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TEXTILE
T his article introduces the TEXTILE special issue on Weaving Codes, Coding Weaves, and the project of the same name, which was funded by the Arts and Humanities Research Council for 18 months from September 2014. We introduce the collaborators of this interdisciplinary project, spanning textiles, music, arts technology, computer science, mathematics, anthropology, media theory, and philosophy. We tell the multifaceted story of how we met and began to collaborate, following prescient activities in textiles, music performance, live art, and computer programming that have met confluence in our project. This forms an introduction to the articles produced by these collaborators, either as part of the Weaving Codes project, or in parallel with it. We conclude by looking to the future, in particular the five year ERC PENELOPE project now beginning in the Deutsches Museum in Munich.
Work:6 Parsons AAS Interior Design, 2013
2006
An astonishing array of new technologies is currently effecting a revolution in the professional design of textile artifacts. This integration of electronics and computation into textiles likewise suggests new directions in the practice of children's crafts. In this paper, we present a classification scheme that we believe will prove useful in structuring exploration and discussion of new directions in children's textile-based crafts. Within the context of this classification scheme, we describe several projects in our lab (along with early pilot-testing efforts) that offer examples of how children can work with computationally enriched textiles. We conclude by describing several extremely exciting-but nonetheless plausible-scenarios for continued work in this area.
Traditional craft processes have been considered to be activities that typi-cally have a quite simple technology, a low level of interaction, and only a limited division of labor (Engeström, 1987; Lawson, 1990; Victor & Boynton, 1998). The historical course of the craft design field appears to have changed the relation between design knowledge and mastery of practical work; mastery of the knowledge and skills needed for designing can no longer be achieved within one profession. Hence, in the emerging field of design, innovators are required to use of new methods and tools of interaction to support their creative processes.
Journal of textile design, research and practice, 2015
The role of hand weaving in digital creation There is a growing body of practice-led textile research, focused on how digital technologies can inform new design and production strategies that challenge and extend the field. To date, this research has emphasized a traditional linear transition between hand and digital production; with hand production preceding digital as a means of acquiring the material and process knowledge required to negotiate technologies and conceptualize designs. This paper focuses on current Doctoral research into the design and prototyping of 3D woven or 'composite' garments and how the re-learning, or reinterpreting, of hand weaving techniques in a digital Jacquard format relies heavily on experiential knowledge of craft weaving skills. Drawing parallels between hand weaving and computer programming, that extend beyond their shared binary (pixel-based) language, the paper discusses how the machine-mediated experience of hand weaving can prime the weaver to 'think digitally' and make the transition to digital production. In a process where the weaver acts simultaneously as designer, constructor and programmer, the research explores the Anna Piper and Dr Katherine Townsend inspiring, but often indefinable space between craft and digital technology by challenging the notion that 'the relationship between hand, eye and material' naturally precedes the use of computing (Harris 2012: 93). This is achieved through the development of an iterative working methodology that encompasses a cycle of transitional development, where hand weaving and digital processes take place in tandem, and techniques and skills are reinterpreted to exploit the advantages and constraints of each construction method. It is argued that the approach challenges the codes and conventions of computer programming, weaving and fashion design to offer a more sustainable clothing solution.
This is a digital age, dominated by information, communication and technology-based entertainment. This age is a result of rapid visual information-sharing. In this age, technology enables video sharing, saving every moment as visual data, and it is a result of rapid visual and information sharing. Today, artists use digital technologies as a means of expressing concepts. Woven textiles are also affected by the technological advances. Textiles have been essential for people from ancient times to now, for covering and protecting themselves from heat and cold. Weaving is a fine art form and a product of labor, including Coptic textiles and European tapestries; it can also utilize the speed, selection and color options of digital technologies that result from the mechanization and technological advances in the 20th century. Computerized Jacquard looms are one of the benefits of digital technologies that enable the weaving of complex imagery by allowing individual warp threads to be lifted. Today, working with digital cameras, scanners and jacquard looms the textile artist becomes a designer and technology becomes a medium serving the artist's creativity. In this study, the works of textile artists will be examined in view of time, technology and communication.
Crafting Textiles in the Digital Age, 2016
Introduction 'Hold your beliefs lightly' (Perry 2010), 'They are taking it to the people' (Whalley 2010) and 'What a load of shit' (Fisher 2010) do not immediately conjure up the world of 'embroidery'. However, as titles of contemporary artworks, they do represent a significant moment in art and design where digital technology is accessible to allcomers and can be used and, some may say, misused accordingly. This chapter explores the aesthetic and expressive potential of digital embroidery through reflection on a textile research project and exhibition, Closely Held Secrets (2008-2010). This two-year project was inspired by the working relationship between the artist Grayson Perry and technical embroidery designer Tony Taylor, and was further developed by Geoff Diego Litherland (exhibitions coordinator/artist) and the author, Katherine Townsend (principal investigator/textile practitioner). Supported and funded by the School of Art & Design, Nottingham Trent University, the outcomes of the investigation culminated in an exhibition at the Bonington Gallery, opened by Janis Jeffries on 29 October 2010. The show featured artworks by Perry and eight other visual artists, most using digital embroidery as a creative media for the first time. The key aim of Closely Held Secrets was to examine and reveal the often hidden, yet reciprocal relationship between technician and artist/designer; how the embodied knowledge of both parties is instrumental in the advancement of digital craft practice. The chapter includes insights into the private dialogue between the originator of an idea and the agent (and mode) of interpretation; how innovative outcomes are informed by vision but are ultimately achieved through human/machine interactions involving tacit knowledge, skills and trust. Analysis of selected artworks from Closely Held Secrets illustrate how the multi-head embroidery machine can be used in a variety of ways: meticulously to
Computers & Graphics, 1986
In the textile Industry, the design of new fabrics requires interactive facilities for the specification of the weaving parameters, their modification and the simulation of the weaving result. In the present paper, an interactive package for the design of woven fabrics is presented. It allows the hierarchical specification of three kinds of yarns and contains simple tools for the modification of the colors through the definition of color maps. The internal data structure is discussed, together with the user interface. Some weaving examples are presented.
A dvances in information technology now provide a variety of digital tools for the mathematical investigation of the visual complexity of textile patterns and decorative designs. In this article, we report on innovative applications of this technology to the geometric analysis of Kuba cloth and Zillij mosaics. From our perspective, these objects present distinctly different analytical challenges, and typify problematic aspects of the classification and generation problems of artistic design. Mathematical considerations led us to use neural networks, shape grammars, and related technologies to approach these problems. Our ultimate goal is to use our methods, samples, and peripherals to build an interactive database for the study of historical patterns and the generation of contemporary designs. Details of our research plan can be found in Kolak Dudek et al. 2003: 129-35).
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