Printing process has been a major sector in the textile industries for a long period of time. With the advent of digital textile printing, the complex procedures of printing preparations and after-treatment processes have been streamlined. For the design of the motives of images to be printed, the use of image handling software, e.g. Photoshop(Adobe), has been of prime importance. Even though the software is extremely useful and functionally versatile, there are many laborious steps involved for the specific textile printing process. The use of a CAD-based textile printing function may help the textile printing process in streamlining the complex processing stages. The image qualities of the output designs have been compared objectively with the aid of several image similarity evaluation schemes including the SSIM, and FSIM Index methods.
Kim, Min-Ja;Lim, Ji-Ah;Yi, Jae-Yoon;Choi, Kyung-Hee
International Journal of Costume and Fashion
/
v.6
no.2
/
pp.11-27
/
2006
The purpose of this study is to develop highly valued fashion cultural items using Korean face and human images to enhance global competition. The methods of this study include: historical study on the face/human images which appear on the dress; design by stage according to Lamb & Kallal's apparel design process; development of products using digital textile printing technology; and case study by objective evaluation through Grant's alpha-beta model. The procedure and the results of this study are as follows: First, in the problem identification stage, the need to develop fashion cultural products of Korean face/human images which are symbolic, aesthetic, and functional was recognized in order to enhance global competition. Second, in the preliminary idea stage, the fashion cultural products and the components that meet the above 3 standards for design were determined and first design was drawn up. The source of the design was extrapolated from face/human images, which appeared on the murals of the ancient Korea, the portraits and custom paintings from the Chosun Dynasty. From these images, a total of 7 design series of T-shirts with an "ULGUL" logo, scarves, and artwalls were developed using "obangsaek" which are five Korean traditional colors including red, blue, black. white, and yellow on cottons and silks. Third, in the design refinement stage, based on the preference survey, more varying design methods were used to develop 25 new designs. Fourth, in prototype development stage, based on the preference survey conducted on fashion professionals and general public from the previous stage, which showed preference for T-shirts and scarves, 3 designs on T-shirts and 2 designs on scarves were printed and produced using the DTP (Digital Textile Printing). Fifth, in the evaluation stage, Grant's alpha-beta model was used to perform comparative evaluation on the symbolic, aesthetic, and functional criteria of the new designs over the existing ones. The new designs received excellent results in all three criteria and a special recognition was given to symbolism of the new designs.
This study analyzed the recognition rate of QR codes printed by digital transfer textile printing for mobile application. The purpose was to identify conditions that increase recognition rates of QR codes printed on textile, in order to increase utility of QR codes in the textile and fashion industries. The study focused on differences in the color of the QR codes and denier, which is a unit of textile fineness measurement, of the textile on which the QR codes were printed. And the recognition rates of QR codes according to the color and denier were analyzed. According to the result of this study, the colors of QR codes had an effect on the recognition of the codes by mobile applications. Specifically, strong contrast, i.e., bright background and relatively dark module, increased the recognition rate of the QR codes. Digital transfer textile printing tend to change the hue of red and yellow and increase brightness, and change in the printed colors also had an effect on the recognition rate of QR codes. There was a clear difference in the color and recognition rate of the printed QR code according to the denier of the textile, and this suggests denier has an effect on the recognition rate. The findings in this study can provide basic data for future research on QR codes digital printed on textile.
Since the early 2000s, various fashion design products that use 3D printing technology have constantly been introduced to the fashion industry. However, given the nature of 3D printing technology, the flexible characteristics of material of textile fabrics is yet to be achieved. The aim of this study is to develop the optimal design conditions for production of flexible and elastic 3D printing fabric structure based on plain weave, which is the basic structure in fabric weaving using SLS 3D printing technology. As a the result this study aims to utilize appropriate design conditions as basic data for future study of flexible fashion product design such as textile material. Weaving structural design using 3D printing is based on the basic plain weave, and the warp & weft thickness of 4mm, 3mm, 2mm, 1.5mm, 1mm, and 0.7mm as expressed in Rhino 6.0 CAD software program for making a 3D model of size $1800mm{\times}180mm$ each. The completed 3D digital design work was then applied to the EOS SLS Machine through Maker ware, a program for 3D printer output, using polyamide 12 material which has a rigid durability strength, and the final results obtained through bending flexibility tests. In conclusion, when designing the fabric structure design in 3D printing using SLS method through application of polyamide 12 material, the thickness of 1 mm presented the optimal condition in order to design a durable digital textile structure with flexibility and elasticity of the 3D printing result.
As the 21st century is the post-digital era, a mix of the hard digital and the soft analog realm, the school uniform designs for the post-digital generation need to be changed within this paradigm shift. Thus, this study is conducted with the purpose of developing the school uniform design that reflects aesthetic value and sensitivity of the post-digital generation. The definition and background of the post-digital generation is reviewed and the values of this generation are drawn based on the theoretical research. Also, through the survey of 205 high school girls in Seoul, the purchase, wear & fit, and suggestions for improvement of present school uniforms are investigated. Based on the studies above, the guidelines for designing school uniforms for the post-digital generation are established and the products are developed.
The purpose of this study is to present a new vision for high value-added knit wear design by designing and producing knitted one-piece dress by digital textile printing which based on digital making a new industry, culture, and lifestyle in a new millenium. According as casual fashion is more and more popular, preferring knit wear, a key item of casual fashion, continues to increases. Therefore it is important to study knit wear design practically, try a new technique, and represent creative designs. As a method of the study, visual and textural data were investigated for theory of knit and DTP and a variety of knit design samples were illustrated Especially, to perform a study based on the industry, this researcher worked and experienced at J fashion Ltd., knit wear promotion company. Firstly, the theory of DTP was investigated and then 3 knitted one-pieces were designed and produced. The concept of design was digital geometry which represented chic and modern image in digital age. Target was city adult group from the late teens to the late twenties and keeping open mind and active lifestyle and enjoying the activity and unique characteristics of knit wear. This study has developed knitted one-piece design by DTP technique which has been generally applied to woven fabric. This is of great significant in opening a new way of high value-added knit wear design.
The emerging Fourth Industrial Revolution has triggered fundamental shifts in the fashion industry. Advanced digital technologies are not only reshaping how the fashion supply chains function, but also requisitioning new skill sets for jobs in this industry. A mismatch in required skills between current and future jobs is a critical issue that needs to be addressed in the fashion industry. Similarly, it is imperative that fashion programs in higher education keep pace with the rapid changes disrupting the fashion sector. Nevertheless, the increasing speed and the magnitude of digital transformation make it challenging to keep fashion curricula up to date. This paper presents the case of a Digital Merchandising course. Using the principles of designing flexible curricula and backward design, this Digital Merchandising course was developed to be flexible and responsive to the changing business environment. Building digital intelligence was the central learning goal for students to accomplish. The paper discusses the conceptual development processes for the course and provides, visual examples of major learning assignments, and a variety of digital tools. Fashion educators are encouraged to consider backward design and flexible curricula design guides as complementary tools to the widely used Bloom's taxonomy.
This research study was performed to compare between Korean traditional color and digital transfer textile printing. This would help to find the new direction to apply Korean traditional colors to modern textile industry. The objective of this study is to digitalize Korean traditional colors to be applied to modern textiles, based on research studies by previous researchers, on the actualization of Korean traditional colors for textiles. The study focused on 21 red colors among others. Digital color palette of graphic program was printed on 6 different polyester textiles by using digital transfer textile printing. Different things to be supplemented were found by comparing the results with the colors of Korean traditional standard color names. After measuring the colors, Munsell color system and CIE $L^*a^*b^*$ value were measured then comparative study was performed on the measured values using 3D graphs. Measured colors of Munsell varied by color but in overall, chroma became low while brightness became high. Color characteristic of warm colors got weakened by turning into cold colors as brightness got high but yellow and red got low due to the characteristics of CIE $L^*a^*b^*$ value. This study has limitations with color analysis of digital transfer textile printing due to standardization of textiles and standardization of traditional colors however it can support to actualize the colors for the design using traditional color names by visualizing the color change of digital transfer textile printing in the future.
This paper evaluates the potential of dynamic graphical patterns in future-driven fashion design using computer graphics that enables changes to the visual appearance of a textile for aesthetic, expressive or communicative purposes. In particular, it focuses on experimenting with the possibility of creating digitalized dynamic fashion garments that are illustrated digitally using motion graphics developed collaboratively in a virtual space. Three objectives were formed and addressed. First, a dynamic graphical pattern was defined that also investigated the cases of tangible and virtual dynamic patterns in textiles and garments to identify current situations and future prospects in terms of functional techniques and expressive effects. Ten digital fashion illustrations were then created in collaboration with a group of graphic designers and motion artists to visualize dynamic graphical patterns changing over time. Four types of dynamic fashion illustrations were also introduced in their methodological and expressive aspects. Last, some findings resulted from digital works that led to implications for future studies on tangible dynamic fashion designs. This study proposed that computer graphics and digital imaging technologies integrated into a virtual fashion that creates eye-catching and futuristic dynamic fashion designs that can customize colors and patterns according to the desires of wearers or users.
The purpose of this study was to delve into what type of expression mode of fashion design could suit the life style of digital nomads, as the appearance of nomadic life style was concurrent with people's modified way of thinking and sociocultural changes in today's digital society. It's basically meant to define the roles of fashion design, which was discussed as a way of improving the quality of life as a sort of 'culture,' and to suggest some of the right directions for fashion design in the future. The culture of today's digital era is marked by a pursuit of high mobility and high speed, and by nomadic disposition that is built on flexible thinking. The kind of design that lets people carry nomadic things with them and thereby improve their mobility can satisfy their needs for mobility, and body-friendly design that functions as a device of information in itself can meet their needs for mobility as well. The leading example of the latter is a wearable computer, and wearable scientific technology will be taken to another level, thanks to the advance in digital technology. In the future, that will be more accessible to people in general, and subminiature digital equipment will gain popularity in fashion industry as part of textiles and clothing or as an accessory. And specific kinds of design will be widespread, including variable design, multi-functional design and modular design. The first serves as a tool to protect the human body and to facilitate the adaptability of it to the given circumstances, and the second is characterized by a superb physical and psychological protectability. The third lets wearers bring design to completion at their own option, owing to an increase in the number of open-minded people and the development of interactive media. All these types of design could be called a wearer-friendly, human-oriented design that is specifically appropriate for the digital age. Wearers can actively be involved in design process as productive consumers, which is expected to help increase opener practices in fashion design sector.
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