Fashion Research Institute's Shengri La

Entries tagged as ‘virtual fashion’

Patterning History: Preparing for the First (Ever!) Virtual World-Based Fashion Design Conference

December 2, 2009 · 1 Comment

As the conference organizers of the first ever virtual worlds-based conference specifically created just for the apparel industry, one of the interesting things about working on this conference is that everyone involved knows they are making history in presenting at this event.  Not only is this the first ever virtual worlds-based fashion design conference, but we have chosen to present this in OpenSim, which is an extensible virtual world platform.

There are a lot of firsts here:

* Content licensing for the architecture, graciously provided by Jon Brouchard of The Arch Network;

* Organizing 8 world-class, globally recognized speakers from the apparel industry who have agreed to pioneer into this brave new space;

* Completely developing 8 regions of premium content for the Conference

* Leveraging all of the mature Web 2.0 technologies in conjunction with an incredibly powerful emerging technology

* Presenting to a design conference to a global audience, where anyone with the ‘right’ combination of hardware and bandwidth can attend, free of charge to them.  They don’t need to travel or even to leave home!

* Defining the requirements for an event of this scope and developing a superb use case for industry conferences held in virtual worlds.

The team working on presenting this conference have been working diligently at preparing the regions and ensuring that everything works smoothly.  Shown here are images from the regions, which are open for visitors, and which will remain open after the conference.  Please remember that if you wish to attend, you must have a Skype account for telephony and a ScienceSim account for the actual conference.  You must also register; we will be processing registrations up till 10 pm on December 2nd.  You will receive a confirmation email with login directions for the audio portion of the conference late on December 2nd.

Please make sure you log in to ScienceSim in advance to acquaint yourself with the conference space, and to take advantage of the opportunity to customize your avatar.  Fashion Research Institute is providing two areas for this purpose.  The Quickstart region in Shengri La Spirit 01 enables visitors to quickly select from choices for both men and women as well as a complete ‘corporate’ avatar look.  The shopping region in Shengri La Spirit 22, where visitors can select from a wider array of clothing and other options in a full region.  Both regions may be easily reached from the initial login site by simply left clicking the touch boards placed at the initial log in site.

Everything in the conference regions are left or right click enabled, and there are ample ‘teleporters’ placed throughout the conference regions to enable easy movement.  There are 9 regions of interest, which include the conference region (Shengri La Thread)with auditorium and exhibits.  these exhibits include a poster session by Professor Suzie Norris of Southampton Solent; business services displays by Nolcha and Mythos Consultancy; and an exhibit by Fashion Research Institute.  Additional regions include shopping (Shengri La Spirit 22), intern work (Shengri La Spirit 21), an industrial design exhibit (Shengri La Pencil), an art region (Shengri La Spirit 00), the FRI virtual campus and library (Shengri La Spirit 01 and 02), and a virtual runway (Shengri La Spirit 10).  The historic large scale build Shengri La Spirit anchors the conference space and may be visited by all.

We would like to thank Mic Bowman and his coworkers at Intel Labs for collaborating with us on this project.  Their work has been instrumental in enabling the presentation of this conference for the benefit of a global audience fo fashion design students, designers, and educators.  We would also like to thank the Intel Corporation for providing hardware, hosting and ensuring visitors have appropriate bandwidth for the conference.

Please remember to register, and we’ll see you there!

Categories: Avatar · Black Dress Technology · Content · Fashion Research Institute · Intel · Missy Lavecchia · OpenSim · ScienceSim · Shengri La · Shengri la Marketplace · Shenlei · Virtual World · apparel industry · avatar apparel · conference · design · education · fashion
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Virtual Fashion Internships for Winter 2010

November 25, 2009 · 1 Comment

Virtual apparel is a burgeoning market.  In 2007, more than $2.6 billion dollars of virtual goods were sold in virtual worlds, games, and immersive spaces.  This figure is expected to double in 2010. Avatar apparel – clothing, accessories, and footwear worn by avatars – is a huge part of these sales.  Until now, there have been no programs specifically intended to help new designers become established in this area.

After more than 3 years of development, the Fashion Research Institute is pleased to announce 5 avatar apparel design internships to be conducted wholly in the immersive workspaces it maintains in OpenSim and Second Life.

The focus of the internship is to develop skills for virtual goods development, specifically apparel with a lesser focus on accessories and footwear.  The intent of the internship is to assist interns to develop private design practices where they can create and sell their virtual goods. Interns are provided with classroom space and creation space in FRI’s OpenSim regions, and store front space on the heavily trafficked Shengri La regions in Second Life.  Interns are taught using the patent-pending design methodology created by Fashion Research Institute, which is applicable to both avatar apparel and to their work developing physical apparel.

These internships will begin January 25th and run until April 30.  Interns are expected to commit a minimum of 6-8 hours a week to the internship, with formal training sessions provided on Monday evenings from 6-9 pm ET.  Interns must commit to being present at these training sessions.  Instruction is provided only in English.

At the end of their internships, interns’ work will be presented in a virtual fashion runway show, with live models which the interns will style from hair to shoes.  All interns will complete their internship with Fashion Research Institute with a completed collection of avatar apparel including concept boards to product ads, which may be added to their portfolio. A final presentation of their work will be created.  Our Summer interns’ runway show can be viewed here.

Requirements:

Interns must provide their own Internet access and computer hardware and software sufficient to allow them access to the Institute’s classroom and facilities in the immersive OpenSim and Second Life regions of Shengri La.  Interns must have experience with and access to Photoshop (not provided). Interns must have a Second Life avatar account (available free), and are solely responsible for any fees related to their Second Life account.   Interns must also have a Skype account (free) with access to it during training periods.

Interns who successfully complete the 12 week long program will receive a certificate of completion and may be eligible for admission into the Fashion Research Institute incubation program.

Applicants may be currently enrolled in design school or recent graduates. Some design experience and background is required; these internships are not suitable for freshmen.  Internships begin January 25th.

To apply, send your resume with 1-2 fashion images you have sketched or illustrated along with contact information to admin @ fashionresearchinstitute.com.  Deadline for application is January 15th.

Categories: Avatar · Black Dress Technology · Blogroll · Content · Fashion Research Institute · Missy Lavecchia · Shengri La · Shengri la Marketplace · Shenlei · Virtual World · apparel industry · avatar apparel · design · education · fashion · secondlife
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Fashion Runway in Shengri La Hope

August 20, 2008 · Comments Off

Are you a new designer or a designer who enjoys designing just for the pleasure of designing? Do you want a beautiful environment with a fully functional catwalk system, in which to show off your work?

The Fashion Research Institute has deployed a completely scripted fashion catwalk in the Second Life (TM) sim Shengri La Hope.  The location features two fully functional runways with scripted poseballs loaded with popular modeling poses and a runway walk, and scripted spotlights that follow the model as she walks the runway.  Draped canopies and curtains feature a range of draperies from which to choose.

All Grid citizens are welcome to use the runway free of charge on a first come, first served basis. Individual designers may reserve the runway in advance, and full estate management is available with 2 weeks advance notice, and depends on estate manager availability.  Estate management includes security, media stream change, estate setting changes, and privacy controls.

Visit Shengri La Hope and pick up a copy of our runway show manual and rules to use the Fashion Research Institute, Inc. catwalk.

Our thanks to Chelsie Goodliffe and Ravenn Darkstone for modelling on the runways of the catwalk.

Categories: Blogroll · Fashion Research Institute · Shengri La · art · avatar apparel · fashion · micronation · secondlife
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Avatar Apparel vs. the Real Apparel Industry

June 12, 2008 · Comments Off

In my various talks, I am often asked by members of the audience ‘what’s the difference between ‘virtual fashion’ (which we at FRI refer to as avatar apparel) and ‘real fashion’.  It’s pretty clear from this question that people who aren’t apparel industry practitioners really aren’t aware that there’s actually huge, disparate differences between the $1.7 trillion USD global apparel industry, and developing digital fashions worn by avatars and gaming characters.  Let me point out here that I do not regard apparel industry fashion as the only ‘real’ fashion, but I also recognize that there is a substantial monetary divide between not just avatar fashion and apparel industry fashion, but between the avatar apparel content providers and apparel industry fashion designers. 

Let’s start with the similarities because they’re easy: both avatar fashion, and apparel industry fashion, must appeal to the emotions of the purchaser.  Both kinds are developed out of the imagination and creativity of the practitioners.  And both are currently initially created, to some extent, using 2-D design tools such as Illustrator and Photoshop.  But it is at this point where things diverge.

Avatar apparel creators can simply stop at the point where they’ve developed 2-D images.  This type of fashion is only instantiated within a virtual world.  It is not subject to the laws of physics, because it is never manufactured. Avatar apparel creators do not need to worry about considerations such as manufacturability, fit, function, sizing standards, supply chain considerations, factory capabilities, labor requirements, first cost, patterns or pattern making, marketability, trends, trend stories, timing, seasonality, collection function, development and production.  In short, everything that goes into actually manufacturing a tangible product is missing from the avatar apparel production pipeline. 

And the pipeline itself is quite different.  The apparel industry, as I mentioned before, generates a global and whopping $1,700 billion US dollars a year in revenue.  The entire global gaming industry, in comparison, is expected to generate only $66 billion in 2011 for hardware, software, services, and content, according to ABI Research.   Content revenues were about $275 million for 2007, according to IDC Research.  Avatar apparel isn’t broken out as a separate component of content, so it is difficult to compare avatar fashion revenue dollars in a direct one-to-one comparison to apparel industry fashion revenue dollars, but I do think anyone can see that revenues generated by avatar apparel are a tiny fraction of apparel industry revenues.

Developing tangible apparel for real people to wear in the real world takes real capital inputs. It takes a deep understanding of global markets, trends, material science, textiles, construction techniques, costing, and a deep creative accumen.  It also requires a lot of specialized training: a fashion designer can expect to spend at least four grueling years learning specific development systems on top of the basics of color, fit, form, draping, pattern making, textile science, selected manufacturing techniques, and if she chooses to specialize, all of the mandatory requirements she must have to enter that field.  An apparel industry designer needs all that education when the time comes for her to move her finished fashion design out of the concept phase and into the production pipeline. 

At that point, she has to develop a factory-ready technical specification, which fully details every seam, every thread, every exact qualification and specification of every input into the garment she’s created, right down to the specific color numbers called out by her design director.  One might think she’d be done there.  But actually, that’s just the start of a long process of getting her vision instantiated in the physical world. 

She will also call on her entire team of production specialists, from the manager whose role is to see that single design through the manufacturing process, to the trim specialists, costing agents, customs agents, lawyers (in many cases), technical specialists, merchandisers, and a range of other specialists.  She has to take that design, and iterate on it until it is correct.  She’ll look at innumerable iterations, check the sizing and fit, examine the quality of the textiles, stitching, linings, and other inputs, and she’ll receive as many physical samples as it takes, and do that working under some intense time deadlines and cost requirements, to help her team bring that final rack-ready garment to your local apparel store. 

An avatar apparel creator needs simply to create images that map correctly to whatever mesh-based system that is used in their chosen revenue arena. It’s a quick process in comparison to real world apparel development and avatar apparel creators can ignore almost all of the requirements an apparel industry fashion designer must consider. Anyone with a good eye for color and moderate to excellent pixel editing skills can jump in and learn quickly to develop avatar fashion. These garments will never need to be put through the manufacturing process; the realities of manufacturability and the wearer’s comfort aren’t even a consideration.

Clearly, the differences between avatar apparel, and the apparel you will wear tomorrow are manifold.  And it is those very differences that the Fashion Research Institute was formed to address.  Our work with IBM has resulted in an entirely new way of designing and developing apparel industry product.  We are not focused on avatar apparel or its development, which will proceed quite nicely on its own path.  We are focused on helping the apparel industry to cut its time to market, slash its development costs, reduce its carbon footprint, and enhance its profitability and revenue opportunities.  We are using virtual worlds to insulate designers from technology and to enable them to focus on design. 

This ultimately allows everyone to do what they do best: People to create, computers to work. 

Categories: Blogroll · Fashion Research Institute · Shengri La · art · fashion · secondlife
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