174 research outputs found

    Can Apps Encourage Engaged Learning in a Sustainability Course?

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    Previous research on sustainability education suggests that for students to change attitudes, beliefs and behaviors, learning needs to be engaged. Technology use (e.g. mobile devices) can increase student engagement when incorporated into learning activities. However, no research using mobile technologies for teaching environmental sustainability was reported in the textiles and apparel area. Therefore, this study examined the effectiveness of the Making app from Nike, which was used for a product development activity in an apparel sustainability course. Students were instructed to rank the sustainability levels of six garments and create a hypothetical garment with low environmental impact without using the app. The assignment was completed again using the app as a tool. The app allowed more students to evaluate the sustainability of existing apparel products accurately and propose creative hypothetical products with lower environmental impact. Students found the app an effective tool that they would use in their future careers

    Equipping apparel design students with the knowledge of 3D/ 2D simulation technologies: A case study and its implications for curriculum development

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    In the competitive global apparel industry, fast-changing fashion trends and offshore sourcing of production necessitate flexibility and efficiency for product development and communication among designers, manufactures, and retailers. Three dimensional (3D) virtual prototyping technologies have potential to offer solutions for minimizing lead times and costs associated with product development (Sayem, Kennon & Clarke, 2010). 3D body scanning and 3D Computer Aided Design (CAD) systems can be used to generate realistic body models, develop patterns, and simulate digital garments onto body models. When these 3D technologies are fully adopted it will be vital for apparel designers in the near future to exhibit competency in using these technologies for product development, communication and collaboration with cross-cultural and global distributed teams

    Implementing Pattern Grading in a Computer-Aided Patternmaking Course: Developing Materials and Utilizing Learning Tools

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    In the apparel design curriculum, students are often provided with a brief definition of grading and basic informational materials, as a result, most of them express a disconnection in understanding the basics of pattern grading. Computer-aided patternmaking software can help instructors explain the concept of pattern grading clearly by providing instant visualizations during student application of grading rules. The overarching goal of this study was to develop class materials for a computer-aided (CAD) patternmaking course to introduce the concept of pattern grading and assess student thinking and learning of the grading process. Two assignments were developed to help students visualize and apply the concept of grading: manual grading and CAD grading. Students expressed eagerness to use pattern grading for future class projects and felt both lectures helped them to better comprehend apparel sizing differences. Students also felt that the manual pattern grading lecture assisted in their understanding of computer-aided grading

    Creating garment simulations: Effectiveness of traditional textile testing equipment versus KES and FAST Systems

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    3D virtual garment simulation software packages offer various fabric alternatives in their fabric libraries. However, these libraries are limited in terms of providing their users with particular fabric compositions, structures, and drape properties. When a specific fabric needs to be used for a garment simulation to understand how the end-product would look like, individual fabric mechanical properties must be entered into the software. For this purpose, usually fabric mechanical values measured by either KES or FAST systems are used. Although these systems provide precise measurements, they are very expensive to obtain. Our research questions emerged from the need to use alternative fabric testing devices to generate outputs to be used in 3D garment simulation software packages. The purpose of this study was to collect preliminary data to investigate if traditional textile testing equipment can be used instead of KES or FAST systems to create garment simulations in Optitex PDS 15

    Exploring consumption intentions of customized apparel

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    The online shopping experience promises to become more interactive, creative, and social. Emerging digital technologies in the fashion industry could change the dynamics of online garment purchase and garment consumption by enabling consumers to acquire visual information, interact, co-design, and make more educated purchase decisions (Ashdown & Loker, 2010)

    Evaluating garments in augmented reality when shopping online

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    Purpose Augmented Reality (AR) integrates computer-generated images to a physical environment in real-time. Online apparel shopping presents some product-related risks, as consumers can neither physically see and touch the products nor try them on. The present study examined whether AR conveys reliable apparel product information in terms of fit, size, and product performance; and how AR affects attitudes toward apparel and purchase intentions when shopping online. Design/methodology/approach This research was designed as a within-subject quasi-experimental study using repeated measures in two conditions: virtual try-on using the AR technology vs. physical try-on. A scenario was developed to help participants imagine themselves shopping online for a specific dress. Findings Results indicated that size and color of dresses were conveyed accurately when utilizing AR as compared to physical try-on. Visual attributes such as style, garment details, and coordination with other items were found to be satisfactorily predicted when AR was employed. Overall, attitudes towards both AR and real dress, and purchase intentions were favorable. Participants with higher telepresence levels were found to have more positive attitudes towards the dress and greater purchase intentions when using AR as compared to the participants with low telepresence levels. Research limitations/implications Our findings implied that AR can provide enough information especially for garment sizes and visual characteristics when making purchase decisions. AR technology can be instrumental in introducing a certain style, building positive attitudes towards products, and driving sales, when the consumers perceive a certain level of “being there”. This study was limited to female students in North America. Also, because a single stimulus was used, the results cannot be generalized to other stimuli. Originality/value Our study findings showed that participants were able to select the right garment size by using AR. The average ratings for visual characteristics such as style and detail were above the neutral level when using AR; indicating that participants can understand visual attributes in AR when shopping online. Moreover, in the AR condition participants with higher telepresence levels had higher attitudes towards the garment and purchase intentions as compared to the participants with low telepresence. AR can be instrumental for online apparel shopping. Retailers need to understand the potentials of these technologies and work with technology developers to enhance consumers\u27 experiences
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