Results 31 - 43 of 43
Project Persons Year Tags
SparkFun (SparkFun) online shop, buy, company, electronic parts, components, yarn
SparkFun was founded in 2003 by Nathan Seidle, then a University of Colorado - Boulder engineering student. From meager beginnings (Nathan's college apartment), the company now employs over 60 people in an office in the outskirts of Boulder, Colorado. The SparkFun crew works in various departments such as engineering, marketing, production, shipping, and keg replenishment, all united in one common goal - Sharing Ingenuity.
Stone Island Carlo Rivetti (Stone Island/C.P. Company) 1982 classic, high tech material, sport style, fashion, brand, wearable, fibres, fabrics, garments, textile
Since the label was born in 1982, the aim of Stone Island has been to design innovative top line collections in the sportswear panorama, with a high concern in function and use of the garments. Stone Island has undertaken innovative research into fibres and textiles never previously used in the clothing industry. The production procedures are often adapted from completely different industrial sectors and when applied to clothing, instead of standardizing production they produce unrepeatable garments.
Studio subTela Barbara Layne (Hexagram Institute) institute, research, visual art, engineering, intelligent clothing, smart fabrics
Barbara Layne is the Director of Studio subTela at the Hexagram Institute where she works with a team of graduate students from Visual Arts and Engineering at Concordia University and a variety of international collaborators. The Studio is focused on the development of intelligent cloth structures for the creation of artistic, performative and functional textiles. Natural materials are woven in alongside microcomputers and sensors to create surfaces that are receptive and responsive to external stimuli. Controllable arrays of Light Emitting Diodes present changing patterns and texts through the structure of cloth. Wireless transmission systems have also been developed to support real time communication. In both wearable systems and site related installations, textiles are used to address the social dynamic of fabric and human interaction.
StyleBorg Kerry Bodine 2003 wearable computing, design, fashion culture, books, conferences, culture, design, exhibitions, fashion, fun, health, interaction, personal, products, projects, technology, textiles, wearability, blog, news
Styleborg is a weblog devoted to wearable technology, design fashion and culture. The site was launched in August 2003 to enable me to keep track of current happenings in the field of wearable computing and to express some of my thoughts on the design of new wearable products.
Switch Craft: Battery-Powered Crafts to Make and Sew Alison Lewis, Fang-Yu Lin 2008 book, DIY, craft, fashion, geek, girls
F.I.T. meets M.I.T. in Switch Craft, a book of 20 ultra-modern projects that are equal parts fashion and function. From a skirt that can streak trails of light on the dance floor to a laptop sleeve thatís the first to know when you're in a Wi-Fi zone, these projects are made for the wired (or wireless) world. Without sacrificing style or being more complicated than sixth-grade science class, they integrate lights, vibration, and sound with sewing to create edgy, attractive accessories and clothing. So if youíre ready to take your crafting not only to another level but another frontier, let Switch Craft bring your handiwork into the twenty-first century.
TexWorld (Messe Frankfurt) 2010 shirting, cotton, prints, functional fabrics, fibres, wool-blends, wool, silky aspects, silk, lace, embroidery, trims and accessories producers, garment manufacturers, clothing fabrics, marketplace, event, linen, denim, knitted fabrics, trims & accessories, clothing, style, publications
Texworld is the marketplace for discovering handmade and industrial textiles from all over the world. Embroidery, lace, silk, silky aspects, wool, wool-blends, fibres, functional fabrics, prints, cotton, shirting, linen, denim, knitted fabrics, trims & accessories, clothing, style, publications.
The solar powered tie (Iowa State University-Department of Apparel, Educational studies & hospitality management) geek, concept, school, new projects, apparel, fun, gadget
Mission Provide integrated yet customized education and scholarship to optimize apparel and related products, services, and experiences. Vision Leadership in education, scholarship and engagement focusing on apparel and related products, services and experiences in a global context. http://www.aeshm.hs.iastate.edu/about.php
The Supermodern Wardrobe Andrew Bolton 2002 book, wardrobe, dress, urban, pollution, revolutionary
Transcending superficial concerns of mere stylishness, The Supermodern Wardrobe addresses the real needs of men and women navigating the urban landscape. Air pollution, physical assault, extreme temperatures, space restrictions: by utilizing multifunctional fabrics and technologically equipped textiles, innovative designers like CP Company, Samsonite, Kosuke Tsumura, and Vexed Generation respond to such contemporary challenges. Whether it's a bulletproof parka inspired by riot gear, a jeans jacket wired for an MP3 player, or a dress that turns into a travel pillow, the clothes are so pragmatic, they're revolutionary.
The T-Shirt Issue Linda Kostowski, Mashallah Design 2008 lasercutter, wearable, geometric garment, personal expression, formal-poetic garment, unconventional t-shirt
Three people are portrayed digitally by scanning their bodies. The output of this scan is a 3d file, which resolution is defined by the amount of polygons, similiar to pixels in a bitmap grafic. Linked with their biographical memories a digital twin of the body is thus created, which expands and personifies the garment in a formal-poetic way. The 3d data is turned into 2d sewing patterns by the use of the unfolding function which is a common tool in industrial design process to make paper models with, the single fabric pieces and the inner interface which defines the edges are cut out by the help of a lasercutter.
TITV (TITV Greiz) test centre, technical labs, new applications, innovative textile products, interdisciplinary cooperation, textile research, partner for research, flexible materials, special textile, institute, Textile Microsystems Technique/Smart Textiles, info centre, functional surfaces, sport & wellness applications
As a close-to-market research organisation, the TITV Greiz is your partner for research, development, service, consulting, testing and professional training along the textile value chain. More than 50 employees develop high-tech solutions with the classic textile technology as the basis for new materials. The successful interdisciplinary cooperation with non-textile branches becomes more and more important for our institute. Especially the combination of electronics and textiles creates innovative textile products for completely new applications.
Unravel @ siggraph 2006 tech, wearable, exhibition, show, fashion
Unravel: the SIGGRAPH2006 Fashion Show presents a runway show of innovative and experimental works in computational and conceptual couture, fashion with a social agenda, science-inspired form, and new technologies of material fabrication. Unravel brings together the work of designers and artists from the US, Canada, Europe, and Asia who are seeking to redefine the notion of ‘wearable.’ In the increasingly mobile nature of contemporary life, it has become important to contemplate how the devices we carry and the garments we wear converge into a ‘secondary skin’ which function as an extension of ourselves, in both ability and perception. By using fashion, a medium which has always been associated with self-expression and personal identity, these designers seek to demonstrate how the use (or misuse) of technology and its modes of production have the power to stimulate, delight, and inspire in ways as yet untapped in the fashion world. Gone are the stereotypical bulky cyborg devices; what emerged are garments of beauty, subtlety and elegance in form. Some bring to light important social issues — redefining our notions of personal space, networked environments, and issues of privacy and protection. Others relish in pure delight, reminding us how technology also has the power to enhance our personal relationships and celebrate fantasy and play as part of the human condition.
Vinnova (Vinnova University College of Boras) manufacture, development, Industrialisation, designed materials, bachelor, master, course, school, material concepts
Designed Materials relates to materials/materials systems whose structure (on a macro, micro or sub-micro/nano level) can be deliberately manipulated so as to affect the materialís properties in a controlled fashion and achieve a specific functionality in product manufacture. Designed Materials has no direct connection with any specific industrial sector.
Wifi Jacket, Intimate Controllers Jenny L Chowdhury Arduino micro-controller, LED, fun, hacked WiFi detector, designer, apparel, wearable researcher, geek style, technological decoration, changing colors, cyber world, physical computing
-Wifi jacket: While I was orignally working with basic light stripes, I ultimately decided to integrate them with a flower motif. This design choice was made to recount the age old story of borrowing from the environment to decorate garments - think floral and animal print patterns. Since Wi-Fi is so prevalent in the environment now, I thought it would be interesting to integrate this representation of a man-made part of our environment into a garment in that same way. In the end design, flowers referencing our natural environment are juxtaposed with technology from the synthetic environment. -'Intimate Controllers' is a platform where video games are played by couples touching each other. The platform consists of two controllers, a bra for the female player and boxer shorts for the male player. Each controller is embedded with 6 sensors placed with varying degrees of intimacy in relation to the body part with which they correspond. Players must pass game levels together and in doing so, game play results in increasingly intimate positioning. The goal of this project was to research and create objects that challenge the traditional notions and orientation of video game play.