• Title/Summary/Keyword: 3D printing fashion

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Developing a clothing and textiles studio course for future home economics teachers using principles of PBL and maker education (PBL과 메이커 교육을 적용한 가정과 예비교사를 위한 의류학 실습 수업 개발)

  • Lee, Yhe-Young
    • The Research Journal of the Costume Culture
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    • v.29 no.1
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    • pp.134-151
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    • 2021
  • The aim of this research is to develop a clothing and textiles studio course for preservice home economics teachers applying principles of Project-Based Learning (PBL) and maker education to equip future teachers with the ability to nurture creativity among adolescents. The studio course was developed in the following stages: analysis, design, development, implementation, and evaluation. We concluded that the resulting course met the following objectives extracted from the 2015 revised curriculum of home economics subjects: to promote creative and environmentally-friendly fashion design and styling abilities, gain the ability to use makerspace tools, understand flat pattern making and sewing processes, and develop creative thinking, aesthetic sense, and communication skills. Furthermore, the educational effects of PBL and maker education were confirmed through student comments on the course. Students mentioned the practicality of the material in their actual lives along with their enhanced integration of the subject material, self-directedness, aesthetic sense, ability to learn through trial and error, collaboration and communication, and sharing. Based on results from the implementation and evaluation stages, a clothing and textiles studio course should include the following modules: introduction of terms and tools, submission and sharing of clothing reformation and upcycling techniques, introduction to hand sewing, pouch making, heat-transfer printing, 3D printing, mask making, hat making, vest making, and the final team project on fashion styling. It is important for instructors to provide detailed guidelines on selecting personas for styling, looking for available materials, and selecting materials online.

Shape Design Method of Mold Brassiere Cup for Small-breasted Women in their Twenties (20대 빈약 유방 여성용 몰드 브래지어 컵의 형태 설계 방법)

  • Lee, Hyun-Young
    • Fashion & Textile Research Journal
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    • v.17 no.6
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    • pp.988-995
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    • 2015
  • Gaps between the upper edges of brassiere mold cups and the breasts are one of the most serious issues in realizing comfort wearing of commercial brassieres for small-breasted women. The surplus ease amounts causing the fit problem were measured from 3D wearing images of the small-breasted women's brassieres. The effect after the removing the surplus ease amounts from the upper edge of mold cup was approved by subjective wearing evaluation. Since the volume distribution of mold cup can also affect the wearing sensation of brassiere, the subjective wearing sensation was compared for two brassieres of different volume distributions, VL, of which volume was concentrated at the lower cup, and VC, which has the thickest part at the nipple. As the results, the suitable sensation for cup volume and the natural wearing silhouette could be accomplished by removing the surplus ease amounts from the upper edge of mold cup to reduce the gaps between brassieres and the breasts, which could be accomplished through an approach reducing the volume near the upper edge of mold brassiere cup and making the volume concentrated at the lower cup. These works provide a useful information on the design of the brassiere mold cups for small-breasted women. Moreover, modeling methods of 3D scan data and 3D printing technique for making more accurate mold cases used in this research can be helpful to develop and evaluate clothing products in future.

Innovation and craft in a climate of technological change and diffusion

  • Hann, Michael A.
    • The Research Journal of the Costume Culture
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    • v.25 no.5
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    • pp.708-717
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    • 2017
  • Industrial innovation in Britain, during the eighteenth and nineteenth centuries, stimulated the introduction of the factory system and the migration of people from rural agricultural communities to urban industrial societies. The factory system brought elevated levels of economic growth to the purveyors of capitalism, but forced people to migrate into cities where working conditions in factories were, in general, harsh and brutal, and living conditions were cramped, overcrowded and unsanitary. Industrial developments, known collectively as the 'Industrial Revolution', were driven initially by the harnessing of water and steam power, and the widespread construction of rail, shipping and road networks. Parallel with these changes, came the development of purchasing 'middle class', consumers. Various technological ripples (or waves of innovative activity) continued (worldwide) up to the early-twenty-first century. Of recent note are innovations in digital technology, with associated developments, for example, in artificial intelligence, robotics, 3-D printing, materials technology, computing, energy storage, nano-technology, data storage, biotechnology, 'smart textiles' and the introduction of what has become known as 'e-commerce'. This paper identifies the more important early technological innovations, their influence on textile manufacture, distribution and consumption, and the changed role of the designer and craftsperson over the course of these technological ripples. The implications of non-ethical production, globalisation and so-called 'fast fashion' and non-sustainability of manufacture are examined, and the potential benefits and opportunities offered by new and developing forms of social media are considered. The message is that hand-crafted products are ethical, sustainable and durable.

Development and Sensory Evaluation of Jacquard Fabrics with Three Dimensional Pattern Design for Bag (가방용 3D 입체패턴 디자인 자카드 직물 개발과 감성구조)

  • Kim, Jeong-Hwa;Kim, Myoung-ok;Lee, Jung-soon
    • Fashion & Textile Research Journal
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    • v.21 no.1
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    • pp.104-111
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    • 2019
  • This study was developed using the DTP (digital textile printing) jacquard fabrics with a three-dimensional pattern for bag and evaluated the preference and emotional structure. The following conclusions were obtained. Three-dimensional patterns of 12 species using the illustrator program, including six kinds of designs based on the text and six kinds of character types based on the geometry of the basic design was developed. As a result of evaluating the preference of the three-dimensional pattern jacquard fabric, the most preferred fabric was a three-dimensional patterned jacquard fabric with a motif of the Korean consonant "ㅅ". The results of analyzing the emotional dimension of the three-dimensional pattern jacquard fabric, eight factors including simple image, feminine image, exotic image, graphic image, sporty image, masculine image, dynamic image and stereoscopic image were derived. Between emotional factors and preferences correlation analysis showed the stronger the simple image, the feminine image, and the sporty image, the more preferable. It suggested the possibility of a morphological and new fabric for bag, textile design motifs by using Hangul consonants attempt to limit the flatness of the existing geometric form patterns that can be applied to three-dimensional bag whether swirly patterns overcome.

A Development on the Cultural Products Using Dinosaur Characters (공룡 캐릭터를 이용한 문화상품 개발)

  • Lee, Kyung-A;Bae, Soo-Jeong
    • Journal of Fashion Business
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    • v.12 no.1
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    • pp.147-163
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    • 2008
  • This research aims to develop cultural products for professional sales after producing creative products utilizing dinosaur characters, which are the representative exhibited item of dinosaur-centered museum. There are seven museums in Korea whose theme is dinosaur. There are three dinosaur museums among them, Goseong Dinosaur Museum at Kyungnam, Mokpo Natural History Museum, and Seodaemun Museum of Natural History. While inspecting cultural products within the museum shops of these three museums, general products occupy more than 80% of all the products rather than products related to dinosaurs, and has a problem that most products are decorative ones. This resulted from that enterprises supplying these products are not professional ones and are irrelevent to cultural industry; as result, purpose of conveying culture through products is lost. This research develops dinosaur characters utilizing computer 3D techniques in order to imbue unique characteristics to dinosaur museums and informing cultural speciality of our country. In addition, this research presented design method of cultural products by grafting traditional symbols onto these characters, and actually produced 11 items of 5 kinds: toys(dolls), clothes(T-shirts, pajamas, socks), stationery(notebooks, memo), accessaries (bags, umbrellas, handkerchief), and others(cups). On the items above, dinosaur characters are variously utilized in form of printing, embroidery, and stickers by using computer 3D technique. A cultural product is a tangible form which could show variety of cultural characteristics of our nation that could spread the culture through the consumers, and such type of purchasing could increase values of cultural industry by creating economic profits; such points are the significance of this study.

Textile Design for Children Applying Korean Prehistoric Petroglyphs (한국 선사시대 암각화를 응용한 아동용 텍스타일 디자인 연구)

  • Jang, Kyung Ah;Park, Eun Kyung
    • Journal of the Korean Society of Costume
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    • v.64 no.2
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    • pp.135-149
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    • 2014
  • This study attempts to adapt and develop Korean prehistoric petroglyphs into textile design for children. For this purpose, literature review was conducted to understand the plasticity and symbolism expressed in Korean prehistoric petroglyphs. Also this study conducted textile design development as follows: First, the figures and faces in petroglyphs were selected because children can easily recognize them. Second, two groups of different ages (7-9 and 10-13) were allowed to freely draw the selected motifs. Third, some of the motifs created by the children were selected that show children's individuality and also keep the features of the original motifs. The children's motifs were developed into textile design using Texpro and Photoshop. Then digital textile printing and 3D mapping program were used to make pajamas (5 types), umbrellas (3 types), and simulate bedding sets (2 types) for children. This research's results are as follows: First, petroglyphs are symbolic language of human's oldest art form, and related to religious and mythical belief. Korean petroglyphs have plasticity showing the development steps in technique and expression, with various shapes such as animals, human figures, faces, masks and abstract figures. Third, children showed their interests in various human figures and faces of the petroglyphs, and it was easy to draw those motifs in their own way. Fourth, 10 design motifs were selected from the children's work and used to create textiles considering materials and colors for children. Total 10 items were made and presented. This study confirmed the usefulness of applying prehistoric petroglyphs to children's textiles designs. These designs may grow as a kind of cultural product for children who know about and like petroglyphs. They can be a niche market items too, made to order for children with individuality and who favor originality.

Visual Expression Effect by Digitization of Embroidery Design (자수 디자인의 디지털화에 의한 시각적 표현효과)

  • Kyung Ja Paek
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.407-413
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    • 2023
  • 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.

A Study on the Economic Performance of the Textile Industry for Korean traditional Clothes (한북직물업체의 생산 및 유통구조에 관한 연구)

  • 조효숙
    • Journal of the Korean Society of Costume
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    • v.34
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    • pp.135-150
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    • 1997
  • The purpose of this study was to inves-tigate the economic performance of the textile industry for the Korean traditional clothes. The content of this paper had two pars; The first part was for the macroeconomic aspects such as location production employments and the produc-tion facilities of the textile industries. The second part was for the microeconomic aspects such as business type branding method fabric type R&D efforts sourc-ing and the distributional channel The major results were as follows: 1.) Most textile firms for the korean traditional clothes were located in Gongju for man-made fibers and in Jinju for silk fabrics. 2) The size of the textile industry in terms of the number of business produc-tion amount the number of employee de-creased during 1994 and 1995 due to the decreasing demand. 3) Over the half of the textile firms produced raw fabric products while only 20% of them were involved in additional dyeing and /or printing finish which re-sulted in low value added production 4) The R&D effort of the textile indus-try for the Korean traditional clothes was very low due to the market uncertainty lack of technological knowledge and most of all small size of the firms 5) Most raw materials for the textile in -dustry were imported with high(25%) tariff rates resulting in price increase and thus low competitiveness in the market. 6) The textile producers sole about the 70% of their products to the wholesalers while selling the rest to the retailers di-rectly. This showed the dual structure of the distribution channel in the textile products. These results suggested some implica-tions for the firms the policy makers and the researchers. The firms should develop new and improved products to increase and create consumer demand by intensive R&D efforts. The government policy ma-kers should give financial supports the firms with R&D investment and legal help such as lowing tariff rate for the raw ma-terials. The researchers from the academy could help the textile industry with the advanced technological knowledge and up-date information for the consumer fashion demand.

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