2016
DOI: 10.4172/2329-9568.1000134
|View full text |Cite
|
Sign up to set email alerts
|

Can 3D Virtual Prototype Conquer the Apparel Industry?

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4
1

Citation Types

2
24
0

Year Published

2016
2016
2023
2023

Publication Types

Select...
6
1
1

Relationship

0
8

Authors

Journals

citations
Cited by 15 publications
(26 citation statements)
references
References 0 publications
2
24
0
Order By: Relevance
“…Despite the availability of digital design software systems (e.g. Gerber) and emergence of latest 3D technologies for virtual prototyping (Papahristou and Bilalis, 2016), the complexity of different kinds of materials -how it moves, behaves with other materials, responds to finishes and cuts, allied to the extreme variety of the human body, has prevented the widespread adoption of standards and codes to organize and communicate over the measuring, cutting, and assembling apparel. The resulting lack of standardization means that skills and knowledge in fashion production are largely learnt and transferred through observation and practice.…”
Section: Narrowing Logicmentioning
confidence: 99%
“…Despite the availability of digital design software systems (e.g. Gerber) and emergence of latest 3D technologies for virtual prototyping (Papahristou and Bilalis, 2016), the complexity of different kinds of materials -how it moves, behaves with other materials, responds to finishes and cuts, allied to the extreme variety of the human body, has prevented the widespread adoption of standards and codes to organize and communicate over the measuring, cutting, and assembling apparel. The resulting lack of standardization means that skills and knowledge in fashion production are largely learnt and transferred through observation and practice.…”
Section: Narrowing Logicmentioning
confidence: 99%
“…Digital prototypes in the textile and clothing industry are part of the technology adoption in the product development process, a process that involves various operators in different stages and places, with various skills and competencies and different necessities of formalising and defining in a deterministic way the result of their activities [1]. Taking into account the recent trends in the industry, the product development cycle and the use of new digital technologies cannot be restricted in the "typical cycle", but additional tools and skills require integration for these developments to be taken into account [2].…”
Section: Introductionmentioning
confidence: 99%
“…[1] Garment sampling is a costly process for the apparel industry and it is here that 3D technologies have had the greatest impact by allowing test garments to be virtually sewn and fit, saving both person-hours and materials in the process. [2] While this has advanced apparel digitization, it has also highlighted inherent flaws within pattern-engineering theory. The need to correct garment fit post pattern construction speaks to a lack of direct relationship between anthropometry and pattern.…”
Section: Introductionmentioning
confidence: 99%
“…[5] Regardless of the realism displayed on a monitor, the problems with real-world garment fit remain unchanged by the technologies designed to improve them. [2] The need for a direct relationship between anthropometry and garment pattern has become critical. Apparel digitization depends upon a clear pattern-to-person relationship and customer insistence on body shape inclusive-sizing necessitates it.…”
Section: Introductionmentioning
confidence: 99%