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Article
Publication date: 15 March 2024

Arzu Şen Kılıç, Can Ünal and Ziynet Ondogan

This study establishes the principles and process steps of a new basic trousers pattern using measurements obtained according to the rules of the anthropometric measurement…

Abstract

Purpose

This study establishes the principles and process steps of a new basic trousers pattern using measurements obtained according to the rules of the anthropometric measurement system. The newly developed pattern-making system in this study will be called the “Anthropometric Measurements Based Pattern Making System” (AnMePa). It is aimed at producing trousers that are more fitting to the body, thanks to this pattern-making system.

Design/methodology/approach

In this research, four pattern-making systems used in many parts of the world were compared with the “Anthropometric Measurements Based Pattern Making System” (AnMePa) with regard to the overall appearance and body fit of trousers prepared according to these systems. 10 virtual mannequins (VM) with different adult female body measurements were created, and trousers patterns were prepared for these mannequins. The trousers’ patterns were made and dressed on the mannequins in a 3D virtual dressing system. The body fit of the virtual garments was evaluated by five experts. The scores given by the experts were evaluated using the fuzzy logic method.

Findings

According to the results, it is seen that the new basic trousers pattern developed by utilizing the anthropometric measurement system, AnMePa, provides the best body fit among the basic trousers patterns created according to the other examined pattern-making systems. The combination of 3D virtual dressing and fuzzy logic in the evaluation of garment body fit is considered an innovative method for the future of fashion design and production.

Originality/value

In the developed AnMePa, unlike the existing pattern-making systems, values that can be associated with the body measurements of individuals in a way that could be suitable for each community were used instead of constant values in the pattern-making process. Furthermore, the integration of 3D virtual fitting and fuzzy logic in assessing garment fit is considered a pioneering approach with significant implications for the future landscape of fashion design and production.

Details

International Journal of Clothing Science and Technology, vol. 36 no. 2
Type: Research Article
ISSN: 0955-6222

Keywords

Article
Publication date: 5 June 2019

Yumiao Chen and Zhongliang Yang

Breathing resistance is the main factor that influences the wearing comfort of respirators. This paper aims to demonstrate the feasibility of using the gene expression programming…

Abstract

Purpose

Breathing resistance is the main factor that influences the wearing comfort of respirators. This paper aims to demonstrate the feasibility of using the gene expression programming (GEP) for the purpose of predicting subjective perceptions of breathing resistances of wearing respirators via surface electromyography (sEMG) and respiratory signals (RSP) sensors.

Design/methodology/approach

The authors developed a physiological signal monitoring system with a specific garment. The inputs included seven physical measures extracted from (RSP) and (sEMG) signals. The output was the subjective index of breathing resistances of wearing respirators derived from the category partitioning-100 scale with proven levels of reliability and validity. The prediction model was developed and validated using data collected from 30 subjects and 24 test combinations (12 respirator conditions × 2 motion conditions). The subjects evaluated 24 conditions of breathing resistances in repeated measures fashion.

Findings

The results show that the GEP model can provide good prediction performance (R2 = 0.71, RMSE = 0.11). This study demonstrates that subjective perceptions of breathing resistance of wearing respirators on the human body can be predicted using the GEP via sEMG and RSP in real-time, at little cost, non-invasively and automatically.

Originality/value

This is the first paper suggesting that subjective perceptions of subjective breathing resistances can be predicted from sEMG and RSP sensors using a GEP model, which will remain helpful to the scientific community to start further human-centered research work and product development using wearable biosensors and evolutionary algorithms.

Details

Sensor Review, vol. 39 no. 4
Type: Research Article
ISSN: 0260-2288

Keywords

Article
Publication date: 1 May 1998

C.H.M. Hardaker and G.J.W. Fozzard

States that there has been considerable interest in recent years over the development of a computer system to provide the garment designer with a 3D design environment. Although…

1506

Abstract

States that there has been considerable interest in recent years over the development of a computer system to provide the garment designer with a 3D design environment. Although the use of such technology is commonplace in many industries, the problems associated with the development of a suitable system for garment design have yet to be fully resolved. Envisages that such a system would provide the tools to develop a 3D simulation of a prototype garment which can be viewed from any angle prior to making a physical sample. This combined with the facility to develop the corresponding 2D pattern shapes and evaluate the fit of the virtual garment make the prospect of such a system extremely enticing. Considers the need for 3D working methods in garment design and the research issues involved in the development of a 3D computer aided design (CAD) system for garment design. The potential features of such a system are introduced in the context of a hypothetical system. Discusses the approach of a number of researchers in the field and considers future developments.

Details

International Journal of Clothing Science and Technology, vol. 10 no. 2
Type: Research Article
ISSN: 0955-6222

Keywords

Article
Publication date: 6 March 2020

Shigeru Inui, Yuko Mesuda and Yosuke Horiba

The final goal of this study is to virtualize draping. Draping which is one of the methods to design paper patterns for clothing requires much labor and time. The sub-goal of this…

Abstract

Purpose

The final goal of this study is to virtualize draping. Draping which is one of the methods to design paper patterns for clothing requires much labor and time. The sub-goal of this study is to construct a system in which the fundamental functions of draping are equipped.

Design/methodology/approach

The system is realized in the virtual world by integrating the virtualized elements of real draping. The cloth is modeled by mechanical formulation, and the shape is determined by numerical calculation. The hand is geometrically modeled, and the captured motions of the hand and fingers are applied to the model. The model dress form is made from the data by measurement. The system in which darts can be made in the virtual space is constructed by integrating the models.

Findings

It is confirmed that the cloth model in the virtual world can be manipulated by the motions of the fingers in the real world. And it is suggested that it is possible to design practical paper patterns for clothing by adding functions to the system.

Originality/value

We are aiming at the system to design paper patterns by the movements of the fingers. With this system, it is expected that the efficiency in designing paper patterns is much improved, and it becomes possible to design clothing that fits individuals efficiently.

Details

International Journal of Clothing Science and Technology, vol. 32 no. 4
Type: Research Article
ISSN: 0955-6222

Keywords

Article
Publication date: 24 April 2024

Yuhong Li, Hang Gao and Xiaokun Yu

This study aims to increase the novelty of clothing design and fabric texture. The element library that can be used for design is systematically summarized. The element database…

Abstract

Purpose

This study aims to increase the novelty of clothing design and fabric texture. The element library that can be used for design is systematically summarized. The element database can also be continuously filled according to the existing logic to realize the diversity of design. Improve the theory of fashion design, expand the designer's design ideas and improve design efficiency. Clear design steps and logic can help students and machines learn the design process and promote the development of intelligent design. And verify the feasibility of the simulation software to assist pleated clothing design.

Design/methodology/approach

Firstly, according to the logical framework of origami theory, different innovative designs and combined designs are made for the basic units of hyperbolic paraboloid, and the element library that can be used for design is systematically summarized. This database can also be continuously filled according to the existing logic to realize the diversity of design. Secondly, it summarizes three methods of pleated element filling clothing – uniform filling method, the irregular filling method and geometric addition method – that improve the theory of fashion design, expand the designer's design ideas and improve design efficiency. Clear design steps and logic can help students and machines learn the design process and promote the development of intelligent design. Finally, the virtual software is used to simulate the effect of pleated clothing, and the three-dimensional simulation software 3dclo is used to make an empirical study on the application of hyperbolic paraboloid origami in clothing pleated design to verify the feasibility of the simulation software to assist pleated clothing design.

Findings

The theoretical results of hyperbolic paraboloid origami are collected and arranged to establish the element library of hyperbolic paraboloid origami. The results expand the designer's design ideas and auxiliary design technology and improve the design efficiency using a sample of hyperbolic paraboloid fabric to verify its practicability and three-dimensional clothing simulation software for exploring the design. The design rules of hyperbolic paraboloid clothing and the realization method of fabric are summarized, including the expansion and combing of elements, the application of size and shape and the method of combination.

Research limitations/implications

Owing to the hyperbolic paraboloid origami’s length shrinkage, the loose computation of clothing requires targeted computation. This paper solely applies a paper model for estimating the shrinkage, and then we tend to subsequently explore the way to precisely compute the porosity, to determine the existing differences in the two-dimensional shrinkage of hyperbolic paraboloid creases of varying materials and to know if the clothing after large-scale production is capable of reaching the anticipated value.

Practical implications

The exploration of this experiment brings a new 3D experiment process to the design process.

Social implications

This experiment brings new possibilities for the development of virtual fitting and virtual display in the industry.

Originality/value

This study combines hyperbolic paraboloid origami and clothing and combs and expands the unit with logical thinking to expand the designer's design ideas.

Details

International Journal of Clothing Science and Technology, vol. 36 no. 3
Type: Research Article
ISSN: 0955-6222

Keywords

Article
Publication date: 16 February 2018

Gallayanee Starwind Yaoyuneyong, Wesley A. Pollitte, Jamye K. Foster and Leisa R. Flynn

This paper aims to test the relationships between shopping enjoyment, economic motivation, apparel shopping self-confidence, perceived informativeness, perceived irritation and…

1778

Abstract

Purpose

This paper aims to test the relationships between shopping enjoyment, economic motivation, apparel shopping self-confidence, perceived informativeness, perceived irritation and buying intention, using Uses and Gratification (U&G) theory, in a mediated model using virtual dressing room (VDR) media.

Design/methodology/approach

The proposed mediation model is tested using the PROCESS (Version 3.0) macro for SPSS with bootstrapping.

Findings

Results indicate that shopping enjoyment, economic motivation and apparel shopping self-confidence have no direct relationship with buying intention. Additionally, no indirect relationship was found between apparel shopping self-confidence and buying intention. However, outcomes show that both perceived VDR informativeness and perceived VDR irritation mediate the relationships of shopping enjoyment and economic motivation with buying intention by different mechanisms when using VDR media. Additionally, the relationship between shopping enjoyment and buying intention is mediated via perceived VDR informativeness. Finally, economic motivation has both an indirect relationship with buying intention through perceived VDR irritation and a serial mediated relationship via perceived VDR irritation and informativeness.

Originality/value

This study is original in that it investigates the mediating effect of informativeness and irritation, from U&G theory, on buying intention during VDR media usage. Previous research suggests a direct relationship between shopping enjoyment, economic motivation, apparel shopping self-confidence, informativeness, irritation and buying intention. Results of this research suggest that online retailers should consider the different and complex mediating roles informativeness and irritation play in the relationship between consumer attributes and buying intention when adding media to a website.

Details

Journal of Research in Interactive Marketing, vol. 12 no. 1
Type: Research Article
ISSN: 2040-7122

Keywords

Article
Publication date: 28 January 2014

Tseng-Lung Huang and Feng Hsu Liu

The purpose of this paper is to examine the extent to which presence, media richness, and narrative experiences yield the highest experiential value in augmented-reality…

7380

Abstract

Purpose

The purpose of this paper is to examine the extent to which presence, media richness, and narrative experiences yield the highest experiential value in augmented-reality interactive technology (ARIT).

Design/methodology/approach

A survey is performed to collect data. Valid questionnaires of 344 ARIT users are identified. The hypothesized associations are analyzed using structure equation modeling.

Findings

Empirical results indicate that narrative experience induces a higher experiential value than other simulative experiences, including presence and media richness.

Practical implications

Results of this study provide a valuable reference for managers attempting to design an ARIT process in order to optimize the experiential value in various online simulation environments.

Originality/value

This study adopts an integrated framework that incorporates narrative theory, media richness theory, and presence in the online ARIT. Exactly how narrative experience, media richness, and presence affect the formation of experiential value in the ARIT process is explored as well.

Details

Internet Research, vol. 24 no. 1
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 23 September 2021

Satish Rupraoji Billewar, Karuna Jadhav, V.P. Sriram, Dr. A. Arun, Sikandar Mohd Abdul, Kamal Gulati and Dr Narinder Kumar Kumar Bhasin

The COVID-19 virus outbreak began in December 2019 and rapidly spread to every continent on Earth. The analysts have predicted that COVID-19 and other similar pandemics will…

3374

Abstract

Purpose

The COVID-19 virus outbreak began in December 2019 and rapidly spread to every continent on Earth. The analysts have predicted that COVID-19 and other similar pandemics will continue in the coming decade and badly affect offline businesses. As a result, the offline platform is also shifting to the online platform and online demands are increasing daily. The traditional two-dimensional E-Commerce websites are designed to provide simple, browser-based interfaces to allow users to access available products and services. Whilst virtual representations are an essential consideration in establishing trust, most virtual representation sites fall short in mimicking real-life human representation. This paper aims to focus on three-dimensional (3D) E-Commerce technology that presents how virtual reality (VR) and augmented reality (AR) can help deal with limitations and improve E-Commerce operations. It is built as an internet-only tool, a person-centred shopping assistant created following user-centred design principles to be used on various computing platforms, including desktop and mobile devices. The paper shows how VR and AR can offer more precise product information in 3D E-Commerce environments. The virtual store experience is also enhanced by an AR assistant that helps the users by giving them all the required information in audio form or using its avatar.

Design/methodology/approach

Implementation of VR and AR in E-Commerce will increase customer satisfaction. Sub hypothesis – to study the implementation of VR in E-Commerce. To study the implementation of AR in E-Commerce. To study the inclusion of E-Commerce sites in an open-world game. To study the customer satisfaction of users using VR stores.

Findings

The scope of work is concentrated on the urban Indian market especially targeting the country’s youth who are already or ready to indulge in VR such as video games, cinema and other activities (Mattsson and Barkman, 2019). This demography is more open to learning and using VR. The primary segment of E-Commerce that we are concentrating upon is fashion. Here, the regular user needs to have more immersed knowledge about the product rather than just the written information like how would they look in a dress or will the size available on the website fit me or not.

Originality/value

A perfect system does not exist in the world. A terrible disease has landed on the planet. Very soon, it will be impossible to escape from this current situation. The effects of this plague have been felt in every sector of the world. The researchers also claim that physical stores will continue to exist. There will never be anything that replaces the ability to hold and use products or have personal face-to-face interactions with retail professionals. For the time being, brick-and-mortar retail is having a difficult time, but immersive technology is starting to be used to enhance the in-store experience. The good news is that this should help retailers increase their chances of survival. However, the melody of 3D E-Commerce is it would help out the in-store experience.

Details

World Journal of Engineering, vol. 19 no. 2
Type: Research Article
ISSN: 1708-5284

Keywords

Article
Publication date: 1 December 2004

George K. Stylios

Examines the tenth published year of the ITCRR. Runs the whole gamut of textile innovation, research and testing, some of which investigates hitherto untouched aspects. Subjects…

3587

Abstract

Examines the tenth published year of the ITCRR. Runs the whole gamut of textile innovation, research and testing, some of which investigates hitherto untouched aspects. Subjects discussed include cotton fabric processing, asbestos substitutes, textile adjuncts to cardiovascular surgery, wet textile processes, hand evaluation, nanotechnology, thermoplastic composites, robotic ironing, protective clothing (agricultural and industrial), ecological aspects of fibre properties – to name but a few! There would appear to be no limit to the future potential for textile applications.

Details

International Journal of Clothing Science and Technology, vol. 16 no. 6
Type: Research Article
ISSN: 0955-6222

Keywords

Article
Publication date: 1 March 2011

Sun Mi Park, Kueng Mi Choi, Yun Ja Nam and Young‐A Lee

The purpose of this paper is to develop a multi‐purpose body form that could be used to develop different types of garments by putting body skins with ease on the standard body…

Abstract

Purpose

The purpose of this paper is to develop a multi‐purpose body form that could be used to develop different types of garments by putting body skins with ease on the standard body form.

Design/methodology/approach

Free form deformation method was used to generate a virtual model upon the basis of the averaged wire frame. The virtual model was made into a real‐life model by a rapid prototyping (RP) process, and then, the standard body form was made by molding the RP. The 3D polygon shell for a body skin got flattened down to 2D patterns and made by a urethane material.

Findings

The standard body form developed by using 3D body scan data better represented the characteristics of the body shapes than the previously hand‐made ones. In addition, by standardizing the production of the body form itself, it is now possible to make body forms into the standards and be consistent in their qualities.

Research limitations/implications

This paper presents the methodology of utilizing 3D body scan data in a garment design, which is possible by incorporating advanced 3D modeling technologies and 3D data of a human body in making body forms. For the mass production of a body skin, it is necessary to develop various special materials simulating soft tissues.

Originality/value

The apparel industry can enjoy cost cutting effects by using this multi‐purpose body form. A company does not have to spend money in purchasing different sizes and shapes of body forms, let alone saving the spaces to store them once purchased.

Details

International Journal of Clothing Science and Technology, vol. 23 no. 1
Type: Research Article
ISSN: 0955-6222

Keywords

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