4,762 research outputs found

    Validated Flower

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    The inspiration for Validated Flower comes from the whirly shape of flower petals. Validated Flower uses only two pieces of fabric, light-colored organza (with a tone on tone color combination); the two pieces of organza fabric were used to construct the shape and volume of the dress. Validated Flower is built on a zero-waste sustainable design concept, which uses only rectangles to construct the flower. In zero-waste fashion design, fabric creates a space for inventive exploration (Rissanen & McQuillan, 2016). There are three main categories of fabric waste creation: 1) cut-and-sew, of which zero-waste fashion design is part; 2) fully fashioned, which includes whole-garment knitting; and 3) A-POC (Hethorn & Ulasewicz, 2015). Of course, Validated Flower has included the cut-and-sew category. The crumpled and crispy organza of Validated Flower is used to shape the flower petals, and the creased and folded shapes have formed the volume of the garment. Thus, the seams and finished edges of Validated Flower needed to be part of the design process throughout. Leaving them to a late stage in the process would not have worked, as they have specific implications for the pattern pieces. Validated Flower is very much a three-dimensional way of viewing the dressing of bodies that has much to offer the field of zero-waste fashion. During the design process of Validated Flower, zero-waste blocks were modified to produce the desired design details, fit, and fabric width of the final dress. The primary effect of the creation of this natural mini dress, Validated Flower, has been an insight that the vertical and horizontal guidelines used in the prevalent discourse of pattern cutting have very little to do with the actual physical body and the fabric that dresses it. This process of applying these shapes to a dress form is more akin to sculpture than to drape. A number of vertical pleats through the neckline in the back of the dress provide volume throughout the body. In addition, Validated Flower has mainly been displayed as a guideline for draping practices and for creating a general understanding of the moving body as it interacts with garments; it does this as a one-size-fits-all garment by using an elastic band on the back of the dress at the waist in order to account for size differences. Validated Flower is a flexible blossom. Hethorn, J., & Ulasewicz, C. (2015). Sustainable Fashion: What\u27s Next? A Conversation about Issues, Practices and Possibilities. Bloomsbury Publishing USA. Rissanen, T., & McQuillan, H. (2016). Zero Waste Fashion Design. Bloomsbury Publishing USA

    Knowledge Convergence and Co-Creation Learning: The Personal Customization System on Apparel Design

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    Keywords: Co-creation, convergence, customization, knowledge Introduction Web 2.0 technologies with more support for convergence and networking have provided new opportunities for alternative consumers (Marshall et al., 2003). In addition, Web 2.0 technologies have created new consumer learning experiences in apparel marketplaces. In the advent of the fourth industrial revolution, the differences between producer and user are much more narrow and ambiguous, and both roles should be fully understood from the users\u27 perspective. Hence, the personal Customization System encourages meaningful consumer co-creation learning by supporting the information search process based on a convergence of knowledge. Literature Review 1) Knowledge Convergence and Apparel Design Recognizing that knowledge is complex in nature and that emergence and self-organization are effective ways to cope with complex systems, the solution is to let knowledge/learning environments develop and emerge naturally, in a freeform way. Information is explicit knowledge that is easily expressed, captured, stored, and reused (Chatti et al., 2012). Apparel design needs alterative knowledge; accordingly technology, science, and fine art by designers have applied the implicit integration method to the apparel design process to improve design efficiency. 2) Co-creation Learning with the Personal Customization System Personal customization is possible due to the capabilities of modern manufacturing technology, including flexible manufacturing systems and modular product structures, both of which reduce the trade-off between variety and productivity (Berger et al. 2005). Co-creation as consumer learning refers to any rich, interactive process that changes a user\u27s memory and behavior as a result of information processing. In the personal customization system as a real-time application, virtual garment design and simulation computation of garment animations provide specific approximation and simplification methods allowing the computation of garment simulation in visual reality. Methods This study examines individual learner as a consumer with alternative knowledge converging to shape their idea into their apparel design. An interview takes an average of one and a half hours per an interviewee, and in total five male participants were involved, who completed a two-part questionnaire: (1) individual clothing behavior in terms of shopping type and styling in their daily life; (2) design practice with basic T-shirt design on the personal customization service system. Participants had different majors: (1) computer science (C); (2) mathematics (M); (3) nature science (N), (4) human science (H); (5) art (A). They had at least 5 years of work experience and had a mean age of 31.6 years (age range: 30 to 33). The practice of apparel design with the personal customization system was recorded on the video between 10-30 min. Results and Discussion In the first part of the questionnaire, (1) individual clothing behavior in terms of shopping type and styling in their daily life, the five interviewees indicated each different fashion involvement scale as a fashion trend follower on a 5-level Likert scale: N, 4; H, 3; A, 2; C, 2; M, 2, and they provided a self-evaluation of their own fashion style coordination: A, 4; N, 4; H, 3; C, 2; M, 1. Interviewee A specified his shopping pattern, and he had his own favorite style and recognized what kinds of items are a good fit for him. Interviewee A spent the longest time among the interviewees, taking almost 30 minutes for his T-shirt design development, and he has tried to combine initials or chords of music composition in many ways on his T-shirt front and back. Interviewee N, who has his own fashion style and enjoys shopping and his style coordination, made his favorite blue T-shirt. He also presented his design related to his favorite T-shirt neckline. Interviewee H mentioned I never enjoyed wearing T-shirts ; however, he tried co-designing a T-shirt. He simply put color just once and the letters of his current favorite classic music composer ANTON BRUCKNER without any tries and errors. Interviewee C, who had a simple shopping pattern, designed a simple T-shirt within just 10 min, with a sign on the front side: I WON\u27T FIX YOUR COMPUTER. He tried to put several colors on the T-shirt and simply put his memorized letters on his T-shirt. Interviewee M, a fashion-indifferent person, tried to make a new T-shirt design with a symbol of social issues of his interest. Conclusion This study has examined how alternative knowledge background affects users\u27 co-creation of their clothing behavior and apparel design with a personal customization system. Participants style coordination appeared to be related to their clothing behavior, and their co-created T-shirt design is related to their major and specialty in their knowledge and interest. Reference Berger, C., Möslein, K., Piller, F., & Reichwald, R. (2005). Coâ€designing modes of cooperation at the customer interface: learning from exploratory research. European Management Review, 2(1), 70-87. Chatti, M. A., Schroeder, U., & Jarke, M. (2012). LaaN: Convergence of knowledge management and technology-enhanced learning. IEEE Transactions on Learning Technologies, 5(2), 177-189. Marshall, B., Zhang, Y., Chen, H., Lally, A., Shen, R., Fox, E., & Cassel, L. N. (2003, May). Convergence of knowledge management and E-learning: the GetSmart experience. In Proceedings of the 3rd ACM/IEEE-CS joint conference on Digital libraries (pp. 135-146). IEEE Computer Society

    TT‾T\overline{T} Deformation of N=(1,1)\mathcal{N}=(1,1) Off-Shell Supersymmetry and Partially Broken Supersymmetry

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    We construct the superaction for the TT‾T\overline{T} deformation of 2D free N=(1,1)\mathcal{N}=(1,1) supersymmetric model with a deformed superfield. We show that the N=(1,1)\mathcal{N}=(1,1) off-shell is deformed under the TT‾T\overline{T} deformation, which is reflected by the deformed superfield. We interpret this superaction as an effective action of the Goldstone superfield for the partial spontaneous breaking of N=(2,2)\mathcal{N}=(2,2) supersymmetry to N=(1,1)\mathcal{N}=(1,1). We demonstrate that the unbroken and broken supersymmetry of the effective superaction corresponds to the off-shell N=(1,1)\mathcal{N}=(1,1) supersymmetry and the off-shell fermi global non-linear symmetry in the TT‾T\overline{T}-deformed theory, respectively. We show that this effective superaction can be obtained by the non-linear realization of the partially broken global supersymmetry (PBGS) from the coset superspace. Furthermore, we reproduce the superaction by the constrained superfield method accompanied by a field redefinition.Comment: 33 pages; v2: reference adde

    Re-Birth Product Development for Sustainable Apparel Design Practice in a Design Studio Class

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    The term Re-Birth design , as a sustainable fashion practice, refers to the redesign of stocked products, originally released through the distribution route to be sold to consumers but returned to the headquarters due to lack of use, and subsequently supplemented and redeveloped by designers as new products (Lee & DeLong, 2015). The objectives of this study are for students: (1) to understand the process of fashion product manufacture and analyze issues around the stocked products; (2) to develop rebirth products as a sustainable design practice from stocked products of a fashion company

    Light-induced torque at multipolar plasmon resonance

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    Thesis: S.M., Massachusetts Institute of Technology, Department of Mechanical Engineering, 2013.Cataloged from PDF version of thesis.Includes bibliographical references (pages 89-93).Light-matter interaction provides a powerful means to control mechanical excitation in the nanoscale. The efficiency of this interaction reaches maximum at optical resonance. By understanding and designing the electromagnetic resonance of nanostructures, we can manipulate the electromagnetic field distribution as desired, with the benefits of enhancing the field strength and squeezing the field spot to be tighter than the diffraction limit. This thesis focuses on the enhanced mechanical effects arising at multipolar plasmon resonance of a subwavelength plasmonic resonator. We perform Finite Difference Time Domain (FDTD) simulation and show that the discrete rotational symmetry of the resonator determines the possible output modes in angular momentum conversion at non-dipolar plasmon resonance. Next, we analyze the efficiency of this conversion for a single, subwavelength nanoparticle in free space. Finally, we calculate the mechanical effects and report that scattering-induced transfer of torque can be unusually enhanced at non-dipolar resonance due to the effects of angular momentum conversion.by Yoon Kyung (Eunnie) Lee.S.M

    The Effect of Touch Simulation in Virtual Reality Shopping

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    This study aims to explore the effect of touch simulation on virtual reality (VR) store satisfaction mediated by VR shopping self-efficacy and VR shopping pleasure. The moderation effects of the autotelic and instrumental need for touch between touch simulation and VR store satisfaction are also explored. Participants wear a head-mounted display VR device (Oculus Go) in a controlled laboratory environment, and their VR store experience is recorded as data. All participants’ responses (n = 58) are analyzed using SPSS 20.0 for descriptive statistics, reliability analysis, exploratory factor analysis, and the Process macro model analysis. The results show that touch simulation positively influences VR store satisfaction, which is mediated by the self-efficacy and by the dual path of the self-efficacy and the pleasure. Furthermore, the relation between touch simulation and pleasure is moderated by need for touch. For individuals with a high level of autotelic need for touch, the effect of touch simulation on the pleasure is heightened. However, instrumental need for touch does not moderate the path of touch simulation on the self-efficacy

    Robust imputation method for missing values in microarray data

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    <p>Abstract</p> <p>Background</p> <p>When analyzing microarray gene expression data, missing values are often encountered. Most multivariate statistical methods proposed for microarray data analysis cannot be applied when the data have missing values. Numerous imputation algorithms have been proposed to estimate the missing values. In this study, we develop a robust least squares estimation with principal components (RLSP) method by extending the local least square imputation (LLSimpute) method. The basic idea of our method is to employ quantile regression to estimate the missing values, using the estimated principal components of a selected set of similar genes.</p> <p>Results</p> <p>Using the normalized root mean squares error, the performance of the proposed method was evaluated and compared with other previously proposed imputation methods. The proposed RLSP method clearly outperformed the weighted <it>k</it>-nearest neighbors imputation (kNNimpute) method and LLSimpute method, and showed competitive results with Bayesian principal component analysis (BPCA) method.</p> <p>Conclusion</p> <p>Adapting the principal components of the selected genes and employing the quantile regression model improved the robustness and accuracy of missing value imputation. Thus, the proposed RLSP method is, according to our empirical studies, more robust and accurate than the widely used kNNimpute and LLSimpute methods.</p

    A Portrait of Emotion: Empowering Self-Expression through AI-Generated Art

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    We investigated the potential and limitations of generative artificial intelligence (AI) in reflecting the authors' cognitive processes through creative expression. The focus is on the AI-generated artwork's ability to understand human intent (alignment) and visually represent emotions based on criteria such as creativity, aesthetic, novelty, amusement, and depth. Results show a preference for images based on the descriptions of the authors' emotions over the main events. We also found that images that overrepresent specific elements or stereotypes negatively impact AI alignment. Our findings suggest that AI could facilitate creativity and the self-expression of emotions. Our research framework with generative AIs can help design AI-based interventions in related fields (e.g., mental health education, therapy, and counseling).Comment: Accepted CogSci 202
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