16 research outputs found
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Transforming shape: hybrid practice as group activity
Printed textile and garment design are generally taught and practised as separate disciplines. Integrated CAD software enables textile and clothing designers to envisage printed garments by assimilating graphic imagery with 2D garment shapes and 3D visualizations. Digital fabric printing can be employed to transpose print-filled garment shapes directly onto cloth. During a recently completed practice-led PhD (1998-2003), I researched the aesthetic design potential of combining new CAD technology with garment modelling methods to create new innovative printed textiles/garments. The merging of physical and screen-based making resulted in a hybrid 3D approach to the body, cloth and print referred to as the 'simultaneous design method'.
In 2001 this hybrid practice provided the catalyst for a collaborative textile research project at the Nottingham Trent University, UK. The group included surface, shape and multimedia designers. The key group aim was to explore the transforming effects of computer-aided textile design through dialogues between two and three dimensions. In parallel with my own practice, print and embroidery were considered from a 3D starting-point through the relating of geometric cloth shapes to the form. Each designer took an idiosyncratic approach to the selection and integration of imagery with the shapes.
The novel consideration of the final modelled textile at the start of the designing process influenced each designer in different ways, leading to a collection of contrasting, original outcomes that were displayed in the exhibition Transforming Shape (UK 2001, Denmark 2003). The exhibition demonstrated the design opportunities (and limitations) of new and existing technologies, specifically the relationship between innovative textile imagery and three-dimensional form. The designs illustrated the premise that surface designs can be engineered through different pattern shapes and that engineer-printed shapes transform the body
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Transforming shape: a simultaneous approach to the body, cloth and print for garment and textile design (synthesising CAD with manual methods)
Printed textile and garment design are generally taught and practised as separate disciplines. Integrated CAD software enables textile and clothing designers to envisage printed garments by assimilating graphic imagery with 2D garment shapes, and 3D visualisations. Digital printing can be enlisted to transpose print-filled garment shapes directly onto cloth. This research challenges existing 2D practice by synthesising manual and CAD technologies, to explore the integration of print design and garment shape from a simultaneous, 3D perspective.
This research has identified three fundamental archetypes of printed garment styles from Twentieth Century fashion: 'sculptural', 'architectural' and 'crossover'. The contrasting spatial characteristics and surface patterning inherent in these models provided tlĂœe theoretical and practical framework for the research. Design approaches such as'textile-led', 'garment-led'and 'the garment as canvas' highlighted the originality of the simultaneous design method, which embraces all of these concepts.
This research recognises the body form as a positive influence within the printed textile and printed garment designing process, whereby modelled fabric shapes can be enlisted to determine mark making. The aim of the practice, to create printed garment designs from a 3D perspective, was facilitated by an original method of image capture, resulting in blueprinted toiles, or cyanoforms, that formed the basis of engineer-printed garments and textiles. Integrated CAD software provided the interface between manual modelling, design development and realisation, where draping software was employed to digitally craft 3D textiles. The practical and aesthetic characteristics of digital printing were tested through the printing of photographic-style, integrated garment prototypes.
The design outcomes demonstrate that a simultaneous approach to the body, cloth and print can result in innovative textile vocabulary, that'plays a proactive role within the design equation, through its aesthetic integration with garment and form. The integration of print directly with the garment contour can result in a 3D orientated approach to printed garment design that is empathetic with the natural body shape
Software Takes Command
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Software has replaced a diverse array of physical, mechanical, and electronic technologies used before 21st century to create, store, distribute and interact with cultural artifacts. It has become our interface to the world, to others, to our memory and our imagination - a universal language through which the world speaks, and a universal engine on which the world runs. What electricity and combustion engine were to the early 20th century, software is to the early 21st century. Offering the the first theoretical and historical account of software for media authoring and its effects on the practice and the very concept of 'media,' the author of The Language of New Media (2001) develops his own theory for this rapidly-growing, always-changing field. What was the thinking and motivations of people who in the 1960 and 1970s created concepts and practical techniques that underlie contemporary media software such as Photoshop, Illustrator, Maya, Final Cut and After Effects? How do their interfaces and tools shape the visual aesthetics of contemporary media and design? What happens to the idea of a 'medium' after previously media-specific tools have been simulated and extended in software? Is it still meaningful to talk about different mediums at all? Lev Manovich answers these questions and supports his theoretical arguments by detailed analysis of key media applications such as Photoshop and After Effects, popular web services such as Google Earth, and the projects in motion graphics, interactive environments, graphic design and architecture. Software Takes Command is a must for all practicing designers and media artists and scholars concerned with contemporary media
Software Takes Command
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Software has replaced a diverse array of physical, mechanical, and electronic technologies used before 21st century to create, store, distribute and interact with cultural artifacts. It has become our interface to the world, to others, to our memory and our imagination - a universal language through which the world speaks, and a universal engine on which the world runs. What electricity and combustion engine were to the early 20th century, software is to the early 21st century. Offering the the first theoretical and historical account of software for media authoring and its effects on the practice and the very concept of 'media,' the author of The Language of New Media (2001) develops his own theory for this rapidly-growing, always-changing field. What was the thinking and motivations of people who in the 1960 and 1970s created concepts and practical techniques that underlie contemporary media software such as Photoshop, Illustrator, Maya, Final Cut and After Effects? How do their interfaces and tools shape the visual aesthetics of contemporary media and design? What happens to the idea of a 'medium' after previously media-specific tools have been simulated and extended in software? Is it still meaningful to talk about different mediums at all? Lev Manovich answers these questions and supports his theoretical arguments by detailed analysis of key media applications such as Photoshop and After Effects, popular web services such as Google Earth, and the projects in motion graphics, interactive environments, graphic design and architecture. Software Takes Command is a must for all practicing designers and media artists and scholars concerned with contemporary media
Networks of Experience: Interactive Digital Art in the 21st Century
Networks of Experience: Interactive Digital Art in the 21st Century considers interactivity in digital art practices. Emerging technologies advance so quickly that artworks using such technologies are not fully understood. Digital artworks are susceptible to unprecedented threats, including technology obsolescence, file incompatibility, and software updates that might considerably alter the artwork in a matter of months. However, immaterial characteristics such as interactivity are often overlooked in the panic of preserving physical technologies. Software and hardware do not always indicate how interactive a work should be, if it involves one or many participants at once, or how exhibition space should facilitate interaction. In this dissertation, I establish a framework to quantify and prioritize the many ways in which participants interact with artworks that make use of digital technologies. I propose a three-part typology â individual interactive experience, collective interactive experience, and distributed interactive experience â as illustrated with case studies including the VR artwork The Chalkroom (2017) by Laurie Anderson and Hsin-Chien Huang, the immersive digital exhibition Continuity (2021-2022) by the Japanese âultratechnologistâ collective teamLab, and the social media performance Excellences & Perfections (2013) by Amalia Ulman. The project offers clarity to the nature of interactivity, with an eye to long-term preservation when digital artworks are on display, on loan, or acquired in museum collections
Reoriented Illustration: Towards the Networked Image
In recent years there has emerged an increasing theoretical and contextual impetus from within the discipline of illustration that would seek to define the practice by authorial approaches to the production and distribution of illustrated content. The priority of this investigation is the attempt to imagine a theoretical landscape or environment in which an âauthorial turnâ within the discipline might emerge and anchor itself to strategies outside of persisting colloquial or industrial notions of illustration practice. Specifically, this paper aims to tie such thinking to existing practices and concepts relevant to the contemporary construction, distribution and exchange of networked images
Edition, Ă©ditions: l'Ă©crit au Tibet, Ă©volution et devenir
This volume contains twenty papers originally presented at the conference âEdition, Ă©ditions: lâĂ©crit au Tibet, Ă©volution et devenirâ (Ecole Normale SupĂ©rieure, Paris, 29-31 May 2008)
Proceedings of the 21st International Congress of Aesthetics, Possible Worlds of Contemporary Aesthetics Aesthetics Between History, Geography and Media
The Faculty of Architecture, University of Belgrade and the Society for Aesthetics of Architecture and Visual Arts of Serbia (DEAVUS) are proud to be able to organize the 21st ICA Congress on âPossible Worlds of Contemporary Aesthetics: Aesthetics Between History, Geography and Mediaâ.
We are proud to announce that we received over 500 submissions from 56 countries, which makes this Congress the greatest gathering of aestheticians in this region in the last 40 years.
The ICA 2019 Belgrade aims to map out contemporary aesthetics practices in a vivid dialogue of aestheticians, philosophers, art theorists, architecture theorists, culture theorists, media theorists, artists, media entrepreneurs, architects, cultural activists and researchers in the fields of humanities and social sciences. More precisely, the goal is to map the possible worlds of contemporary aesthetics in Europe, Asia, North and South America, Africa and Australia. The idea is to show, interpret and map the unity and diverseness in aesthetic thought, expression, research, and philosophies on our shared planet. Our goal is to promote a dialogue concerning aesthetics in those parts of the world that have not been involved with the work of the International Association for Aesthetics to this day. Global dialogue, understanding and cooperation are what we aim to achieve.
That said, the 21st ICA is the first Congress to highlight the aesthetic issues of marginalised regions that have not been fully involved in the work of the IAA. This will be accomplished, among others, via thematic round tables discussing contemporary aesthetics in East Africa and South America. Today, aesthetics is recognized as an important philosophical, theoretical and even scientific discipline that aims at interpreting the complexity of phenomena in our contemporary world. People rather talk about possible worlds or possible aesthetic regimes rather than a unique and consistent philosophical, scientific or theoretical discipline