The instant trend of mobile functionality in the digital age is performing a mediating role of promoting the hybrid tendency in fashion and cosmetics industry. Consumers' needs, which are getting complex and diversified along with development in scientific technology, are requiring product of technology equipped with multi-tasking function in the whole industry. The social and cultural factors, which are shown in cosmetics due to the instant trend of mobile functionality, came to be known on the basis of a ground for classification caused by a change in nomadic lifestyle and by the advance in scientific technology. The irst, The mobile functionality, which is being developed in fashion in the digital age, was indicated to be types such as mobility, one-off, and unity. Second, Even the types of mobile functionality, which are also being developed in make-up and cosmetics in digital age, were indicated to be mobility, one-off, and unity. Third, The trend caused by mobile functionality in fashion was consistent with a type in mobile functionality, which is being developed in cosmetics, thereby having been indicated to be the same type. This implies that there is the same type through independent trend in each sphere even while fashion and cosmetics organically function in the middle of the whole frame, which expresses a human being's external beauty, and implies that even the cosmetics are influenced by fashion. Swift-type beauty product, which is thrown away within one week lengthily and after being used once, are being launched diversely. This quick product can be said to be product that best reflected the characteristic of digital age. However, at this point of time that fast fashion and instant cosmetics, which are thrown away in the wake of being worn easily, are overflowing, the clothing and product with perfection, which has philosophy and thinking of being put more devotion, exert more value and are felt to be necessary.
In this study, changes in the timing of puberty physicality and mentality and beauty characteristics of high school students were characterized for high school students and the general high school population in order to distinguish between interest and beauty and beauty products and beauty behavior for comparative analysis. First, for beauty characteristics of high school students and the general high school population, differences in beauty action and beauty characteristics of high school students were higher than this beauty behavior. Secondly, for the high school students and high school beauty characteristics of general high school population for beauty and beauty products, the difference between interest and multi-functional beauty products that characterize high school students has beauty and beauty products with multi-functional beauty products interest being high. Third, high school students and high school beauty characterize the general high school population of beauty is different from behaviors on its factors with common factors including the psychological gratification 'for reasons of appearance management looks for reasons that do not' have time to manage the response. Two groups of factors that characterize the differences in appearance and beauty as areason to manage high school students interested in the 'style' order, high school students do not manage
The purpose of this study is to design appropriate digital tools for the production of makeup designs. In this study, we used a three-dimensional facial avatar simulation program developed by the Electronics and Telecommunications Research. This study is based on the creation of three-dimensional CG digital art of facial avatar makeup, produced by using simulation technology. First, the actual application and the tools for digital-optimization and media features were created, leading to the research and cleanup. Second, the theoretical background was applied to the formative elements of oriental colors in the designing process. Makeup design elements include point, line, surface, color, and texture. In this study, effective makeup design was interpreted to be based on the representation of particular elements, notably the design principles of balance, proportion, rhythm, repetition, emphasis, contrast, harmony, and unity. In Asia, design is based on the visibility of red, blue, black, yellow, and white the colors of the five -elements and the use of points, lines, and shapes. This study was recently under scrutiny -in relations to digital simulation and various three-dimensional designs, in terms of how to take advantage of a wide range of applications, and how to apply the findings through media and the dissemination of basic research. This study applies the characteristics of the limited existing stereoscopic three-dimensional and digital simulation programs in order to take advantage of the empirical research, providing a basis to implement this research in a meaningful way. A follow-up study is needed to extend these findings and theoretical foundation through continuous observation and in-depth technical development and research.
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