주요 논문
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*2026년 기준 최근 6년 이내 논문에 한해 Impact Factor가 표기됩니다.
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2024Virtual model production of women in their 60s using Size Korea 3D data
Jeong-Ran Lee, Jeongah Park
The Research Journal of the Costume Culture
https://doi.org/10.29049/rjcc.2024.32.4.468
Production (economics)
Computer science
Business
Economics
Microeconomics
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2024Men’s Casual Jackets Production Condition and Construction Characteristic for MZ Generation
Xi Yu Li, Jeong-Ran Lee
Journal of Korean Traditional Costume
This study aimed to investigate casual jackets" production status and construction characteristics for men in their 20s and 30s, the so-called MZ generation, and suggest a representative casual jacket prototype. The production status of men"s casual jackets was searched online, and menswear pattern textbooks were examined. The results of the study are as follows. As a result of analyzing size, some brands displayed letters and numbers together. As for the sizing system, the size was expanded from two to five depending on the brand, and the number of brands developed into four was the most, with nine brands. The size deviation of the chest circumference varied from 3cm to 6cm, and most brands developed at regular intervals of 5cm. Black was the most common color in the first and second rounds. There were ten types of materials; poly blend showed the highest frequency, and cotton showed a relatively high frequency. As for the price, more than one hundred thousand won and less than 400,000. In terms of clothing construction components, the silhouettes were divided into two types: boxy fit and slim fit. For boxy fit, notch lapel, flap pocket, two-button single closure, chest welt pocket, dartless front bodice, and center vent showed the highest observation frequency. For slim fit, notch lapel, patch pocket on both sides, two-button single closure, welt chest pocket, front dart, and side vent were high frequency. As a result of analyzing the jacket components in the textbook, both the silhouettes and the lapel shape came out as slim fit and notched lapel, and the pocket showed the highest frequency of patch flaps. Three-button single closure showed a high frequency. Finally, this study suggests two representative casual jacket prototypes based on the jacket"s silhouettes.
https://doi.org/10.16885/jktc.2024.09.27.3.71
Casual
Production (economics)
Political science
Economics
Microeconomics
Law
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2023Design and Evaluation of a Knee Protector using a 3D Printing Pad
Xi Yu Li, Jung Hyun Park, Jeong-Ran Lee
Fashion & Textile Research Journal
https://doi.org/10.5805/sfti.2023.25.2.221
3D printing
Engineering
Engineering drawing
Materials science
Computer science
Mechanical engineering
4
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2023Reproduction of 3D Virtual Wear of Sleeve-expanded Power Shoulder Jacket
Jeongah Park, Jeong-Ran Lee
Fashion & Textile Research Journal
https://doi.org/10.5805/sfti.2023.25.5.593
Reproduction
Power (physics)
Marine engineering
Engineering
Forensic engineering
Computer science
Biology
Ecology
Physics
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2022The Purchasing Status of the Avatars and Digital Fashion Items in Metaverse and Consumers’ Purchase Satisfaction and the Future Purchase Intentions According to Usage Motivation
Nam-Eun Kim, Jeong-Ran Lee
Korean Home Economics Education Assciation
이 연구의 목적은 메타버스에서 아바타와 패션아이템을 구매하는 행동이 어떤 이용동기와 관련이 있는지를 밝히고, 구매만족도와 추후 구매의사에 대해 알아보는 데 있다. 이를 통해 아바타와 패션아이템 개발 및 패션산업과 의류교육의 방향성을 위한기초자료를 제시하고자 한다. 이를 위하여 만 19세 이상 아바타를 보유하고 있는 149명을 대상으로 아바타와 패션아이템 구매실태와 이용동기, 구매만족도, 추후구매의사를 조사하였다. 연구결과는 다음과 같다. 첫째, 아바타 소유 비율은 여성, 19세~29세, 소득이 낮거나 아예 높은 경우 높게 나타났다. 연령이낮은 집단은 모바일폰으로 구매하고, 연령이 높은 집단은 신용카드를 사용하는 경향이 있었다. 응답자들은 아바타를 보유하고있었어도 구매빈도나 지출 금액이 많지 않았다. 반면, 패션아이템 구매에서는 구매금액이 8,000원 이상 소비하는 집단은 19세~29 세였고 소득에 따라 구매빈도, 구매금액이 높아지고 있었다. 둘째, 아바타와 패션아이템 이용동기 중 쾌락추구는 가장 큰 영향력을미쳤고, 남성은 여성보다 아바타를 통한 자기표현에 신경을 썼다. 셋째, 대리만족 동기는 구매만족도를 높였고 추후 구매의사를높이는 요인은 대리만족과 스트레스 해소였다. 이를 통해 장기적으로 모든 연령층이 함께 스트레스를 해소할 수 있고, 메타버스 이용자간에 동질감을 느낄 수 있게 하고, 현실과는 다른 가상세계에서의 만족감을 줄 수 있는 요인을 고려하여 아바타와 패션아이템이 개발되어야 할 것이다. 그리고의생활과 관련된 교육에서 패션 아이템을 활용할 수 있는 방안 및 소비태도에 대한 교육이 필요할 것이다.This study aims to explore the status and motives for using avatars and digital fashion items in the metaverse and to examine consumers’ purchase satisfaction and future purchase intentions. We intend to provide implications for the development of avatars and fashion items, and the direction of the fashion industry and clothing education . For this purpose , the purchasing status, consumer motives for using avatars and digital fashion items, purchase satisfaction, and future purchase intentions were investigated, through a survey with 149 consumers aged 19 years or older, with the experience of using avatars. The results are as follows. First, the percentage of avatar ownership was high among women aged between 19 and 29, and those with low or high incomes. The younger group was more likely to make mobile phone purchases than the older group, and the older group was more likely to use credit cards. Even those respondents who owned avatars did not purchase frequently or spent a lot on items . On the other hand, in the case of fashion item purchases, the group spending more than 8,000 won was aged between 19 and 29, and the frequency and amount of purchases increased as income increase. Second, among the motives for using avatars and fashion items, the pursuit of pleasure had the greatest influence, and men paid more attention to self-expression through avatars than women. Third, the motive for vicarious satisfaction influenced purchase satisfaction, and the factors that influenced future purchase intention were vicarious satisfaction and stress relief. The results of this study suggests that avatars and fashion items should be developed considering factors that can relieve stress for all age groups, create a sense of unity among metaverse users, and provide satisfaction in a virtual world that is different from reality. In addition, education on how to use fashion items and consumption attitudes in education related to clothing life will be required.
https://doi.org/10.19031/jkheea.2022.9.34.3.133
Purchasing
Clothing
Avatar
Pleasure
Advertising
Psychology
Business
Marketing
Political science
Computer science