Results 61 - 90 of 93
Project Persons Year Tags
Processing Ben Fry, Casey Reas (Processing) 2001 online, community, programming language, visual arts
Processing is a programming language, development environment, and online community that since 2001 has promoted software literacy within the visual arts. Initially created to serve as a software sketchbook and to teach fundamentals of computer programming within a visual context, Processing quickly developed into a tool for creating finished professional work as well.
redemily Emily Gibson recycling, reconstruct clothing, artist, fashion and textlie design
Saxion Michiel Scheffer (Saxion Hogeschool) market research, marketing activities, knowledge of design and styling, made clothes, university, bachelor, students, school, Textile Engineering, Management, art, technology, technological innovations, new material research, development
The international clothing and textiles market is, without a doubt, a very dynamic one. To be successful in this industry a Product Manager needs to be able to draw not only on his or her technical knowledge of textiles, but also increasingly on a sound understanding of business principles and the manufacturing process in a wider context. Therefore the focus of this course is on Product Management in Clothing and Textiles.
School of Design-bachelor of Design Innovations (Victoria University of Wellington) 2009 school, design, university, innovation, Culture, Context, Industrial and Media
In 2009 the School of Design introduced a three-year Bachelor of Design Innovation (BDI) degree offering three new design specialisations: Culture+Context, Industrial and Media. The BDI degree structure provides students with a greater variety of recognised qualifications and the expanded opportunities required to tailor their course of study to their individual interests. This is the first degree within the University to offer a minor, allowing students to include another specialised area of study within their degree programme.
seamless 2006-2008 exhibition, show, interactive, smart clothing
seamless is a fashion event featuring innovative and experimental works in computational apparel design, interactive clothing, and technology-based fashion. each project [re]interprets the conceptual goal of a seamless relationship between technology and fashion. these are real clothes that inspire and provoke.
SFIT (CSEM, CORDIS, IST ) projects cluster, collaborations, MyHeart, BIOTEX, PROETEX, STELLA, OFSETH, CONTEXT, MERMOTH, smart fabrics, interactive textile, flexible wearable systems, smart textile, smart clothes, sensor, piezo-resistive yarns, optic fibers, colored multi layers, Research and Development, Intelligent Biomedical Clothing, Biomedical Clothing, European Commission, Wearable Healthcare System
The symbiosis of textiles with wearable computing, augmented reality, human machine interfaces, media and interface design and the collaboration between established electronics and textile industries currently lead to a totally new class of flexible, conformable informative and interactive wearable systems. The current market size for wearable computing and smart fabrics and interactive textiles (SFIT) is modest but presents a strong future outlook.
Silverell (Silverell) active wear clothing, chronic care aids, online shop, antimicrobial products
Welcome to Fine Silver Products, the on-line specialty shop for chronic care aids, active wear clothing, antimicrobial products, equine/animal care items, and more. Also visit Fine Silver's parent company - Sheldex U.S. at shieldextrading.net.
Skin: Surface, Substance, and Design Ellen Lupton 2002 designers, contemporary world, artificial life, media, art, architecture, fashion, furniture, design, book, objects, garmentsm, buildings
Every object has a skin. Thick or thin, smooth or rough, porous or impermeable, the skin is the line between the hidden inside and the outside we experience. Skin: Surface, Substance, and Design presents products, furniture, fashion, architecture, and media that are expanding the limits of what we understand as surface. Reflecting the convergence of natural and artificial life, this provocative and stimulating book shows how enhanced and simulated skins appear everywhere in our contemporary world. Designers today manipulate the relationship between the inside and outside of objects, garments, and buildings, creating skins that both reveal and conceal, skins that have depth and complexity as well as their own behaviors and identities.
Slam (Slam) 1979 hi-tech fabrics, brand, clothing, wearable, garment, textile, sportswear, fibres, sailing apparel, company, manufacturer
Advanced technology sportswear
Sleep Suit Forrest Jessee 2006 visionary, eva foam, coccoon, feelings of connected and disconnectedness, human body, personal space, designer, concept, product, personal, sleep
The project attempts to challenge the idea of personal space in relationship to the human body and its surrounding environment. The structure of the material, a structural pleat, is used as a means to create feelings of connected and disconnectedness as well as provide varying levels of support for different parts of the body. By thinking of the cut pattern as sections of the body, the structure can act as a semi-permeable outer skin.
Smart clothes and Wearable Technology J. McCaan, D. Bryson 2009 textile, fashion, wearable technology, smart clothes, book, electronics, smart materials
Smart clothes and wearable technology is a relatively novel and emerging area of interdisciplinary research within the fashion, textile, electronics and related industries. This book provides a comprehensive review of the end-userís requirements and the technologies and materials available for the design and production of smart clothing.
Smart Fabrics Conference Intertech Pira 2010 diy, conference, smart fabrics, event, 150 industries, applications, 24 countries, fashion technology, technical garments, electronic wearable, seminar, lighted apparel, technology, miami
This seminar will provide an overview of the materials and methods that are typically used to create lighted clothing, such as LEDs and EL-based illumination. It will also discuss a range of practical and artistic design challenges, drawing upon case studies from the entertainment industry. Other key topics will involve business-related issues for illuminated apparel, including market selection, product design, manufacturing, pricing, advertising, consumer education, and predictions for the future.
Smart Products (Estonian Academy of Arts ) school, art, academy
We live in remarkable time, often not taking note of what is happening around us, and how much it is changing while we watch. Digitalisation, the quiet infi ltration of artifi cial intelligence into everyday objects and our environment is one of the most substantial changes which appears to be quite natural. Things become smart ñ smart home, smart door, smart toothbrushÖ This smartness is generally perceived as the ability of objects to evaluate the environment and what is going on there realistically and to guide processes, if need arises ñ be it textile which responds to our body heat and adjusts its structure accordingly, or an airport concourse which delicately and personallyguides us to the right place according to the ticket in our pocket.
Sound Reactive Garment Sarah Soriano relathionship, artist, designer, interactive, garment, sound, microphone, garment
The nightgown reacts to high voice levels and was made as a result of the 56 day performance. The nightgown illustrates increased sensitivity within the relationship. The microphone, located near the left shoulder of the gown, requires a loud noise to trigger the garment. The gown will remained ëstressedí if activated frequently.
Spoonflower (Spoonflower) 2008 community, start-up, shop, on demand, fabric, printing, digital, textile, company
At Spoonflower we make it possible for individuals to design, print and sell their own fabric designs. It was founded in May 2008 by two Internet geeks who had crafty wives but who knew nothing about textiles.
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.
Superflux Anab Jain, Jon Ardern, Liam Young, Chris Hand (Superflux) technology, people, company, design
Superflux is a small "think-and-do" design company. We work at the intersection of people and technology to create opportunities that lead us towards new, desirable futures.
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.
Talk2myShirt Eric Zainzinger (E-textile) 2006 garment, fibers, LED, textile, interactive clothing, DIY, blog, electronic, wearable, fashion, research, news
This site is dedicated to Wearable Electronics in the purest sense: Textile based, Clothing and Fashion Accessories. Thatís all. If a new product claims to be Wearable (Electronics) but does not meet this criteria, it will not be included in this site. Portable (Electronics) does not mean Wearable (Electronics). Talk2myShirt wants to be a platform to bring together the consumer and the designer of Wearable Electronic products. This site is connecting with Plug and Wear and is always updated.
Ten Cate TCGE (Ten Cate) military, interior design, safety and protection, no-UV radiation material, lightweight materials in aircraft, fire-fighting clothing, protective materials, specialist material, chemical processes, textile technology, multinational company, sport and recreations, aerospace, infrastructure, environment, artificial grass, industry
Is a commercial division of TenCate Geosynthetics Europe (TCGE). TCGE is an international company headquartered in Linz, Austria, a manufacturer of both Geosynthetics and Industrial Fabrics.
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 culture of fashion: a new history of fashionable dress Christopher Breward fashion journalism, fashion history, book, clothing, advertising
This illustrated survey of 600 years of fashion investigates its cultural and social meaning from medieval Europe to twentieth-century America. Breward's work provides the reader with a clear guide to the changes in style and taste and shows that clothes have always played a pivotal role in defining a sense of identity and society, especially when concerned with sexual and body politics.
The Edward S. Rogers SR. Department of Electrical and Computer Engineering (University of Toronto) university, school, diy, electrical engineering
We offer undergraduate programs in Electrical Engineering and Computer Engineering. Our teaching laboratories provide unique hands-on opportunities to build things and we teach engineering from the "you-must-do-it-yourself" perspective. In addition, our faculty members are engaged in cutting-edge research and we offer opportunities for graduate student training that are among the best in the world. With over 70 professors and 400 graduate students, this department is practically "buzzing" with innovative research ideas and projects. This, in turn, benefits our undergraduate program, enriching the course content and providing valuable research experiences for our eager undergrads.
Things That Think (MIT Media Lab) augmented, objects, research, science, engineering, design, art
Things That Think is inventing the future of digitally augmented objects and environments. We bring a unique, boundary-breaking perspective to research, uniting leaders in science, engineering, design, and art. Grounded by extensive corporate sponsor interaction, our prototypes and demonstrations aim to inspire the products and services of tomorrow.
Twenty1f (Twenty1f) blog, tech, future fashion, clothing, textiles, technology, design, news, design, artists & technologists, fashion
TWENTY1F (or 21F) is a group of designers, researchers, artists & technologists pushing the boundaries of fashion. We are committed to exploring and documenting the redefinition of the body and society through the hybridization of clothing and technology. 21F features news, events, opportunities, and resources. (www.twenty1f.com is not found by the server anymore, but you can still see a lot of images on Google search.)
Universiteit Twente Zsofia Ruttkay (UT-Universiteit Twente) university, school, students, bachelor, master, research, bio-nano technology, susteinable energy, design sciences, communication design, natural sciences, life and social sciences, communication technology, test centre
The University of Twente is a research university that focuses on technological developments in a social context within an active knowledge economy. This focus is reflected in 22 bachelor's and 31 master's programs in the fields of engineering, social and behavioural sciences. Students are challenged to look beyond their field's borders and to interact with other disciplines. This multidisciplinary approach stimulates innovation in science and society
Warning Jacket Philip Worthington (Royal College of Art ) 2005 electromagnetic, field, shock, jacket
Strips of fur become electrostatically charged and stand on end, rather like a cat, when the wearer is threatened. If someone comes closer they will feel the electromagnetic field and too close and they will get a 100,000 volt static shock.
Wearable Technology- Powered Art and Fashion Design 2009 (Netherlands Media Art Institute) 2009 sensors, textiles, social life, fashion design, technologicallt clothing, netherlands media art institute, university, courses, expressive, performative garments, everyday experience
"Wearable Technology & Powered Art and Fashion Design" presents latest developments in the area of technologically augmented clothing. The program crosses the disciplines of fashion design, performance art, wearable computing and interaction design. The selected pieces envision a future in which our second skin, our clothes, become relevant element in our social life, in our communication and interaction with others. This is achieved by embedding electronics seamlessly into the textiles. After the miniaturisation of processors, sensors and batteries designers can now use these to create expressive and performative garments beyond the everyday experience.
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.