Autor: |
Wetherell, S. V., Nicholson, T. R., James, A. M. |
Předmět: |
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Zdroj: |
International Journal of Fashion Design, Technology & Education; Jul2024, Vol. 17 Issue 2, p249-259, 11p |
Abstrakt: |
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. [ABSTRACT FROM AUTHOR] |
Databáze: |
Complementary Index |
Externí odkaz: |
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