Introduction 3D printing technology is one of the most significant technologies of the fourth industrial revolution in many industries, and the fashion industry is no exception (Sim 2017). Gartner's report predicted that the medical, aviation and consumer goods industries will see rapid increases in the adoption of 3D printing technology (Basiliere 2017). Newly built aircraft that will contain 3D printed parts will reach 75%, doctors who will use 3D printed models for simulations before actual operations will reach 25%, and the world's Top 100 companies that will develop customer-customized 3D printed products will reach 20% (Basiliere 2017). As patents for Fused Deposition Modeling (FDM) and Selective Laser Sintering (SLS) 3D printing technology expired on 2009 and 2014 respectively (Lee and Lee 2016), 3D printing technology is expanding its areas of application into various industries, including the fashion industry. Global 3D printer manufacturing companies such as Stratasys and 3D Systems are collaborating with fashion designers to exhibit distinctive designs, and Time included Stratasys' 3D printed fashion design in collaboration with Iris Van Herpen on the list of the 50 best inventions of 2011 (David 2012). However, while 3D printing technology is actively researched and developed in other fields, the utilization of 3D printing technology has been relatively less pursued in Abstract 3D printing technology has been developing rapidly and is now widely used in various fields. However, the utilization of this technology in fashion products has been relatively slow. Therefore, in this study, we attempt to determine the limitations of the 3D printed clothing production process and suggest complementary measures to offset those limitations. To attain these goals, we created actual clothes using a FDM type 3D desktop printer, which is a commonly used type. Three different types of 3D printed clothes were produced based on certain geometric shapes using TPU or ABS as printing materials. The limitations of the materials, the modeling programs and the printing, manufacturing and wearing processes were examined, and several suggestions to overcome each of the limitations were presented. Based on this research, it is expected that more diverse and active attempts to utilize 3D technology will be pursued by those who develop various fashion products.
This study created wearable fashion products with parametric design characteristics, using 3D printing technology. The goal of the study was to understand what parametric design features can be simulated with 3D modeling and printing technology, as well as to demonstrate what techniques can be used to produce fashion products using 3D printing technology. This study created two different parametric motifs using an FDM-type 3D printer with TPU and ABS as the printing materials. With those motifs, we produced three garments and two accessories. The limitations found during the process were modeling the exact measurement of the motifs that will merge with the apparel design seamlessly while maintaining the parametric features, as well as attaching the printed motifs to fabric without ruining the integrity of the textile. A significant implication of this study is that it recreates parametric designs on the human body and utilizes 3D printing technology for fashion products. This paper cast a light on a discussion about the technique can be applied on fashion design with full-sized body and encouraged designers to explore further with technological advancements in the future.
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Many global apparel brands or top designers around the world are currently involved in litigation cases because of their cultural appropriation. Therefore, this study aims to examine the appropriated cases of fashion products and to suggest some useful points for fashion design. The results of this study show the following characteristics. First, the arbitrary interpretation of designers makes the traditional clothing a completely new item, which has a problem in that the inherent meaning of appropriated objects can be changed or lost. Second, objects are generally appropriated for commercialization, and controversy arises when there is no fair distribution of profits. Last, when historical incidents are appropriated, particular care should be taken if the people of the appropriated culture have experienced colonial rule. In summary, the appropriated products have the following characteristics: they are recognized by consumers as another kind of original products; they have a great impact on media and fashion marketing and they have the possibility of a semantic change because consumers can make various interpretations regardless of the intentions of designers. Therefore, designers should sufficiently consider the purpose of appropriation and historical contexts and should obtain permission from the insiders, and implement a fair distribution of profit.
Generation Z grew up in a media-friendly environment, and this study aimed to examine how YouTube influences their perception of appearance. The research followed the methodological procedures of Giorgi’s phenomenology and conducted in-depth interviews of 15 Korean women who were born between 1995 and 2005 and enjoyed watching fashion-related YouTube content. The results showed that Generation Z was greatly influenced by fashion YouTubers and the visual stimuli they provided. They had a positive attitude towards YouTubers, actively participated in online non-face-to-face communication and tried to look like them. Their watching of YouTube fashion content had a variety of influences with regard to their perception of looks and appearance management. Repeated exposure to YouTubers’ slim bodies and appearance-related content led viewers to accept this body type as the ideal. Moreover, appearance-related information provided by YouTubers was being used as indexes of their lifestyles and consumption habits. Though YouTubers’ influence was both positive and negative, Generation Z’s pursuit of their own personalities made YouTube an independent fashion medium that was not affected by space or time.
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