent purchasing trend of the MZ generation. When purchasing athleisure wear, the most common selection criterion was 'design', followed by 'fitting comfort', 'possibility to use as daily wear', and 'price'. The most common route to obtain purchase information was 'Internet search', and the 'overall satisfaction' with athleisure wear was found to be satisfactory with an average of 3.83. The most common reason for wearing athleisure wear was 'because it is comfortable to do activities', followed by 'because it can be used as everyday wear'. Lastly, 'black', 'short-sleeved t-shirt', 'short length' sleeve, 'round neckline', 'waist length', and 'relaxed loose fit' were preferred for the top design, and 'black', 'shorts', 'full elastic type' waistband, 'regular fit that fits the body well' were preferred for the bottom design.

A Study on the Fashion Style of K-pop Girl Group on Music Broadcasting -Focusing on BLACKPINK, TWICE, Red Velvet- (음악방송에 나타난 K-pop 걸 그룹의 패션 디자인 및 스타일 연구 -BLACKPINK, TWICE, Red Velvet을 중심으로-)

  • Yang, Mingyue;Kim, Yoon Kyoung;Lee, Kyoung Hee
    • Journal of Fashion Business
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    • v.25 no.5
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    • pp.1-24
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    • 2021
  • This study aimed to explore the fashion design and style features, and differences in BLACKPINK, TWICE, and Red Velvet girl groups. A total of 469 fashion photos (132 BLACKPINK, 217 TWICE, 120 Red Velvet) focusing on 23 title songs (7 BLACKPINK, 9 TWICE, 7 Red Velvet) were collected. Photo classification work was carried out in accordance with the design analysis criteria and the results were derived by combining statistical analysis and content analysis. BLACKPINK's fashion design characteristics showed a lot of complex colors, shade tone, pure tone, contrast color coordination, stylistic pattern, slit, patchwork, checklist method, sexy and avant-garde images. TWICE's fashion design characteristics included warm color, complex color, tint tone, monotone, contrast color coordination, tone-on-tone, geometric & stylistic patterns, cotton, silk, a combination of the same material, frill, beads, ribbon decoration, blouse, skirt, and many romantic and ethnic images. Red Velvet's fashion design characteristics were a cold color, moderate tone, monotone, cotton, velvet, geometric pattern, zipper, sequins, T-shirt, pants, tie, belt, and many retro and active images. The fashion styles of BLACKPINK, TWICE, and Red Velvet were as follows. BLACKPINK was divided into sexy avant-garde, sexy active, sexy romantic styles. TWICE was divided into romantic active, romantic classical, and romantic ethnic styles. Red Velvet was divided into retro active, retro sexy, and retro avant-garde styles.

Shopping behavior, attitude and characteristics of internet clothing shoppers (인터넷 의류구매자의 의류쇼핑행동, 태도 및 특성)

  • 하오선;신혜원
    • Journal of the Korean Society of Clothing and Textiles
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    • v.25 no.1
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    • pp.71-82
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    • 2001
  • In this study, Internet users were separated into 3 groups(clothing shoppers, clothing non-shoppers, non-shoppers). Shopping behavior of clothing shoppers(those who used the internet channel for clothing shopping) and the attitude to internet clothing shopping were examined. And characteristics of clothing shoppers were compared with characteristics of clothing non-shoppers(those who purchased goods except clothing on internet) and non-shoppers(those who purchased nothing on internet). The reason why clothing non-shoppers and non-shoppers didnt purchase clothing on internet was also investigated. Questionaire was used as method of gathering data. Mean, ANOVA, Duncan-test, t-test and $\chi$$^2$-test were used for data analysis. 1. Clothing shoppers considered carefully design, exchange & refund, quality and price and purchased generally T-shirt, underwear, jeans and sports wear. 2. Clothing shoppers thought clothing in internet shopping malls was not various in item, design, color, size and price. But they were satisfied with shopping convenience. 3. Clothing shoppers were more conscious of the shopping cost compared with clothing non-shoppers and non-shoppers Recreational shopping orientations and fashion leader orientations were low in both groups. Self-confidence in connection with clothing purchase were high in each groups, but that of clothing shoppers were relatively higher than clothing non-shoppers and non-shoppers. 4. The reason why clothing non-shoppers and non-shoppers didnt purchase clothing in internet shopping malls was that they wanted to buy after trying on clothing in a store, didnt believe the quality of clothing, didnt need to purchase clothing in internet shopping malls, and worried about exchange & refund.

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A Study on the Textile-Design and Fashion-Design through the CAD system (CAD 시스템을 이용한 텍스타일 design과 패션 design에 관한 연구)

  • Yang, Lee-Na;Choi, Na-Young
    • The Journal of Natural Sciences
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    • v.8 no.2
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    • pp.225-236
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    • 1996
  • Computer simulation methods for three area of textile design, wearing, and design were developed by using CAD system, and its results were applied to pattern design simulation. Textile design created by using the CAD system was applied to T-shirt schematization. Created wearing, printing, and knitting design respectively were applied to women clothing, children's wear, and men sweater. In this rearch, several equipped since various color working, materials, pattern development and swift intention decision of goods direction are possible on the moniter. Third, many goods order are rushed within short time because spot direction are possible on the moniter. Third, many goods order are rushed within short time because intention decision of buyer could be induced and embodied design almost reflection the buyer's will on the spot before production of goods and samples. Forth, time and expense were saved to get the information in terms of design information systematically and could be managed annually. Fifth, creative design development can be not only availed but saved the service expense of outside orders and the traffic expense.

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Characteristics of fashion figure in contemporary fashion (현대패션에 나타난 패션 피규어의 특성)

  • Kim, Sun Young
    • The Research Journal of the Costume Culture
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    • v.22 no.4
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    • pp.565-578
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    • 2014
  • This study is about the cases in fashion figure appearing the contemporary fashion and their characteristics. The work aims at providing a further active research opportunity for fashion figure in the modern fashion field and finding several possible utilizations to help the overall fashion industry through examination. Research methodology was followed up with the related literature review and empirical work through the case study of multiple fashion figures denoted in the contemporary fashion. The results showed in the following way for types of fashion figure in the modern fashion. The first type is that its figure was used for stage apparatus in fashion collection, various properties, or garment tool as doll shifted to a certain object. The second type is that art toy or fashion doll was used as specially added product via way of cooperation with fashion brand to be applied as fashion figure alone or other properties for T-shirt or something like that. The third type is the case that multifariously sized figures were applied to show window or shop display. This type of fashion figure is basically an imbedded fashionistic feature, reflecting the rarity, publicity, playfulness, and artistic value.