John Dewey (USA) (1920) held the same philosophy. Similarly,
humanistic philosopher, Malcolm Knowles (USA) (1960) espoused the core value of
individualism and the need for new knowledge to be relevant in order to stimulate motivation to
learn. Other USA philosophers, Jack Mezirow, USA (1990) and Lindemann (1956) spoke to the
same concepts which later were referred to as transformational learning. They espoused that all
knowledge is culturally constructed..
Wednesday, April 7, 2010
Sunday, June 15, 2008
Global communities: Emerging Technologies in the Apparel Industry
GLOBAL COMMUNITIES:
EMERGING TECHNOLOGIES IN THE APPAREL INDUSTRY
Laura Nugent
Fordham University
CTGE 6265
Prof. K.P. King Ed. D
GLOBAL COMMUNITIES:
EMERGING TECHNOLOGIES IN THE APPAREL INDUSTRY.
Just like technology is transforming education so is technology transforming the apparel
industry and all the workers involved. The research that I did for this essay was on the specific
High- tech companies around the globe that are developing new and emerging technologies
for the apparel industry. In my findings, I discovered that South Korea is one of the leaders in
advanced technology possibly because the government offers funding for research and
collaborates with academia to form a new fashion paradigm that serves the consumer.
I chose a few of the many technologies that companies have and I retrieved images that represent
the uses of the software. Since the introduction of the World-Wide-Web in 1995, many
software’s were developed for web-based collaboration. The web gave apparel companies great
connectivity between design, sourcing, manufacturing and merchandising. Today the entire cycle
of product development is a global community in itself. Technology has been growing by leaps
and bounds in the apparel industry from simulated software to digital color matching to avatar
creation for fitting garments and 3D draping. After video and simulation advances, new industry
software’s surfaced for digital imaging, 2D-3D pattern visualization, avatar development for
mobile phones and e-fit and design simulations for runway presentations. Some examples follow.
.
WEB-BASED COLLABORATION
Assyst/Bullmer Technology: The figure below is from Assyst/Bullmer, a German technology
company, 2007. It illustrates the Product Lifecycle Management software solutions of an
apparel company. It is a collaboration of many processes from the planning stages to the final
collection presentation.
Product Data Management/Product Life Cycle Management software solutions
DIGITAL IMAGING
Audaces Technology, Brazil 2007: Developed a way to capture the image of several patterns on
a camera and then download them input them into a computer all at once. Digitizing patterns one
at a time on an electronic table was the usual method for inputting a pattern into the computer.
Now with this latest software, one shot of several pieces with a digital camera makes the task
faster and stills maintains accuracy. see the picture below.
Computer Input
2D-3D PATTERN VISUALIZATION
Gerber Technology, USA, 20078 developed 2D-3D pattern visualization for customized garment
fitting and draping. See the images below.
The top illustrations show a 2D pattern being fitted to an avatar.
The bottom illustration shows how a 2D garment would look draped on figure.
These are avatars that simulate a figure on a fashion runway.
AVATAR SIMULATION
SK C&C Technology, Dr. Jae-Hyun Chung Seoul, Korea 2007 developed the Ubiquitous
Fashion System (u-Fashion) .Trying on a garment through your internet browser and also your
mobile phone. Prof. Chang comments that in the future you will be able to shop online, through
mobile devices and TV, see the figures below.
.
Internet browser
Mobile Phone
There is a tend toward “Mass Customization”meaning that you may be able to purchase tailor-
made clothes in a virtual way (like ‘cut to order’). You can have an avatar created from your
body scan then clothing can be draped on the avatar.
E-FIT AND DESIGN PRESENTATIONS
Tukatech Technology, Ram Sareem, 1997 developed technology that can eliminate the need for
making a sample. Buyers would purchase garments by looking at a design on a 3-D model. It’s
Designing a garment without making a sample. Their E-Fit Simulator software provides the
ability to view a model in a draped garment in 3D and simulate movement for fit and
comfort. An entire line of clothing for a store can be designed and approved electronically
without costly samples being made. See an example of a designed garment.
E-fit and Design presentation
To give a brief history of computers in the garment industry. The first computerized piece of
equipment for the apparel industry was created by aeronautical engineers from Gerber Scientific
Corporation in 1975. It was a huge computerized cutter that was automated to lay up several
layers of fabric that was to be cut into garments for production sewing at a manufacturing plant.
That computerized cutter which spearheaded technology in the apparel industry is on permanent
exhibit in the Smithsonian. The next technology the aeronautical engineers developed for the
apparel industry was CAM Computer Aided Manufacturing. Grading and marker-making
became automated. Almost every large apparel manufacturers saw the great advantage in saving
time and money invested in the new technology. Then about 1990, along came the entire CAD
Computer Aided Design programs. These programs were much more difficult to learn and
manufacturers were slow to adopt them because their personnel were not receptive to learning
the computerized methods for the job they had mastered so well throughout their professional
careers. In addition to that they were digital immigrants.
How do people learn these new technologies? Not too easily because these software’s are not
“over the counter” purchases. Manufacturer’s send out a few employees to learn systems and
often they appoint an employee to be an “in-house” trainer. So these technologies can be learned
over a period of time and they are adapting it to real-life situations. Many hi-tech technology
companies donate systems and software to colleges or adult education centers where they could
reach the young learners, the future workforce. The “digital natives” have an advantage here
because these technologies are second nature to them and they are readily hired if they have
these skills. There are some employment agencies that offer computer training
seminars because they were getting requests for employment but they didn’t have a bank to
skilled people to fill the positions.
How do companies afford the equipment? Much of the equipment is leased with an option to
buy because the cost for a work station setup could be $3,000.-$20,000.
Technology is continually transforms the apparel industry faster than most people can keep up
with it. Just like in education, there needs to be ongoing training. Adult Education Professional
Studies seminars are the best way to keep up with new and emerging technologies.
Some CAD programs are quite complicated and they require a few years to learn.
The learning and adaptation of new and emerging technologies in the apparel industry aids
globalization which brings economic development to third world countries. It helps in the
distribution of world wealth.
References
Audaces Technology, USA, 2007
Gerber Technology, USA, 2007
Assyst/Bullmer, Germany, 2007
Tukatech, Korea, 2008
SK C&C, Korea , 2008
EMERGING TECHNOLOGIES IN THE APPAREL INDUSTRY
Laura Nugent
Fordham University
CTGE 6265
Prof. K.P. King Ed. D
GLOBAL COMMUNITIES:
EMERGING TECHNOLOGIES IN THE APPAREL INDUSTRY.
Just like technology is transforming education so is technology transforming the apparel
industry and all the workers involved. The research that I did for this essay was on the specific
High- tech companies around the globe that are developing new and emerging technologies
for the apparel industry. In my findings, I discovered that South Korea is one of the leaders in
advanced technology possibly because the government offers funding for research and
collaborates with academia to form a new fashion paradigm that serves the consumer.
I chose a few of the many technologies that companies have and I retrieved images that represent
the uses of the software. Since the introduction of the World-Wide-Web in 1995, many
software’s were developed for web-based collaboration. The web gave apparel companies great
connectivity between design, sourcing, manufacturing and merchandising. Today the entire cycle
of product development is a global community in itself. Technology has been growing by leaps
and bounds in the apparel industry from simulated software to digital color matching to avatar
creation for fitting garments and 3D draping. After video and simulation advances, new industry
software’s surfaced for digital imaging, 2D-3D pattern visualization, avatar development for
mobile phones and e-fit and design simulations for runway presentations. Some examples follow.
.
WEB-BASED COLLABORATION
Assyst/Bullmer Technology: The figure below is from Assyst/Bullmer, a German technology
company, 2007. It illustrates the Product Lifecycle Management software solutions of an
apparel company. It is a collaboration of many processes from the planning stages to the final
collection presentation.
Product Data Management/Product Life Cycle Management software solutions
DIGITAL IMAGING
Audaces Technology, Brazil 2007: Developed a way to capture the image of several patterns on
a camera and then download them input them into a computer all at once. Digitizing patterns one
at a time on an electronic table was the usual method for inputting a pattern into the computer.
Now with this latest software, one shot of several pieces with a digital camera makes the task
faster and stills maintains accuracy. see the picture below.
Computer Input
2D-3D PATTERN VISUALIZATION
Gerber Technology, USA, 20078 developed 2D-3D pattern visualization for customized garment
fitting and draping. See the images below.
The top illustrations show a 2D pattern being fitted to an avatar.
The bottom illustration shows how a 2D garment would look draped on figure.
These are avatars that simulate a figure on a fashion runway.
AVATAR SIMULATION
SK C&C Technology, Dr. Jae-Hyun Chung Seoul, Korea 2007 developed the Ubiquitous
Fashion System (u-Fashion) .Trying on a garment through your internet browser and also your
mobile phone. Prof. Chang comments that in the future you will be able to shop online, through
mobile devices and TV, see the figures below.
.
Internet browser
Mobile Phone
There is a tend toward “Mass Customization”meaning that you may be able to purchase tailor-
made clothes in a virtual way (like ‘cut to order’). You can have an avatar created from your
body scan then clothing can be draped on the avatar.
E-FIT AND DESIGN PRESENTATIONS
Tukatech Technology, Ram Sareem, 1997 developed technology that can eliminate the need for
making a sample. Buyers would purchase garments by looking at a design on a 3-D model. It’s
Designing a garment without making a sample. Their E-Fit Simulator software provides the
ability to view a model in a draped garment in 3D and simulate movement for fit and
comfort. An entire line of clothing for a store can be designed and approved electronically
without costly samples being made. See an example of a designed garment.
E-fit and Design presentation
To give a brief history of computers in the garment industry. The first computerized piece of
equipment for the apparel industry was created by aeronautical engineers from Gerber Scientific
Corporation in 1975. It was a huge computerized cutter that was automated to lay up several
layers of fabric that was to be cut into garments for production sewing at a manufacturing plant.
That computerized cutter which spearheaded technology in the apparel industry is on permanent
exhibit in the Smithsonian. The next technology the aeronautical engineers developed for the
apparel industry was CAM Computer Aided Manufacturing. Grading and marker-making
became automated. Almost every large apparel manufacturers saw the great advantage in saving
time and money invested in the new technology. Then about 1990, along came the entire CAD
Computer Aided Design programs. These programs were much more difficult to learn and
manufacturers were slow to adopt them because their personnel were not receptive to learning
the computerized methods for the job they had mastered so well throughout their professional
careers. In addition to that they were digital immigrants.
How do people learn these new technologies? Not too easily because these software’s are not
“over the counter” purchases. Manufacturer’s send out a few employees to learn systems and
often they appoint an employee to be an “in-house” trainer. So these technologies can be learned
over a period of time and they are adapting it to real-life situations. Many hi-tech technology
companies donate systems and software to colleges or adult education centers where they could
reach the young learners, the future workforce. The “digital natives” have an advantage here
because these technologies are second nature to them and they are readily hired if they have
these skills. There are some employment agencies that offer computer training
seminars because they were getting requests for employment but they didn’t have a bank to
skilled people to fill the positions.
How do companies afford the equipment? Much of the equipment is leased with an option to
buy because the cost for a work station setup could be $3,000.-$20,000.
Technology is continually transforms the apparel industry faster than most people can keep up
with it. Just like in education, there needs to be ongoing training. Adult Education Professional
Studies seminars are the best way to keep up with new and emerging technologies.
Some CAD programs are quite complicated and they require a few years to learn.
The learning and adaptation of new and emerging technologies in the apparel industry aids
globalization which brings economic development to third world countries. It helps in the
distribution of world wealth.
References
Audaces Technology, USA, 2007
Gerber Technology, USA, 2007
Assyst/Bullmer, Germany, 2007
Tukatech, Korea, 2008
SK C&C, Korea , 2008
Subscribe to:
Posts (Atom)