The purpose of this study is to verify how similar the virtual fit pants are to the actual fit of stretchable pants. Data is produced using a virtual model to apply movements. The results show that in the upright position, the similarity between the appearance of the actual fit and the virtual fit is high. Results are 4.47, 4.13 and 4.33 out of 5 on the front, side, and back, respectively. The base line of the front and back, and the amount of allowance in each part were well reproduced by the model. The texture of the virtual fit was evaluated and found to be similar to the actual fabric. In terms of shape and number of wrinkles with the virtual fit pants, large wrinkles were better expressed than fine wrinkles. After applying movements to the virtual model, the front and side results were similar to the actual fit, but the back results were different. As a result of multiple comparisons, the greatest difference in similarity by movements is found in the center front line. The similarity difference was lower on the side than on the front. The only significant difference after applying movements is in the hip circumference margin. According to movements, the similarity of virtual fit is lower on the back than on the front and side, and the back also has the largest similarity differences to the movements type.
The aim of this study was to provide data to enable the development of skateboarding pants. From the Chinese skateboard club SNS, 126 skateboarders in their 20s and 30s were chosen to participate in a survey. Data was gathered using a questionnaire from May 14 to May 28, 2021, and then analyzed using SPSS 23. The results concerning production were as follows: clothing sizes are generally divided into six stages: XS, S, M, L, XL, and 2XL. The silhouette is wide, and most pants have e-bands and normal hems. The pants are made from cotton-blend fabric, which is mostly moistureabsorbing and quick-drying. Baggy pants are preferred by skateboarders, with cotton being the most common fabric. The crotch, knees, and buttocks of pants are the least satisfying for skateboarders. When they skateboard, their ankles sustain the most injuries, followed by their knees and wrists. In the survey of consumers’ preferences for skateboarding pants, different styles were rated in the following order: straight pant silhouette, ribbed knit and string waistband design; full-rise waist height, string hemline design; and ankle-high pants length (fit), fabric and design. The hygroscopicity and ventilation of the fabric are crucial considerations when purchasing pants. In terms of color, chromatic and pastel colors are most popular. In addition, some people expect new fibers to be used and expect protective equipment and pants to be integrated.
The purpose of this study was to make a pants pattern suitable for women 70 to 85 years of age, then analyze that- pattern’s shape, size, appearance, fit, allowance and air gap. Participants made the pattern using 3D simulation program DC Suite version 5.1. The results suggest a design method suitable for the lower-body shapes of elderly women. In external appearance, the A-type earned the highest evaluation in all items except the allowance of the back waist and back hip. The L type earned the highest evaluation in the allowance of back waist and hips. The A-type’s, back waist appeared set at an angle that did not match the body shape of an old-old aged woman in the center-back-line setting. Therefore, the pattern method of A-type combined with L-type’s method of center back, produces an excellent pants pattern. Evaluation of the air gaps among patterns revealed that; the A-type showed the largest air gap in waist and hip circumference and the smallest air gap in thigh circumference. The waists, abdomen, and hip circumferences of older women often become larger while their legs become slimmer. This study accounted for those factors in determining a pattern suitable for the lower-body shape of old-old aged women. However, participants only analyzed four patterns and compared them with women 70 to 85, years of age. Therefore, it is necessary to develop industrial patterns applicable to a wide age group.
The purpose of this study was to identify the consumers’ demands on functional design of sports climbing pants. Data were collected through a field survey. 82 male and 70 female amateur sports climbers in Seoul participated. The questionnaires measured aspects of functional design in sports climbing pants, specifically motion adaptability, comfort and aesthetic value of the climbing pants. The results of this study show that comfort during climbing postures was the most important value of the climbing pants. The subjects sought motion adaptability at the hip, crotch, thigh and knee. The preferred style and degree of fit of climbing pants were differed according to gender. Men preferred loose or semi tight fit style climbing pants but women preferred the leggings style of the sport pants. The soft touch seam line and body shaping function were also important for women. The type of pants preferred for sports climbing also differed by the climbing experience period. Men began to wear the outdoor mountaineering style pants when they had experienced sports climbing for 6 months and to wear the climbing expert style pants when they had experienced sports climbing for a year. Most women wore leggings style sports pants from the beginner stage. This study also analyzed Korean market trend in 2016~2017 F/W for sports climbing pants design. The men’s pants were more likely to be designed to improve mobility compared to the women’s pants, even though the aesthetic value of the sports climbing pants was important for women.
This study aims to compare the ease of men's slim pants patterns, and to analyze the fit and appearance through the 3D virtual garment system. The study selected four educational materials and one industrial pattern of slim pants for a total of five items. The CLO 3D Modelist program was utilized to carry out the appearance evaluation through virtual wearing and opacity, and a comparison was performed regarding the clothing pressure when the virtual model was standing and walking. The results of our comparison of the patternmaking for slim pants showed that pattern C pants had the greatest ease on the waist circumference, while B pants showed no ease. The C and E pants also had the most ease on the hip measurement. In the appearance evaluation, A pants received the most favorable results, followed by D, E, B, and C, in descending order. The clothing pressure appeared to be mainly red on the waist, crotch, and hem when standing in all pants, so the clothing pressure was high. While walking, the stress appeared to be different for the left and right parts of the body, and the most significant difference was observed on the thigh area.
This research aims to analyze jeans possession and perceptions of jeans' fit among women in their 20s to help improve the accuracy of purchase decisions in online shopping and to provide basic data necessary to overcome limits in the fit conveyance method of online shopping malls. A sample of 149 females in their 20s was divided into two groups according to height, waist size, and interest in fashion, and several factors were analyzed: jeans possession status, the fit of purchased jeans, the reason for purchase, and the perception of jeans' fit. The results are as follows. The group with a high interest in fashion owned more skinny jeans, and there was a higher frequency of purchasing skinny jeans during the last year among those with a height of 160 cm or more, a waist size of less than 27 inches, and a high interest in fashion. Of the respondents, 92.6% accurately understood skinny fit, 51.7% understood straight fit, and 56.4% understood regular fit. There was no significant difference in the perception of skinny fit or regular fit, but straight fit was better understood by the group with a waist size of 27 inches or more. Thus, by providing accurate size information and analyzing the body shapes of consumers, online shopping malls will be able to increase customer satisfaction with pants of various fits to reduce the rate of returns.
Seven Easy Pieces, the performances that Marina Abramović had shown at Guggenheim Museum in November, 2005 gathered attentions for she represented the performances that had been in 1960s and 70s by the artists herself and her colleagues on those term. The complex meaning of the title, Seven Easy Pieces was enough to make an issue. It contained the meaning of the musical concept and the slogan of the designer Donna Karen simultaneously and showed the performances of 1960's and 70's every night during a week. This show included and presented as follows, Bruce Nauman's Body Pressure(1974), Vito Acconci's Seedbed(1972), VALIE EXPORT's Action Pants: Genital Panic(1968), Gina Pane's The Conditioning(1973), Joseph Beuys' How to explain pictures to a Dead Hare?(1965), her own performance Lips of Thomas(1975) and Entering the Other Side(2005) at the last night.This show was progressing with the performance biennale 'Performa05', at the same time but was not a part of it. However, there is the major significance that Guggenheim made agreement with Abramović to make the performance art meaningful. Also it looked like going together with the meaning of 'Performa05' that Abramović chose the performances during 1960s and 70s when the performance arts have animated. Though, we should consider that the purpose of Seven Easy Pieces was really in remembering the early performances just like she had chosen. Because It had too many interesting points.First, Abramović asked to the major artists in 1960 and 70 the permissions to re-perform their works or paid for copyrights to progress her show. In this pregress, Chris Burden refused to let his work, Trans-Fixed(1974) perform again by Abramović, and Guggenheim denied to re-perform Abramović's Rhythm0(1974). This was the unheard-of thing in the re-performance some works. So, it could be understood as because the performance art was shown in 'the present', in 'the museum', consequently Abramović had to accept the conditions of 'time' and 'space'.Second, there were lots of differences between the original performances and Abramović's re-performances in Seven Easy Pieces. Actually it is not possible to revive the original works as those were, but Seven Easy Pieces is worthy of notice that Abramović adapted the original things. This can be explained by residing in that Abramović couldn't experience the real scene at that time and she planed this show only depending on the documents. And this point can occur the problems of the relationship between the original performance, the documents, and the re-performance based on the documents.Therefore this study set up the purpose to shape up Abramović's intention and the meaning of the re-performance with investigating the re-performed works in Seven Easy Pieces.
여성의 역량이 강조되는 21세기에 팬츠슈트의 다양화를 표현하고 가상착의 디자인 개발을 통해 실제 패션산업의 디자인기획 및 생산과정에 응용하고자 창작의상디자인을 3D 가상착의 시뮬레이션을 이용하여 모던 팬츠슈트룩 디자인을 전개하였다, 이러한 결과, 1. 창작 팬츠슈트디자인을 짧은 시간에 미리 점검할 수 있으므로 상품디자인 및 기획과정 프로세스를 줄일 수 있다. 2. 원단의 드레이프성이나 두께, 밀도 등을 적용하여 원단 가봉과 거의 같은 효과를 거둘 수 있으며 콘셉트에 따른 디자인 및 사이즈 변경등이 용이하며 제작 과정에서 가봉 및 피팅에 대한 시간, 비용, 노력을 경감시킬 수 있다. 3. 디자인 데이터베이스 활용을 통해 글로벌 패션산업시스템에서 수출 및 기술교류의 기회를 확대할 수 있다. 3D 가상 의상 시뮬레이션은 패션 브랜드의 디자인기획에서 시간, 비용을 혁신적으로 경감시킬 수 있는 미래지향적 프로그램이며 결과물을 원형그대로 무제한적으로 보관할 수 있고, 향후 가상 의상을 디지털 패션쇼로 구현했을 때 디자이너가 의도한 콘셉트와 아이디어를 창의적인 영상 효과로 구체화시킬 수 있다. 글로벌 패션산업의 발전과 함께 SPA 브랜드의 발전 및 소비자의 다양한 디자인 욕구등에 부합할 수 있는 창의적이고 빠른 시제품 생산이 요구되는 패션산업 환경을 고려할 때 이러한 가상착의를 활용한 디자인의 효과는 더욱 발전될 것으로 기대된다. 다양한 3D 의상 시뮬레이션을 활용한 실증적 연구를 통해 창의적 의상디자인 개발을 위한 교육 내용의 지침으로서의 의의가 크다고 할 수 있다.