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      • KCI등재

        의류 산업에서 Digital Clothing의 활용 방안에 관한 연구

        고영아,Ko, Young-A 한국섬유공학회 2008 한국섬유공학회지 Vol.45 No.5

        The advent of digital technology made the distinction between nations and languages, time and space, and even between the real world and the virtual no longer relevant or important. Innovation of digital technology in the field of Fashion is digital clothing. The purpose of this study is to conduct a theoretical investigation on how digital clothing could actually be applied in the clothing industry. The significance of this study lies in the facts that the various utilization plans presented herein further enhance the recognition of the necessity of research on digital clothing and that this research provides a solid foundation for further empirical study in pattern making. The fields in the clothing industry in which digital clothing will prove to be applicable are as follows; an innovative manufacture process which increases productivity through utilization of 3D clothing simulation, the activation of online stores, mass-customization production of clothing, SNS (social networking services), and etc. These newly emerging fields are of particular interest concerning the utilization of digital clothing technology. Research of digital clothing needs to be complemented and if that is achieved, digital clothing will bring innovation to all fields in the entire clothing industry; design, production, marketing, promotion, and so much more.

      • KCI등재후보

        포스트 디지털 시대의 의생활 변화와 초등의생활교육

        정미경 한국실과교육학회 2016 한국실과교육학회지 Vol.29 No.4

        The purpose of this study was to make suggestions on a direction of the elementary clothing & textiles education in the post digital age and to construct the fundamental reference for other studies in the future. Related literatures was reviewed. The major findings in this study were as follows: 1.The post digital age start from when social communication systems have become possible with smart phones and tablet PCs since the 21st century; the problems of the digital era have been healed, and analogue human-centered values, open and diffuse culture have been built on digital technology. 2.The characteristics of the post digital era were summarized as smartization of digital technology, lottery of analogue, participation and interaction. 3.In the post digital age, the change of clothing & textiles was summarized by the commercialization of smart apparel, the emotionalization of fashion design, the participation and interaction in fashion, the mass custom production, the upgrading of consumption and management of clothing. 4.The concept of post digital age and change of clothing, reflect the latest information on post-digital life in elementary education and recognizes the importance of knitting, embroidery, sewing with analog sensitivity, understanding post digital generation as a learner, And suggested introduction and experience of learning materials and equipment. It can be concluded an elementary school is a representative education area with digital and emotional elements, and it is a representative education area of the post digital age. Further study could focus on doing plus digital in the education of knitting and embroidery which should be preserved. 본 연구는 포스트 디지털 시대의 의생활교육 방향을 제안함으로서 초등의생활교육의 기초자료를 제공하는 데 목적을 두고 수행되었다. 연구는 문헌조사를 통해 이루어졌으며, 연구내용은 포스트 디지털 시대의 개념과 특성, 포스트 디지털 시대의 의생활 변화, 포스트 디지털 시대 초등 의생활 교육을 위한 제안으로 구성되었다. 연구결과 포스트 디지털 시대는 21세기 이후 스마트폰과 태블릿PC로 사회적 소통체계가 가능하게 되면서 부터라 할 수 있으며, 디지털 시대의 문제점을 치유하고 아날로그적 인간 중심의 가치와 개방적 확산적 문화를 디지털 기술위에 구축한 시대라고 할 수 있다. 이러한 포스트 디지털 시대의 특성은 디지털 기술의 스마트화, 아날로그의 복권, 참여와 상호작용으로 정리되었다. 또한, 포스트 디지털 시대의 의생활은 스마트 의류의 상용화, 패션디자인의 감성화, 패션에서의 참여와 상호작용, 대량 맞춤 생산, 의복소비와 관리기의 고도화 등으로 정리되었다. 이러한 포스트 디지털 시대의 개념과 의생활의 변화를 바탕으로 초등 의생활 교육에 대해 포스트 디지털적 의생활의 최신 정보 반영, 아날로그의 감성을 갖춘 뜨개질, 자수, 바느질의 중요성 인식, 학습자로서의 포스트 디지털 세대의 이해, 새로운 학습재료 및 기기의 도입과 체험을 제안하였다. 이상의 연구결과를 통해 초등실과 의생활 영역은 디지털과 감성의 요소를 지닌 대표적 교육영역으로서 포스트 디지털 시대의 대표적 교육영역이라 할 수 있으며, 포스트 디지털 시대의 의생활 변화를 초등의생활교육에 적극 반영하고, 아날로그적 감성을 지켜온 뜨개질 및 자수의 교육에 플러스 디지털을 어떻게 할 것인가에 대한 연구와 교육적 시도가 요구된다고 결론지었다. 이와 함께 의생활 각 영역별 포스트 디지털과 의생활 교육에 대한 연구와 디지털 네이티브(Digital Native) 세대인 초등학생들의 의생활에 대한 후속 연구를 제언하였다.

      • KCI등재

        디지털 클로딩에 의한 웨딩드레스 디자인 개발

        이서윤 ( Seo Yun Lee ),조규화 ( Kyu Wha Cho ),김지영 ( Ji Young Kim ) 한국패션비즈니스학회 2014 패션 비즈니스 Vol.18 No.2

        The purpose of this study is to develop a wedding dress design using digital clothing program to produce an actual dress. The level of actualization of the wedding dress design through digital clothing was evaluated by comparing the shape, ornament details, material, and tone. Also, the direction of improvement was sought by apprehending the limitations for the future of wedding dress design created by digital clothing. In order to evaluate the level of actualization on major design techniques of wedding dress, design planning of 4 dresses was performed based on the major images of wedding dresses. Virtual dress was created using DC Suite program and an actual wedding dress was produced using the pattern created in the process of virtual dress designing. The wedding dress designed by digital clothing was superior in silhouette or expression of pleats, but they rather lacked in expressing corsage, 3-dimensional objects, sheen material or double material. However, by supplementing a few functions, digital clothing can be effectively utilized in wedding dress design with the convenience and speed of digital operation. The digital clothing performs rapid production in the design development stage, modifies simply and confirms in real time and is highly effective, Therefore, if a program designed for wedding dress is developed, its effectiveness will be improved to maximize the customer satisfaction, and it will significantly reduce the time and cost which will make a great contribution to the wedding industry.

      • KCI등재

        소비자 라이프 스타일 기반의 스마트 의류 기획을 위한 요인 연구

        조하경 ( Ha Kyung Cho ),김진선 ( Jin Sun Kim ),이주현 ( Joo Hyeon Lee ) 한국감성과학회 2010 감성과학 Vol.13 No.1

        웰빙 트렌드의 도입, 라이프 스타일의 변화, IT 컨버전스에 대한 수요의 증가에 따라 최근 스마트 의류는 사용자 애플리케이션을 중심으로 세분화되어 개발, 연구되고 있으며, 스마트 의류의 시장 또한 세분화되어 진행되고 있는 추세이다. 그러나 소비자 측면의 세분화에 따른 스마트 의류에 관한 연구는 미비한 실정이다. 따라서, 본 연구에서는 스마트 의류 기획에 있어 가장 밀접한 관련이 예상되는 의복 및 의복행동 라이프스타일과 디지털 라이프스타일을 중심으로 라이프스타일의 유형을 분석하고, 라이프스타일에 따른 스마트 의류의 니즈에 따른 스마트 의류의 상품 기획 방안을 제시하고자 하였다. 본 연구는 추후 스마트 의류의 수요가 가장 높을 것으로 예상되는 20대, 30대를 중심으로 이루어졌으며 그 결과 의복 및 디지털 기반의 라이프 스타일은 유행 추구형, 실용적 기능 추구형, 감각적 정보 추구형의 세 가지 타입으로 분류되었다. 본 연구에서는 이를 토대로, 라이프스타일에 따른 스마트 의류의 소비자 니즈를 통한 스마트 의류의 기획 방안을 제시하였다. According to diversity of life style, introduction of well-being trend and increase of demand based on the IT-convergence, Recently "smart clothing" study has been diversified on user applications such as entertainment, healthcare, business and sports. And the smart clothing`s market has been progressed in diverse aspects. But, study of smart clothing based on consumer aspect and market diversification is insufficient. The purpose of this study is to identify consumer`s needs on smart clothing and to suggest directions for development of smart clothing based on their lifestyle that focused on digital and fashion lifestyle that be closely connected with smart clothing product development. This study is focused on the ages of 20-30 who are considered to be high demand consumers on the smart clothing market. As a result of study, life style based on clothing and digital is categorized 3 types as trend-pursuit style, sensual information-pursuit style and practical function-pursuit style. we suggested direction for development of smart clothing based on consumer`s needs of the smart clothing according to the customer`s lifestyle types.

      • KCI등재

        자수 디자인의 디지털화에 의한 시각적 표현효과

        백경자 국제문화기술진흥원 2023 The Journal of the Convergence on Culture Technolo Vol.9 No.3

        The purpose of this study is to provide basic information about various methods to easily affix unique embroidery effects to clothes due to the current expansion of digital fashion technology. A comparison of design techniques using virtual and real clothing was used to show the visual expression of embroidery designs. Actual embroidery motifs were created using a computer embroidery machine, DTP embroidery motifs were made by utilizing digitalization techniques, and digital motifs were produced. Then patch pocket type T-shirts were produced using each embroidery technique to compare the visual expression effects on clothing. The results of this comparison are as follows: for real clothing color (3.5), texture (4.0), gloss (3.8), and thickness (3.5). It was found that the color and thickness of the embroidery floss was visually sufficiently show the design texture and gloss. In terms of the embroidery design on virtual garments, the resutls of color (3.8), texture (4.3), gloss (3.9), and thickness (3.6) showed a high degree of similarity to the non-virtual results, confirming that digitized embroidery motifs are also a tool that can fully realize unique embroidery effect. 본 연구는 디지털 패션디자인 영역이 확장되고 있는 현시점에서 자수 특유의 시각적 표현효과를 보다 쉽고 다양하게 의복 디자인에 접목할 수 있는 기초자료를 제공하고자 자수 디자인의 디지털화에 의한 시각적 표현 효과가 실제 의상과 가상의상에서도 동일한 효과를 나타내는지 비교하였다. 컴퓨터 자수기를 이용한 실제 자수 모티브와 디지털화에 의한 DTP 자수 모티브, 디지털 모티브를 생성하였으며 의복에서의 시각적 표현효과를 비교하고자 각각의 자수 모티브가 들어간 패치포켓 형태의 T-셔츠를 제작하였다. 자수기로 제작한 자수가 삽입된 의복과 디지털화된 자수 모티브를 디지털텍스타일프린팅하여 제작된 의복의 시각적 효과를 비교한 결과, 색상(3.5), 질감(4.0), 광택(3.8), 두께(3.5)에서 자수원사의 컬러와 두께감 등 시각적으로 충분히 자수의 질감, 광택의 표현 효과를 나타낼 수 있음을 알 수 있었다. 가상의복의 자수 표현효과에 있어서도, 색상(3.8), 질감(4.3), 광택(3.9), 두게(3.6)의 높은 일치도를 보여, 우리는 디지털화된 자수모티브도 기존 자수 특유의 시각적 표현 효과를 충분히 구현할 수 있는 도구임을 확인할 수 있었다.

      • KCI등재

        CAD System을 활용한 무대의상 시뮬레이션에 관한 연구

        박유신 ( You Shin Park ),최영로 ( Young Ro Choi ) 한국패션비즈니스학회 2013 패션 비즈니스 Vol.17 No.1

        The purpose of this study is to demonstrate the stage costumes realized by digital clothing: how realistic and accurate representation of empirical testing and in the consultation process for the production stage costumes, determine whether digital clothing has value that can be substituted for the stage costume. This study researched the stage costume manufacture, Isabel`s costume of the musical ``Christmas Carol``, process by using the 3-D clothing simulation technology: DC Suite, The results of this study is as following. They share many similarities between the stage costumes and digital clothing. It is possible that digital clothing takes a role as a substitute for stage costumes in the production process of the clothing samples. The clothing production system, including stage costumes, by digital clothing costs and lead time can be saved by innovative. Also the result can be saved without restriction, and this system can exert its effect in a very efficient way to incorporation of foreign producers and production system.

      • Digital Marketing of Cotton to Generation Y College Students

        Jay-Sang Ryu 한국유통과학회 2015 KODISA ICBE (International Conference on Business Vol.2015 No.-

        This research examines the effect of cotton awareness digital marketing on Gen Y college students’ perceptions, attitudes and purchase intentions of cotton clothing. Data were collected from three different groups of college students: the group with no cotton marketing, those with print media marketing, and those with digital marketing. The findings confirmed that college students who had attended digital marketing about cotton displayed the highest level of agreement on the benefits of cotton clothing. They also exhibited the most favorable attitudes and strongest purchase intentions toward cotton clothing. Marketers should consider a digital marketing strategy to promote their products and services to Gen Y college students.

      • KCI등재

        Digital Marketing of Cotton to Generation Y College Students

        Brenda Avila,Jay-Sang Ryu 한국유통과학회 2015 유통과학연구 Vol.13 No.7

        Purpose – Gen Y college students have emerged as a profitable consumer segment because of their growing purchasing power and influence on others’ buying decisions. Digital marketing is deemed effective in increasing Gen Y college students’ knowledge of and interest in products and services. This research examined the effect of digital marketing on Gen Y college students’perceptions, attitudes and purchase intentions toward cotton clothing compared to that of conventional print marketing and no marketing. Research design, Date and Methodology -Data were collected from three different groups of college students from a large university in the U.S.: the group with no cotton marketing, those with print media marketing, and those with digital marketing. Result - The findings confirmed that college students who were exposed to cotton digital marketing displayed the highest level of agreement on the benefits of cotton clothing. They also exhibited the most favorable attitudes and strongest purchase intentions toward cotton clothing. Conclusions – To target Gen Y consumers effectively, marketers should consider a digital marketing strategy to promote their products and services.

      • KCI등재

        중국 당나라 여성 호복의 특성을 활용한 패션디자인 - 3D 가상착의를 활용하여 -

        주자항,이연희 복식문화학회 2023 服飾文化硏究 Vol.31 No.1

        This study analyzes traditional women’s Hu costumes of the Tang dynasty, and deploys a creative fashion design to converge contemporary and traditional styles. In this costume, women wear a robe with striped or plain patterns in the lower part of the pants, and it appears frequently in red and yellow colors. Depending on the sleeve, it is either a round collar or a turn down collar robe. In the Hu hat, the huntuomao and juanyanxumao were leather and mili and weimao were used to prevent the sand from flowing. This study uses the CLO 3D program with the “moment” theme based on the Hu costume for women to deploy 4 pairs of fashion design and to produce works for 2 pairs. The 3D virtual clothing program demonstrates important effects in design deployment and pattern arrangement through its efficiency and convenience of clothing production. The CLO 3D program was closely combined with the 2D design and the 3D affect, and it heightened the efficiency in saving the processing time and energy of the sample clothes. Through facilitating the 3D digital fashion design, the production may reduce time needed and contribute to an effective economy, and it may compare digital fashion design to actual products as well as illustrate the potential of digital fashion design.

      • KCI등재

        A Comparative Analysis between Real and Virtual Stretchable Tight-Fitting Clothing

        Hyeonah Kim,임호선 한국복식학회 2022 International journal of costume and fashion Vol.22 No.2

        In order to expand the utilization range of 3D virtual clothing systems in the field of tight clothing, this study attempted to provide more in-depth research data to confirm the utility of CLO software in the field of tight-fitting clothing by comparing and evaluating the appearance similarity of 3D virtual clothing. In this study, the target outfit is selected as a basic short-sleeved top (Garment 1 without lining and subsidiary material), basic short-sleeved top with lining (Garment 2), chest cap (Garment 3), and chest cap (Garment 3-1) to determine the similarity among factors that may affect the appearance similarity of 3D virtual clothing. The costume pattern was digitized into YUKA CAD, the real fitting body was implemented in CLO through the 3D scan, and a 3D virtual image was produced. Then, Garments 1 to 3 were photographed and analyzed by evaluating the similarity between real and 3D virtual images on a 5-point scale to 10 experts. The results of this study are as follows. First, on evaluating the similarity between the real and 3D virtual images of Garments 1, 2, 3, and 3-1, the garments were seen that the implementation of lining insertion was similar and well-executed. There was no significant difference in the evaluation score of all garments to affect the usefulness of the CLO, although the difference between the evaluation scores of all garments was not significant, it was noted that the score of Garment 3 was the lowest, followed by Garment 3-1.

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