Abstract
This paper discusses preliminary research into the use and application of virtual reality (VR) as an immersive design environment for conceptual and technical development of fashion and apparel, for individual bodies. The aim of the research was to investigate participant engagement and response to first, immersion in the VR environment and second to avatars created from ‘real’ 3d body scan data as an alternative body format to the average, standard or ideal ‘fashion’ body. The research was undertaken in VR workshops, Everybody: Immersive Fashion Design, at the Slow Fashion Studio during the RMIT Gallery/Goethe-Institut’s Fast Fashion: the dark side of fashion exhibition (21 July–9 September 2017). Workshop participants were immersed in a VR environment using HTC VIVE hardware and the creative drawing tool, Google Tilt Brush. Participants were instructed to; first, accustom themselves to the VR (VIVE) environment, second, to learn basic (Tilt Brush) functions and third, to select a 3D database avatar and create a virtual garment. Workshops were open for public participation and no prior VR experience was necessary. Findings suggest the VR domain has potential as a viable Human–Computer Interaction (HCI) domain for both creative and technical apparel design and applicable to a diverse body range.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Cryle, P., Stephens, E.: Normality: A Critical Genealogy. The University of Chicago Press, Chicago, London (2017)
Tsitas, E.: Beyond Fast Fashion: Imagining a Future Without Fashion Waste. https://www.rmit.edu.au/news/all-news/2017/jul/imagining-a-future-without-fashion-waste. Accessed 16 May 2018
Sterns, P.: Fat History: Bodies and Beauty in the Modern West, NYU Press (2002)
Browne, K.: CHOICE [Online] (2014). Available: http://www.choice.com.au/reviews-and-tests/food-and-health/beauty-and-personal-care/clothing/clothing-size-irregularities.aspx. Accessed 10 May 18
Aedy, R.: Economics of fashion. In: Aedy, R (ed.) The Money. ABC Radio National. (2017) http://www.abc.net.au/radionational/programs/themoney/economics-of-fashion/8494040. Accessed 16 May 2018
Edwards, T.: Fashion in Focus: Concepts, Practices and Politics, Milton Park, Abingdon. Oxon, New York, Routledge (2011)
Edwards, T.: Fashion in Focus: Concepts, Practices and Politics, Milton Park, Abingdon, p. 212. Routledge, Oxon; New York (2011)
Kennedy, K.: The Body Collective. RMIT Design Hub: The Future is Here (2014) http://designhub.rmit.edu.au/exhibitions-programs/the-future-is-here-
Kennedy, K.: Confronting Morphology. Santa Croce Florence: Momenting the Memento, Polimoda IFFTI Conference. (2015) https://www.youtube.com/watch?v=N-WgeuVhIwQ&list=PLpnIQcVnXW5KTeVoOKf89Vk3HCVvippDG&index=2 (5:43secs)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Nature Switzerland AG
About this paper
Cite this paper
Kennedy, K. (2019). Everybody Immersive Fashion_Human–Computer Interaction in VR. In: Wong, W. (eds) Artificial Intelligence on Fashion and Textiles. AITA 2018. Advances in Intelligent Systems and Computing, vol 849. Springer, Cham. https://doi.org/10.1007/978-3-319-99695-0_5
Download citation
DOI: https://doi.org/10.1007/978-3-319-99695-0_5
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-99694-3
Online ISBN: 978-3-319-99695-0
eBook Packages: Intelligent Technologies and RoboticsIntelligent Technologies and Robotics (R0)