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Knitwear customisation as repeated redesign
Producing large numbers of garment variants will only be economically viable if it requires very little human effort. But garment customisation cannot always be fully automated. Applying grading rules maintain the same details but sometimes achieves a different overall effect; but the customer expects the same overall effect and is less concerned about details. Choosing between alternative customisations requires a human designer's trained perceptual judgement. Therefore a viable mass customisation support system must support the repeated redesign of a garment by combining automatic design with fast human editing. Evaluating and modifying the suggestions of others is a natural and efficient activity for designers. This paper describes two prototype automatic design systems exploring techniques that could be used for mass customisation of knitted garments â in which the shape and patterns are indivisibly linked. An early pattern placing system that automatically altered both shape and pattern parameters in a variety of alternative ways. A shape design system that generates technically correct and consistent garment shapes from a set of measurements and a verbal description; it works independently of sizes, recalculating the shape for each new set of measurements. Starting from the system's suggestions, designers can very quickly tweak the new design to fulfil their aesthetic intentions
Language-Based Image Editing with Recurrent Attentive Models
We investigate the problem of Language-Based Image Editing (LBIE). Given a
source image and a natural language description, we want to generate a target
image by editing the source image based on the description. We propose a
generic modeling framework for two sub-tasks of LBIE: language-based image
segmentation and image colorization. The framework uses recurrent attentive
models to fuse image and language features. Instead of using a fixed step size,
we introduce for each region of the image a termination gate to dynamically
determine after each inference step whether to continue extrapolating
additional information from the textual description. The effectiveness of the
framework is validated on three datasets. First, we introduce a synthetic
dataset, called CoSaL, to evaluate the end-to-end performance of our LBIE
system. Second, we show that the framework leads to state-of-the-art
performance on image segmentation on the ReferIt dataset. Third, we present the
first language-based colorization result on the Oxford-102 Flowers dataset.Comment: Accepted to CVPR 2018 as a Spotligh
Wearable performance
This is the post-print version of the article. The official published version can be accessed from the link below - Copyright @ 2009 Taylor & FrancisWearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment. Wearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment
University for the Creative Arts staff research 2011
This publication brings together a selection of the Universityâs current research. The contributions foreground areas of research strength including still and moving image research, applied arts and crafts, as well as emerging fields of investigations such as design and architecture. It also maps thematic concerns across disciplinary areas that focus on models and processes of creative practice, value formations and processes of identification through art and artefacts as well as cross-cultural connectivity. Dr. Seymour Roworth-Stoke
ROTOĐŻ Review
The ROTOĐŻ partnership between Huddersfield Art Gallery and the University of Huddersfield was established in 2011. ROTOĐŻ I and II was a programme of eight exhibitions and accompanying events that commenced in 2012 and was completed in 2013. ROTOĐŻ continues into 2014 and the programme for 2015 and 2016 is already firmly underway. In brief, the aim of ROTOĐŻ is to improve the cultural vitality of Kirklees, expand audiences, and provide new ways for people to engage with and understand academic research in contemporary art and design.
Why ROTOĐŻ , Why Now?
As Vice Chancellors position their institutionsâ identities and future trajectories in context to national and international league tables, Professor John Goddard1 proposes the notion of the âcivicâ university as a âplace embeddedâ institution; one that is committed to âplace makingâ and which recognises its responsibility to engaging with the public. The civic university has deep institutional connections to different social, cultural and economic spheres within its locality and beyond.
A fundamental question for both the university sector and cultural organisations alike, including local authority, is how the many different articulations of public engagement and cultural leadership which exist can be brought together to form one coherent, common language. It is critical that we reach out and engage the community so we can participate in local issues, impact upon society, help to forge well-being and maintain a robust cultural economy. Within the lexicon of public centered objectives sits the Arts Council Englandâs strategic goals, and those of the Arts and Humanities Research Council â in particular its current Cultural Value initiative. What these developments reveal is that art and design education and professional practice, its projected oeuvre as well as its relationship to cultural life and public funding, is now challenged with having to comprehensively audit its usefulness in financially austere times. It was in the wake of these concerns coming to light, and of the 2010 Government Spending Review that ROTOĐŻ was conceived. These issues and the discussions surrounding them are not completely new. Research into the social benefits of the arts, for both the individual and the community, was championed by the Community Arts Movement in the 1960s. During the 1980s and â90s, John Myerscough and Janet Wolff, amongst others, provided significant debate on the role and value of the arts in the public domain. What these discussions demonstrated was a growing concern that the cultural sector could not, and should not, be understood in terms of economic benefit alone. Thankfully, the value of the relationships between art, education, culture and society is now recognised as being far more complex than the reductive quantification of their market and GDP benefits. Writing in âArt School (Propositions for the 21st Century)â, Ernesto Pujol proposes:ââŠit is absolutely crucial that art schools consider their institutional role in support of democracy. The history of creative expression is linked to the history of freedom. There is a link between the state of artistic expression and the state of democracy.â When we were approached by Huddersfield Art Gallery to work collaboratively on an exhibition programme that could showcase academic staff research, one of our first concerns was to ask the question, how can we really contribute to cultural leadership within the town?â The many soundbite examples of public engagement that we might underline within our annual reports or website news are one thing, but what really makes a difference to a townâs cultural identity, and what affects people in their daily lives? With these questions in mind we sought a distinctive programme within the muncipal gallery space, that would introduce academic research in art, design and architecture beyond the university in innovative ways
Experiential Role of Artefacts in Cooperative Design
The role of material artefacts in supporting distributed and co-located work practices has been well acknowledged within the HCI and CSCW research. In this paper, we show that in addition to their ecological, coordinative and organizational support, artefacts also play an âexperientialâ role. In this case, artefacts not only improve efficiency or have a purely functional role (e.g. allowing people to complete tasks quickly), but the presence and manifestations of these artefacts bring quality and richness to peopleâs performance and help in making better sense of their everyday lives. In a domain like industrial design, such artefacts play an important role for supporting creativity and innovation. Based on our prolonged ethnographic fieldwork on understanding cooperative design practices of industrial design students and researchers, we describe several experiential practices that are supported by mundane artefacts like sketches, drawings, physical models and explorative prototypes â used and developed in designersâ everyday work. Our main intention to carry out this kind of research is to develop technologies to support designersâ everyday practices. We believe that with the emergence of ubiquitous computing, there is a growing need to focus on personal, emotional and social side of peopleâs everyday experiences. By focusing on the experiential practices of designers, we can provide a holistic view in the design of new interactive technologies
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