Utilising 3D fashion design software to enable remanufacturing in sportswear

S. V. Wetherall, T. R. Nicholson, A. M. James
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引用次数: 0

Abstract

The boundaries between physical and digital practice within fashion are becoming increasingly blurred, with recent technological advancements seeing brands launching virtual collections and retailing fashion products for the Metaverse. This foray into a digital space has acted as a catalyst for the use of digital software in practical design and make applications and provided opportunities for innovation when challenging ecological parameters. Utilising an action research approach, this paper proposes three cycles of iterative problem solving, creating an interplay between physical and virtual garment experimentation. A process of product deconstruction, digitisation and remanufacture has provided insights into the possibilities of new practices enabling garment remanufacture methods for circularity. Findings have indicated that the use of 3D fashion design software can aid in the diversion of whole garments from the landfill and help enable commercial viability in methods of remanufacture within the sportswear market sector.
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利用3D时装设计软件实现运动服的再制造
时尚界的实体和数字实践之间的界限正变得越来越模糊,最近的技术进步让品牌们推出了虚拟系列,并为虚拟世界零售时尚产品。这种对数字空间的探索已经成为在实际设计和应用中使用数字软件的催化剂,并在挑战生态参数时为创新提供了机会。利用行动研究方法,本文提出了三个迭代问题解决的循环,在物理和虚拟服装实验之间建立了相互作用。产品解构、数字化和再制造的过程为实现服装再制造方法的循环性提供了新实践的可能性。研究结果表明,使用3D时装设计软件可以帮助从垃圾填埋场转移整件服装,并有助于在运动服装市场领域实现再制造方法的商业可行性。
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来源期刊
International Journal of Fashion Design, Technology and Education
International Journal of Fashion Design, Technology and Education Arts and Humanities-Visual Arts and Performing Arts
CiteScore
3.10
自引率
0.00%
发文量
36
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