Results 61 - 83 of 83
Project Persons Year Tags
sf fashion & tech Mika Uehara, Charles Belle, Adelle McElveen blog, trends, startups, wearable tech, fashtech
SF FASHION+TECH (SFFT) is dedicated to the intersection of fashion, design, and technology in the SF Bay Area. We gather thought leaders in the fashion, design, and technology spaces, including designers, retailers, entrepreneurs, software developers, marketers, bloggers, investors, and enthusiastic individuals to promote and drive advancements in new media, ecommerce, mobile, wearable technology, and other applications. MISSION Our mission is to promote, support, and facilitate the development of businesses, organizations and products at the intersection of fashion, design, and technology. Through monthly events, partnerships with local organizations, and newsletter and blog features, we strive to become the hub for fashion, design, and technology in the SF Bay Area. HOW WE DO IT SFFT holds monthly events around topics relating to fashion and technology. Our event programming includes workshops, speaker events, demo days, mixers, hackathons, and conferences. We also maintain a blog and publish bi-weekly newsletters highlighting innovative technologies, startups, and approaches, and include our musings on industry activity.
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.
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.
slimavocado Kristin Neidlinger enhanced bodies, artist, wearable, sensors
Kristin Neidlinger aka Slim Avocado is an experience designer focused on the Sensory Computer Interface [SCI]. She aspires to craft phenomenal technology to enhance and expand physical embodiment. kristin is a classically trained ballerina with a background in physical therapies and holds an MFA in Interactive Design. Currently, she works with a team of artists and engineers at SENSOREE an art tech design lab creating therapeutic bio.media, body architecture, sensitive technology, interactive installations, and robot clothes.
Smart Clothes and Wearable Technology Group (Newport School of Art, Media and Design) 2004 research group, product design, university, school, art, smart, clothes
This research group is a collaboration between the University of Wales, Newport and the National Centre for Product Design and Development Research (PDR) at UWIC, working to create the 'smart' clothes of the future. The project was launched in November 2004 with a workshop involving leading industry representatives, that mapped initial areas for development.
Smart Lab Digital Media Institute (University of East London) 2005 creative industry, event, lab
SMARTlab moved to UEL in November 2005, and has run a number of major international week-long seminar events, which have attracted many speakers and Creative Industry representatives. For the past five years it has gained recognition as one of the worldís leading Practice-based Phd Programmes, and is viewed as an incubator for the next generation of talent and high level scholarship in the ëArtScií domain.
Suzi Webster Suzi Webster new media, installation, artist, critique
As a new media installation artist, Suzi Webster's practice is concerned with exploring and critiquing the ways in which technologies, specifically but not solely digital technologies, impact and shape our experiences of being human. In particular, Webster is excited by the possibilities offered by digital media to create work that is collaborative, responsive and dynamic, rather than fixed and static, and that undermines traditional fine art distinctions based on medium specificity. Her current research interests center around wearables that explore intersections between sculpture and performance, fashion and computing, the body and its context, public and private, in a critical way.
Tap Tap L.Bonanni, J.Lieberman, C.Vaucelle, O.Zuckerman 2005 wearable system, project, record, distribute, affectionate touch, emotional therapy, scarf, haptic devices, useful accessory, felt, haptic modules, record sensations, microcontroller circuit, metal snaps, touch memory, sex, sizing, height, shoe size, coloring, student, MIT Media Lab, interaction design
TapTap is a wearable haptic system that allows nurturing human touch to be recorded, broadcast and played back for emotional therapy. Haptic input/output modules in a convenient modular scarf provide affectionate touch that can be personalized. We present a working prototype informed by a pilot study.
TextielLab Hebe Verstappen (Audax Textielmuseum-Textiellab ) textile design, school, textilelab, knitting, museum, machines, education, embroidering
Get actively acquainted with the renewed Audax Textile Museum Tilburg! Choose one of the TextileSchool programs below and discover how dynamic the Textile Museum is. ï ROC/MBO (Regional Education Centre/Intermediate Vocational Education) ï HBO/WO (Higher Vocational Education/Higher Education) ï VO (Secondary Education) ï BO (Vocational Training)
textil{e}tronics Deborah Hustic exhibition, blog, wearables, guerilla knitting
textil{e}tronics.org – founded in 2012 by Deborah Hustić aka body pixel as a project for curating, workshops, lectures and production in the field of intermedia art.
The Patchingzone Anne Nigten (The Patchingzone) materials, laboratory, master, doctor, post doc students, professionals, students, reseacher, creative use of high-tech, digital media, information technology
The Patchingzone is a transdisciplinary laboratory for innovation where Master, doctor, post-doc students and professionals from different backgrounds create meaningful content. In our laboratories the students and researchers work together, supervised by experts, on commissions with creative use of high-tech materials, digital media and / or information technology.
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.
V2_Lab Piem Wirtz (V2_Institute for Unstable Media) fields of art and culture, technical solutions, artistic research, projects, artists, wearable technology
V2_Lab is a place for artistic research and development (aRt&D). V2_Lab develops generic technical solutions that are relevant to the fields of art and culture. The results are published and made available under open-source licenses whenever possible. In V2_ projects, artists, technicians and scientists work together to develop technology for specific artworks. Additionally, V2_Lab offers technical and productional support to artists working with new technologies. An artist-in-residence program is one means of achieving this.
Valerie Lamontagne Valerie Lamontagne concordia university, wearable technology, curator, critic, researcher, artist, digital media art, design, computation art
Valerie Lamontagne is a Montreal-based performance and digital media artist, freelance art critic and independent curator. She received an MFA from Concordia University (Montreal) where she presently teaches in Design and Computation Arts and she is a co-founder of the media arts collective MobileGaze. She is presently a Ph.D. candidate at Concordia University with the Topological Media Lab investigating "Relational and Ubiquitous Performance Art".
Vincent Leclerc Vincent Leclerc MIT, XS Labs, designer, electronic textiles
I recently graduated from the MIT Media Lab and co-founded ESKI. I also make electronic textiles at XS Labs, and teach Physical Computing in the Design & Computation Arts department at Concordia University. This is a chronological repository of interactive artefacts I have had the opportunity to build and play with. Feel free to use and abuse these ideas in accordance with the license below.
Virtueel Platform (Virtueel Platform) economic innovation, social, innovations, institute, e-culture, communication technologies, productions, products, culture, arts, new media
Virtueel Platform is the sector institute for e-culture in the Netherlands. E-culture refers to the ever-evolving relationship between information and communication technologies and the production and consumption of culture and the arts. New media act as catalysts for change in the ways we live, work, and entertain ourselves. Culture and the arts are a key source of innovation in these shifts. We believe e-culture can, in turn, make an essential contribution to social and economic innovation.
Waag Society (Waag Society) social innovations, artists, performance, media art, research, develops concepts, acts, cultural, public, interaction, private, parties, fablab
Waag Society develops creative technology for social innovation. The foundation researches, develops concepts, pilots and prototypes and acts as an intermediate between the arts, science and the media. Waag Society cooperates with cultural, public and private parties.
We make money not art Regine Debatty blog, media, website, art, technology
Regine Debatty studied Classics in Belgium and England, worked as a teacher of Latin and ancient Greek, then moved to media, working as a documentary director for the Belgian national TV, as a reporter for the radio Onda Cero in Spain then as a consultant for the MEDIA programme of the European Commission in Italy. She now writes about the intersection between art, design and technology on her blog we-make-money-not-art.com as well as on several European design and art magazines. She curates art shows and speaks at conferences and festivals about the way artists, hackers and interaction designers (mis)use technology.
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.
Wiring Hernando Barrag·n (Wiring) programming, prototyping
Wiring is both a programming environment and an electronics prototyping input/output board for exploring the electronic arts and tangible media. It can also be used to teach and learn computer programming and prototyping with electronics. It illustrates the concept of programming with electronics and the physical realm of hardware control which are necessary to explore physical interaction design and tangible media aspects in the design and arts disciplines. The Wiring software and the hardware designs of the Wiring electronic input/output board are freely available for download on the Web. Users have access to the Wiring electronic input/output board as well.
XS labs Joanna Berzowska (XS labs) lab, innovation, electronic textiles, reactive garments, interactions, design research studio, complex textile-based surfaces, transitive properties
Joanna Berzowska's XS Labs is a design research studio with a focus on innovation in the fields of electronic textiles and reactive garments: "second skins" that can enable computationally-mediated interactions with the environment and the individual. We are equally inspired by the technical and cultural history of how textiles have been made for generations (weaving, stitching, embroidery, knitting, beading, quilting) and by new and emerging materials with different electro-mechanical properties. This enables us to construct complex textile-based surfaces, substrates, and structures with "transitive" properties.
Zizi the affectionate couch (Twenty121) couch, support, physical, emotional, response, experiment, human computer interface
Zizi is a couch that supports you not only physically but also emotionally. She is a mixture of a shaved poodle, a fluffy cat and an exotic sea slug. Zizi growls when sat upon, purrs when touched and groans with delight when you stroke her fur. If left alone, she mews for attention. Inspired by the fluffy flight deck on board Barbarella: Queen of the Galaxy's space-ship, Zizi the affectionate couch is an experiment in human computer interface, making a move away from the screen and mouse based interactives that are the dominant paradigm in media art works. Zizi's reactions are triggered by motion sensors that activate nine vibrating audio devices to simulate purring. Digital signal processing and behavioural algorithms determine her responses.
Ztretch music controller Joe Paradiso, Dave Merrill (MIT Media Lab) 2006 MIT, electronic textiles, audio
There has been much prior research on integrating electronics into textiles. However, I felt that many of these projects did not take into account the usability and interactivity of the fabric. Much of the prior work is focused on rigid, exact places for touching the fabric, rather than supporting the many actions our hands and bodies can create. Thus, I wanted to make a device that could capture the richness of active touch interactions. These haptic interactions could be used to create expressive music.