777 research outputs found

    Wearable performance

    Get PDF
    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

    Mechanics-Aware Modeling of Cloth Appearance

    Get PDF

    A 3D garment design and simulation system

    Get PDF
    Cataloged from PDF version of article.In this thesis study, a 3D graphics environment for virtual garment design and simulation is presented. The proposed system enables the three dimensional construction of a garment from its two dimensional cloth panels, for which the underlying structure is a mass-spring model. Construction of the garment is performed through cutting, boundary smoothing , seaming and scaling. Afterwards, it is possible to do fitting on virtual mannequins like in the real life as if in a tailor’s workshop. The behavior of cloth under different environmental conditions is implemented applying a physically-based approach. As well as the simulation of the draping of garments, efficient and realistic visualization of garments is an important issue in cloth modelling. There are various material types and reflectance properties for fabrics. We have implemented a number of material and rendering options such as knitwear, woven cloth and standard shading methods such as Gouraud shading. Performance results of the system are presented at the end.Durupınar, FundaM.S

    Abstracts

    Get PDF
    Textile Society of America 10th Biennial Symposium 2006 October 11–14, 2006 Harbourfront Centre Toronto, Ontario A-

    Abstracts

    Get PDF
    Textile Society of America 10th Biennial Symposium 2006 October 11–14, 2006 Harbourfront Centre Toronto, Ontario A-

    Determination and prediction of the mechanical behaviour of architectural fabrics

    Get PDF
    PhD ThesisThis thesis concerns the material behaviour of architectural fabrics for use in the construction of tensile fabric structures, particularly the determination and prediction of biaxial and shear behaviour. Original contributions to knowledge include a novel shear test frame design, an understanding of the influence of biaxial stress on shear behaviour and an improved predictive unit cell model. While tensile fabric structures are subject to a combination of biaxial tensile stress and shear stress, there is no accepted test methodology for accurately determining shear behaviour of architectural fabrics. Shear behaviour is absent from some analysis methodologies used by industry and broad assumptions must be made by design engineers. A novel picture frame shear test design and associated test protocol is presented that aims to provide a practicable solution for the accurate determination of the shear stiffness of architectural fabrics. Strains are shown to be homogeneous across the test specimen during shear testing. The influence of biaxial stress on fabric shear behaviour is explored through tests conducted on polyvinyl chloride (PVC) coated polyester fabrics, PVC coated glass fabrics and polytetrafluoroethylene (PTFE) coated glass fabrics. Results of the tests, conducted at increasing levels of biaxial prestress, and the implications for analysis are presented. Existing predictive fabric models based on constituent material properties are unable to predict fabric behaviour with a level of accuracy which is sufficient for their use in design. An improved predictive fabric model is proposed using a sinusoidal description of yarn geometry. A system of compatibility and equilibrium equations is derived which aims to realistically simulate principal deformation mechanisms within real fabrics. The improved model predicts non-linear yarn behaviour and hysteresis using input parameters obtained using non-specialist test equipment, i.e. test equipment which is available in typical material testing laboratories. The model is validated by comparing predicted data with experimentally obtained data for a range of PVC coated polyester fabrics, PTFE coated glass fabrics and silicone coated glass fabrics. Safer and more efficient structural solutions will be possible if accurate material tests are available to characterise material behaviour. Reliable predictive models will make accurate design parameters easily accessible to designers

    Smart Fabric sensors for foot motion monitoring

    Get PDF
    Smart Fabrics or fabrics that have the characteristics of sensors are a wide and emerging field of study. This thesis summarizes an investigation into the development of fabric sensors for use in sensorized socks that can be used to gather real time information about the foot such as gait features. Conventional technologies usually provide 2D information about the foot. Sensorized socks are able to provide angular data in which foot angles are correlated to the output from the sensor enabling 3D monitoring of foot position. Current angle detection mechanisms are mainly heavy and cumbersome; the sensorized socks are not only portable but also non-invasive to the subject who wears them. The incorporation of wireless features into the sensorized socks enabled a remote monitoring of the foot

    Virtual Reality Games for Motor Rehabilitation

    Get PDF
    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
    • …
    corecore