Browsing by Subject "Design, Housing and Apparel"
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Item Apparel fit based on viewing of 3D virtual models and live models.(2009-06) Kim, Dong-EunWith the development of 3D body scanning and 3D virtual garment simulation technologies, online shopping is becoming more promising. However, little research has been done on the fidelity and accuracy of 3D virtual dressing software to prove that it can represent a real person in a garment so that the virtual try-on can be used reliably for apparel fit assessment. The purpose of the research was (1) to investigate the fidelity and accuracy of a 3D virtual garment simulation tool in assessing fit on a 3D virtual model by comparing the resulting fit on the 3D virtual model and on the participant real body through participant evaluation and (2) to evaluate the effectiveness of the tool for 3D online virtual clothing shopping for consumers. Ferwerda's (2003) framework for functional realism in computer graphics is adapted as a framework for this study. A 3D virtual garment simulation software package developed by a leading US company was selected. Thirty-seven participants were recruited. Two questionnaires and an interview were used to collect quantitative and qualitative data. A virtual model was made from the participant's scan and virtual pants were simulated on the participant's virtual model. The participants evaluated fit of their selected pants simulation on their virtual model. The participants evaluated the test pants fit on their body, and they compared the test pants fit to the virtual pants fit. The quantitative data from the questionnaires were analyzed using descriptive statistics, two-way repeated measures ANOVA, and independent t-test. The qualitative data from the interview were analyzed using the content analysis technique. The general participant responses were that the visual information from the virtual model provided them with an overall idea about the pants fit. They were especially impressed that the visual information of overall pants silhouette in relation to their body shape was very accurate. However, the simulation was not completely accurate. The major difference between the fit on the virtual model and the fit on the body was inaccurate material representations. The fabric simulation was laying smoothly on the virtual model, but many wrinkles were visible on the body. Additionally, the fabric texture was inaccurately represented and the simulated fabric was described as resembling a knit fabric. Technological limitations were found in accurately representing garment to body shape relationships. Because 3D images from a body scanner were solid and uncompressible images, the shape of the body scan images could not be modified in accordance to garment tension. The results of the study showed that the overall accuracy and fidelity of the virtual simulation tool was moderately good. The results of the study will help software developers in improving the 3D virtual dressing technologies that are accurate enough for consumers to make a satisfactory and reliable online purchase decision.Item Communication of place identity through designed objects:can Public Artwork foster a sense of community?(2009-05) Olson, Randy MickelPublic artwork has been used as architectural embellishment or served as visual narrative to venerate a particular point of view. Over the past fifty years the purpose of public artifact has shifted to relevant site amenity. Utilizing a phenomenological method of inquiry this study seeks to determine to what extent a resident's experience of community is shaped by public sculptures placed in neighborhood parks. These artifacts were commissioned through the City of Minneapolis' Neighborhood Gateway Project. Between 1992 and 2004, eighteen Neighborhood Gateways were established. This study examines twelve residents' experience of these artifacts in three different communities to determine to what extent these resident's experience of community was shaped by the Gateway project. The results of this study provide commissioning agencies and artists with methods to address this shift and create artifacts with imbedded intrinsic value. Five pertinent themes were discovered by this study: Binding Metaphor, Multimodal Sensory Engagement, Sense of Pride, Creation of an Axis Mundi, and Opportunities for Dialogue These themes provide a framework whereby artists, funders and curators can more successfully integrate their artwork into community.Item Design functions in transformable garments for sustainability.(2012-07) Koo, HelenThis study was designed as a bottom-up approach to understand what kind of changeable functions people desire in transformable garments by analyzing a wardrobe database, participants' perceptions of garment varieties, and their values related to transformable garments. The wardrobe database (2009-2011) was analyzed using data quantification and descriptive analysis. Seven style-conscious professional working women, between the ages of 20 and 40 were interviewed focusing on their perceptions and values related to tops. Versatility was the most important reason for preferring specific changeable design functions. Participants had three expectations for transformable garments: functional, hedonic, and social. Functional expectations included ease of matching, ease of layering, comfort, usability, ease of care, and durability. Among functional expectations, usability, care, and durability, were requirements for frequent and long-term use of transformable garments. Participants wanted to have fun and be able to experiment with various styles in hedonic expectations. Social expectations were context aptness, and modesty. In this study, several models regarding transformable garments and criteria for evaluating transformable garment design were suggested. Among candidates for changeable design functions, the most preferred functions were transforming colors/patterns and sleeve lengths. Transformable garments have the potential to lead consumers' natural engagement with sustainable acts by satisfying their various needs and wants. In an effort to motivate consumers to care more about the sustainability of their clothing, many researchers have suggested educating consumers. However, transformable garments are expected to influence consumers to wear these pieces over longer periods of time and more frequently due to their ability to serve multiple needs. Even though consumers may lack knowledge or indicate little concern about sustainability, transformable garments have the potential to encourage them to engage in sustainable behavior without their awareness. Designers can support this behavior by encouraging consumers to naturally consider versatile, transformable fashion while still satisfying their needs and wants.Item The influence of moral emotions in young adults' moral decision making: a cross-cultural examination(2009-05) Kim, Jae-EunConsumers in their everyday decision making concerning purchase of goods have opportunities to demonstrate their moral views. They can make consumption decisions that benefit other members of society or threaten sound business practices. This research was designed to extend prior work on both moral decision making and moral emotions by investigating how cultural orientation (individualism, collectivism) influences moral emotions (e.g., ego-focused, other-focused) and subsequently, moral decision making in two different consumption situations (e.g., purchase of a counterfeit purchase, purchase of socially responsible products). In addition, I investigated whether an individual's self-construal explains any differences tied to cultural orientation and its influence on moral emotions and moral decision making. An experiment was designed to test the hypotheses. A 2 (cultural orientation: individualistic culture versus collectivistic culture) × 2 (self-construal: independent versus interdependent) × 2 (moral consumption situations: counterfeit consumption scenario versus socially responsible products consumption scenario) between-subject design and scenario method was used. Data was collected from a convenience sample of undergraduate students enrolled at a university in the U.S. (n = 379) and a sample of students enrolled at seven universities in Korea (n = 399). As predicted, this study provided empirical evidence of cultural differences in consumer's moral emotions associated with their consumption act for counterfeits and socially responsible products. In addition, moral emotions influenced both moral judgments and purchase intentions. Moral emotions interacted with cultural orientation to influence moral judgments. Moral judgment influenced purchase intention. Furthermore, these results were replicated with self-construal suggesting that participant's self-construal was the factor underlying cultural differences. This research contributed to both moral decision making and moral emotion theories by investigating the role of cultural orientation and self-construal. The findings of this study also provided important and relevant implications to retailers and policy makers in developing customer relationship programs, marketing strategies, and persuasive messages.Item The net-generation interior design student: an exploratory study assessing learning and engagement within a computer simulation environment.(2009-06) Peterson, Julie EllenThe first purpose of this experimental study was to determine if there were effects on achievement between traditional pencil-and-paper instructional strategies and computer simulated instructional strategies used to teach interior design business ethics. The second purpose was to determine the level of engagement of interior design students using traditional pencil-and paper instructional strategies compared to computer simulated instructional strategies to learn business ethics. The data offered both quantitative and qualitative evidence of preferred instructional strategies and what characteristics contributed towards level of engagement. Net-generation learners, born between 1982 and 2000, have been exposed to technology their whole lives and have come to expect the integration of various forms of multi-media instructional strategies within the classroom. Many studies have been conducted that integrate and analyze computer simulation and/or gaming with higher education, but research is very limited within the field of interior design. The study included 21 undergraduate interior design students. Analysis was both quantitative and qualitative in nature including descriptive statistics, frequencies, independent sample t-tests, ANCOVA statistical analysis, and questionnaires with both Likert-type and open-ended question formats. Even though statistical results were not found to be significant and were inconclusive, overall results indicated that the computer simulated case studies created an authentic, dynamic, and empowering learning environment that engaged the learners.Item Retail therapy: A qualitative investigation and scale development.(2009-05) Kang, MinjeongThe principle goal of this research was to enhance understanding of retail therapy, defined as shopping to alleviate negative moods. The specific research objectives were to 1) analyze the conceptual foundations of retail therapy, 2) qualitatively investigate the phenomenon of retail therapy, and 3) develop and validate a scale measuring retail therapy. Through a detailed conceptual analysis of the two existing approaches to the study of retail therapy, the researcher articulated how these approaches are related. In addition, the exploration of relationships between retail therapy and other consumer behaviors further clarified the concept of retail therapy. In-depth interviews were conducted to qualitatively investigate consumer experiences of engaging in retail therapy. 43 self-identified therapy shoppers participated in one time interviews. Interview findings revealed the nature of retail therapy during three shopping stages: pre-shopping, shopping, and post-shopping. Retail therapy scale development consisted of three phases: initial item generation, scale purification, and scale validation. 43 initial scale items were generated based on interview findings and included in the survey questionnaire. 258 survey responses from the general population were used for scale purification through which four factor measurement model was developed with 22 items retained. The refined measurement model was validated using a separate sample of 272 general populations. Implications of research findings were provided in three areas: consumer behavior research, retailers and marketers, and consumers and therapists.Item Wearing a cause: personal motivations for expressing beliefs through dress(2008-12) McElvain, Jean ElizabethThis qualitative research used data collected during 35 free response interviews to explore personal motivations of individuals who wear dress items that have text, images, or symbols that state an opinion or affiliation with a cause. The review of literature focused on researchers who had addressed issues of the self and symbolic interaction, the printed t-shirt as a social dress object, identity creation and postmodern theory, the impact of consumerism on identity creation, meaningful dress objects, and stylistic messaging through dress. Five research questions developed out of the review of literature that addressed concepts of self, validation strategies relative to wearing cause representational dress, how individuals established boundaries around appropriate opinions to voice through dress, and how individuals viewed the ability of mass produced objects to relay meaningful messages. Transcribed interview text was analyzed to identify recurring themes that were relevant to the posed research questions. Because of the large volume of data collected, NVIVO 7™ was used to organize and manage analysis. Themes, described as nodes in NVIVO 7™, were refined over time and reviewed by a second party for validity. Themes that surfaced out of the data indicated that the self is impacted by heightening an individual’s awareness of the relationship between personal beliefs and the dress that he or she wears. The process of validation was found to be situational and grounded in a participant’s ability to find dress that accurately reflected his or her personal beliefs and concerns. Participants were overwhelmingly concerned about offending others with derogatory sentiments communicated through their dress. Additionally, participants exhibited a tendency to assess social situations ahead of time and gauge how others were likely to react to the cause representational dress that they considered wearing. Finally, it was found that individuals can find meaning in cause representational dress that is produced as a good, but that the integrity of the dress item representing the cause does break down with mass production and mass adoption by others.