3D Virtual Prototyping in Apparel Design

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Date
2014-04-15
Authors
Hoch, Hanna
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Symposium on Undergraduate Research and Creative Expression
Iowa State University Conferences and Symposia

The Symposium provides undergraduates from all academic disciplines with an opportunity to share their research with the university community and other guests through conference-style oral presentations. The Symposium represents part of a larger effort of Iowa State University to enhance, support, and celebrate undergraduate research activity.

Though coordinated by the University Honors Program, all undergraduate students are eligible and encouraged to participate in the Symposium. Undergraduates conducting research but not yet ready to present their work are encouraged to attend the Symposium to learn about the presentation process and students not currently involved in research are encouraged to attend the Symposium to learn about the broad range of undergraduate research activities that are taking place at ISU.

The first Symposium was held in April 2007. The 39 students who presented research and their mentors collectively represented all of ISU's Colleges: Agriculture and Life Sciences, Business, Design, Engineering, Human Sciences, Liberal Arts and Sciences, Veterinary Medicine, and the Graduate College. The event has grown to regularly include more than 100 students presenting on topics that span the broad range of disciplines studied at ISU.

Department
Apparel, Events and Hospitality Management
Abstract

Three-dimensional (3D) virtual prototyping, i.e. simulation of stitching 2D garment patterns and draping them onto body models, minimizes lead times and costs of producing physical prototypes (2-10 per style); and provides flexibility and efficiency for product development and communication among globally distributed teams of designers, manufactures, and retailers. In the competitive global apparel industry, there is an increasing demand for the professionals who are competent in using 3D virtual prototyping. Therefore, it is very important to understand the potential of current technologies (e.g. 3D body scanning and 3D CAD) for virtual apparel prototyping, data exchange among these technologies and eventually determine how to implement virtual prototyping in apparel design education. This research mainly focused on identifying the usability and limitations of a new software, Marvelous Designer 2, in virtual apparel prototyping; the possibility of importing 3D body scan avatars to the software; comparing it to a widely-used industry patternmaking software, OptiTex; and preparing case studies based on the findings. The ultimate goal of this study is to use the case studies to measure interests and willingness of: a) apparel design students to learn virtual prototyping, and b) apparel design and merchandising educators’ to employ virtual prototyping in their courses.

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