台中教育大學 盧詩韻 E-textiles未來科技服飾

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E‐ TEXTILES

E‐TEXTILES 電

物- 未來科技服飾


Introduction

Through technology the functions of clothing can be enhanced and new ones are defined. 

Material functions are protection, concealment, and attraction.

Cultural functions are communication, individualistic expression, social or economic status, political or religious affiliation.


Fashionable wearables range in levels of expressiveness versus functionality: 

The fashionable wearables in the high fashion realm are expressive and the functionality is less important.

The fashionable wearables have a defined function and some need to be stylish. Sportswear and health-monitoring garments require this duality.

The functionality is the focal point. In work wear the necessity for personal expression is limited by strict pre-defined functionalities and restrictions.


Degree Of Body & Technology Integration 

Handheld (i.e. mobile devices)

Wearable (i.e. fashionable wearables)

Clothing is the container for technology

The technology is physically embedded into clothing or textile substrates

Technical and scientific advances are integrated into the fabric

Implanted (i.e. implants, tattoos)


Wearable Computing 

In 1966: 

Ed Thorpe and Claude Shannon revealed the first wearable computer in 1966. It was a cigarette-pack sized analog computer with four buttons to indicate the speed of a roulette wheel and the predicted results were transmitted by radio to an earpiece.

In 1981: 

In 1981 Steve Mann created a backpack-mounted computer to control his photographic equipment.


Wearable Computing 

Wearable technologies refers : 

electrical engineering

physical computing

wireless communication networks

Today: 

Processing power is doubling at light speed, components are miniaturizing, alternative energies are becoming viable options, and ubiquitous computing is pervasive.


Embedded Technologies 

The main technical components : 

Interfaces (connectors, wires, antennas, …)

Microprocessors

Inputs (sensors, …)

Outputs (actuators, …)

Software

Energy (batteries, solar panels, …)

Materials (electronic textiles, enhanced materials, …)


Inputs 

Active inputs 

controlled by a wearer using a tactile or acoustic feedback system that allows an intuitive use of the garment.

Passive inputs 

biometric data gathered from the body or automatic data feeds via wireless transmission using environmental data.

Origin Person Environment

Inputs (Examples) pressure, bend, motion, biometric data, sound, visuals, humidity, proximity, orientation, displacement, smell, acceleration light, humidity, sound, temperature, smoke, micro-particles, visual


Inputs Sensors 

Textile Sensors (like Fibre sensors): 

Body-sensing technologies must be close to the skin to be effective and are the perfect candidates for integration into a textile.

Sensors can detect blushing, sweating, and variations in tension and temperature. The actuators then respond by producing specific types of output.


Inputs Sensors 

Embedded Sensors: ď Ź

These sensors are embedded into the fashionable wearable and their proper placement on the garment is essential to be able to capture the requisite data.

ď Ź

They can collect data derived from the human body as well as environmental data like light, humidity, temperature, sound or smoke. The data is captured as input and computed using a microprocessor.


Outputs 

The variables captured from the input sources are software-based data and consequently allow computation that in turn determines the output. Sense

Ouputs (Examples)

Visual

LEDs, thermochromic inks, photochromic inks, EL wires, E-ink, (alphanumeric) displays

Sound

speakers, buzzers

Touch

motors/actuators, shape memory alloys, conductive yarns, conductive fabrics

Smell, Taste

scent capsules


Communication  Ubiquitous  Wireless      

Computing

Communication:

UMTS (Universal Mobile Telecommunications System) GPRS (General Packet Radio Service) GMS (Global System for Mobile communications) WIFI Bluetooth IR (Infrared)


Materials  Electronic 

Textiles

A textile substrate that incorporates capabilities for sensing, communication, power transmission, and interconnection technology to connect sensors and microprocessors to allow such sensors or things.

 Nanotechnology 

& Microfibers

Carbon nanotubes can provide thermal and electrical conductivity while allowing the textile to maintain the touch and feel of a typical textile.

 Biomimetics 

An area of biotechnology where the processes and properties of nature are being mimicked through the use of bioactive materials.


Garment Construction ď ° Design Factor

Considerations Considerations

Body ergonomics/ wearability

placement, form language, human movement, proximity, sizing, attachments, weight, accessibility, heat, body shape, comfort, cut of the garment, compartments

Perception

aesthetics, look & feel, design, cultural and psychological functions

Functionality Technology Materials

usable interaction with the system (inputs & outputs), wearer’s control, modular construction for multi-purpose ubiquitous computing, sensor technology, embedded systems design, physical computing interactive or reactive materials/textiles, electronic textile, washing/cleaning, shielding, durability

Energy

batteries, solar, kinetic, fuel cells

Recycle

ecological, biodegradable, modular construction for dissemble


Garment Construction  Garment 

Interfaces

Our interaction with conductive metal-based buttons, zippers, or hooks has become intuitive and these items can easily be modified to act as switches that close or open an electronic circuit.

 Modularity 

These components need to be able to be easily exchanged or replaced due to changes in standards, failure, or the simple fact that the garment may need to be washed.


Issues The technocraft and do-it-yourself (DYI) movements combine various disciplines in their work and cultivate the beginnings of interdisciplinary collaborations. ď °

Life Cycles

ď °

Recycling & Health


E‐TEXTILES WORKS


Skin Dresses By Philips

The marvelously intricate wearable prototypes include ‘Bubelle’, a dress surrounded by a delicate 'bubble' illuminated by patterns that changed dependent on skin contact- and ‘Frison’, a body suit that reacts to being blown on by igniting a private constellation of tiny LEDs.


Magic Box


The climate dress


PROTOTYPING PSEUDOMORPHS ISEA 2010


Media Vintage


DJ Hoodie


DJ Hoodie


Social Networking While You Sleep 

Sleep Mask Of all his wearables (there are 5 total), I am the most intrigued by "Sleep Talker." If you've seen Inception, perhaps the Sleep Talker, a wearable cap that virtually links users in their sleep state, may not appear to be such a bizarre concept. The Seep Talker is a wearable device that consists of a cap embedded with electrodes and sensors, a Sleep Mask that covers the eyes, and a pair of headphones. The cap monitors the users' brainwaves, heat rate and environment and compares the data ("dream feeds") with other users within the Sleep Talker social network. When the Sleep Talker software identifies a "match" — when dream feeds are in synch — realtime audio of the matched pair is played back to each other. There is, of course, also a group mode for groups of 3 or more to form "dream clusters." The "Sleep Talker" is a curious "poke" at social networking technologies. As for the remaining wearables, I find it a bit difficult to extrapolate the social commentary. Descriptions follow.


Sleep Mask


Power Step 

With each step, theses power-generating kicks produce electricity thanks to the piezos embedded in the soles. The electricity, stored in a removable battery, can be used to power mobile devices.


Vantage Point ď °

Vantage point is a pair of headphones embedded with a POV camera that allows the wearer to periodically capture snapshots throughout the day. The images are then archived and shared online.


Haptic-Synth ď °

The Haptic-Synth is an undershirt embedded with an array of touch sensors. The garment is designed to work with a custom handheld device. The device "learns" specific body gestures and performs assigned tasks.


Wearable Interface ď °

The Wearable Interface is a jacket embedded with a host of technologies typically found in smart phones. From GPS to photo sensors, the jacket is an "always-on constant-feed device that can react to each user’s unique actions and environment in real time, detecting useful patterns and conditions over time."


Fairytale Fashion Show


Summary



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