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MARTIN, Kathi / KO, Hyeong-Seok<br />

Figure 4. 3D Simulations, Heekyung Chang and Chung Chin Chin.<br />

garment is made).” (2003) DCS has a built in feature to create a<br />

video clip of the simulation. However the file size ranges between<br />

50-100 MB, are too large for current use by the general public. Fidelity,<br />

performance, and memory compactness are all very important.<br />

Fortunately, technology is evolving rapidly to accommo<strong>da</strong>te<br />

such needs. Rich technological options will be enjoyed by fashion<br />

in the not too distant future.<br />

6. Conclusion<br />

The focus of our research is twofold: to avail the fashion student<br />

with the best design tools; and to create the best resources of<br />

design inspiration and eluci<strong>da</strong>tion. Once created, the 3D artifact<br />

can be used for a variety of purposes in industry: internally, for the<br />

entire product development cycle; and externally, for promotion of<br />

the product. Used in the classroom/studio it has the potential to<br />

facilitate the emergence of inventive lines of inquiry and exploration<br />

that can seed new avenues of creative expression for fashion<br />

design. The material discussed in this paper, beyond that of the<br />

description of the software technology, is anecdotal, based on the<br />

authors’ practice, observation and reflection. New concepts about<br />

the relationship and intersection between design and technological<br />

innovation could benefit from empirical investigation of the<br />

area of interplay between computer graphics and design vision.<br />

Acknowledgments<br />

Thanks for the generous support of the Barra and Williams S. Dietrich<br />

Foun<strong>da</strong>tions in Philadelphia and, in Korea, the Ministry of Culture,<br />

Sports and Tourism (MCST) and Korea Culture Content Agency<br />

(KOCCA) through the Contents Industry Technology Support<br />

Program 2012 (Development of AR-based Magic Mirror Technology),<br />

National Research Foun<strong>da</strong>tion of Korea (NRF) grant funded by<br />

the Korea government (MEST) (No. 2012R1A2A1A01004891), the<br />

Brain Korea 21 Project in 2012, and ASRI (Automation and Systems<br />

Research Institute at Seoul National University).<br />

References<br />

Chittaro L. & , Corvaglia. D . 2003.3D Virtual Clothing: from Garment Design<br />

to Web3D Visualization and Simulation. ACM New York, NY, USA.<br />

doi>10.1145/636593.636605.<br />

Lombardi, C. 2007. CAD software is the new black. http://news.cnet.com/<br />

CAD-software-is-the-new-black/2100-1012_3-6221810.html (last accessed<br />

March 1, 2012)<br />

Ondogan, Z. & Erdogan, C. 2006. The Comparison of the Manual and CAD<br />

Systems for Pattern Making, Grading and Marker Making Processes.<br />

FIBRES & TEXTILES in Eastern Europe January /March 2006, Vol. 14, No. 1<br />

(55).<br />

Rottenberg, D. 2000 The Man Who Made Wall Street: 149-159. Philadelphia,<br />

PA: The University of Pennsylvania Press.<br />

Van De Bogart, W. 1990.New Developments in CAD for the Fashion Designer.<br />

willard@portalmarket.com ©1995-2003 Earth Portals (last accessed<br />

March 15, 2012)<br />

About the authors<br />

Kathi Martin is an Associate Professor in the Westphal College of<br />

Media Arts & Design at Drexel University where she directs the<br />

Graduate Fashion Design Program and the Drexel Digital Museum<br />

Project and is involved in research of 3D simulations for fashion design<br />

and historic dress. <br />

Hyeong-Seok Ko is a professor in the Department of Electrical and<br />

Computer Engineering at Seoul National University. He is the director<br />

of Digital Clothing Center at the same university, and has been<br />

developing physically-based techniques for reproducing clothes,<br />

Design Frontiers: Territiories, Concepts, Technologies 362

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