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Publications: Technology

Artificial Intelligence (AI)

Jeon, Y., Jin, S., Shih, P. C., & Han, K. (2021). FashionQ: An AI-Driven creativity support tool for facilitating ideation in fashion design. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, 1–18. 

Särmäkari, N., & Vänskä, A. (2021). “Just hit a button!” – fashion 4.0 designers as cyborgs, experimenting and designing with generative algorithms. International Journal of Fashion Design, Technology and Education, 1-10. 

 

Zou, X., & Wong, W. (2021). fAshIon after fashion: A report of AI in fashion. In arXiv preprint arXiv:2105.03050. 

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3D Body Scanning

Apeagyei, P. R. (2010). Application of 3D body scanning technology to human measurement for clothing Fit. International Journal of Digital Content Technology and its Applications, 4(7), 58-68.

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Ashdown, S. P. (2020). Full body 3-D scanners. In N. Zakaria & D. Gupta (Eds.), Anthropometry, Apparel Sizing and Design (pp. 145–168). Woodhead Publishing. 

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Alemany, S., Uriel, J., Ballester, A., & Parrilla, E. (2019). Three-dimensional body shape modeling and posturography. In DHM and Posturography, 441–457. 

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Dura´-Gil, J. V., Kozomara, Z., Ballester, A., Solves-Camallonga, C., & Pierola-Orcero, A. (2019). Clothing. In S. Scataglini & G. Paul (Eds.), (pp. 599–612). Academic Press. 

Grilec, A., Petrak, S., & Naglic, M. M. (2019). Consumer Perception of 3D Body Scanning While Online Shopping for Clothing. International Journal of Humanities and Social Sciences, 13(7), 1037-1042.

Lee, Y. A., Damhorst, M. L., Lee, M. S., Kozar, J. M., & Martin, P. (2012). Older women’s clothing fit and style concerns and their attitudes toward the use of 3D body scanning. Clothing and Textiles Research Journal, 30(2), 102-118. 

Peng, F., Sweeney, D., & Delamore, P. (2012). Digital Innovation in Fashion-How to'Capture'the User Experience in 3D Body Scanning. International Journal of Industrial Engineering and Management, 3(4), 233. 

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3D Printing

Berman, B. (2012). 3-D printing: The new industrial revolution. Business Horizons, 55(2),

155–162.

Chakraborty, S., & Biswas, Manik Chandra. (2020). 3D printing technology of polymerfiber composites in textile and fashion industry: A potential roadmap of concept to consumer. Composite Structures, 248, 112562. 

Hoskins, S. (2018). 3D printing for artists, designers and makers. London Bloomsbury Publishing Plc Bloomsbury Visual Arts.

Huang, S. H., Liu, P., Mokasdar, A., & Hou, L. (2012). Additive manufacturing and its societal impact: a literature review. The International Journal of Advanced Manufacturing Technology, 67 (5-8), 1191–1203. 

Kreiger, M. A., Mulder, M. L., Glover, A. G., & Pearce, J. M. (2014). Life cycle analysis of distributed recycling of post-consumer high density polyethylene for 3-D printing filament. Journal of Cleaner Production, 70, 90–96. 

Leigh, S. J., Bradley, R. J., Purssell, C. P., Billson, D. R., & Hutchins, D. A. (2012). A simple, low-cost conductive composite material for 3D printing of electronic sensors. PLoS ONE, 7(11), 1-6. 

Meisel, N. A., Elliott, A. M., & Williams, C. B. (2014). A procedure for creating actuated joints via embedding shape memory alloys in PolyJet 3D printing. Journal of Intelligent Material Systems and Structures, 26(12), 1498–1512. 

Nayak, R., & Padhye, R. (2015). Introduction: The apparel industry. In R. Nayak & R. Padhye (Eds.), Woodhead Publishing Series in Textiles (pp. 1–17). Woodhead Publishing. 

Pasricha, A., & Greeninger, R. (2018). Exploration of 3D printing to create zerowaste sustainable fashion notions and jewelry. Fashion and Textiles, 5(1), 1-8. 

Perry, A. (2017). 3D-printed apparel and 3D-printer: Exploring advantages, concerns, and purchases. International Journal of Fashion Design, Technology and Education, 11(1), 95–103. 

Sclater, N. (2011). Mechanisms and mechanical devices sourcebook. Mcgraw-Hill.

Sun, L., & Lu, S. (2015). The 3D printing era: A conceptual model for the textile and apparel industry. International Textile and Apparel Association Annual Conference Proceedings, 72(1). 

Takahashi, H., & Kim, J. (2019). 3D Printed Fabric. Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology, 43–51. 

Vanderploeg, A., Lee, S.-E., & Mamp, M. (2016). The application of 3D printing technology in the fashion industry. International Journal of Fashion Design, Technology and Education, 10(2), 170–179.

Yap, Y. L., & Yeong, W. Y. (2014). Additive manufacture of fashion and jewellery products: A mini review. Virtual and Physical Prototyping, 9(3), 195–201. 

Gamification

Biro, G. I. (2013). Ready, study, share: An inquiry into the didactic approach of gamification with a special view to the possible application in higher education. European Scientific Journal, 9, Article 19. 

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Flores, E. G. R., Montoya, M. S. R., & Mena, J. (2016). Challenge-based gamification and its impact in teaching mathematical modeling. Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality, 771–776. 

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Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. W. (2016). Engaging Asian students through game mechanics: Findings from two experiment studies. Computers & Education, 92-93,

221–236. 

Khalil, M., Ebner, M., Admiraal, W., & Pivec. (2017). How can gamification improve MOOC student engagement? Academic Publishing Limited, 819–828.

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Martínez-Núñez, M., Fidalgo-Blanco, Á., & Borrás-Gené, O. (2015). New challenges for the motivation and learning in engineering education using gamification in MOOC. 

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Murillo-Zamorano, L. R., López Sánchez, J. Á., Godoy-Caballero, A. L., & Bueno Muñoz, C. (2021). Gamification and active learning in higher education: Is it possible to match digital society, academia and students’ interests? International Journal of Educational Technology in Higher Education, 18(1). 

Rojas-López, A., Rincón-Flores, E. G., Mena, J., García-Peñalvo, F. J., & Ramírez-Montoya, M. S. (2019). Engagement in the course of programming in higher education through the use of gamification. Universal Access in the Information Society, 18(3), 583–597. 

Urh, M., Vukovic, G., Jereb, E., & Pintar, R. (2015). The model for introduction of gamification into e-learning in higher education. Procedia - Social and Behavioral Sciences, 197, 388–397. 

Serious Games

Allon, & Van Mieghem. (2010). The Mexico-China sourcing game: Teaching global dual sourcing. INFORMS Transactions on Education, 10(3), 105–112. 

Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., & Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94,

178–192. 

Chandross, D., & DeCourcy, E. (2018). Serious games in online learning. International Journal on Innovations in Online Education, 2(3). 

Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686.

Flores, E. G. R., Montoya, M. S. R., & Mena, J. (2016). Challenge-based gamification and its impact in teaching mathematical modeling. Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality, 771–776. 

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Giessen, H. W. (2015). Serious games effects: An overview. Procedia - Social and Behavioral Sciences, 174, 2240–2244. 

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. 2014 47th Hawaii International Conference on System Sciences, 3025–3034. 

Khalil, M., Ebner, M., Admiraal, W., & Pivec. (2017). How can gamification improve MOOC student engagement? Academic Publishing Limited, 819–828. 

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Laamarti, F., Eid, M., & El Saddik, A. (2014). An overview of serious games. International Journal of Computer Games Technology, 2014, 1–15. 

Loh, C. S., Sheng, Y., & Ifenthaler, D. (2015). Serious games analytics: Theoretical framework. In Serious games analytics (pp. 3-29). Springer, Cham. 

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Ravyse, W. S., Seugnet Blignaut, A., Leendertz, V., & Woolner, A. (2016). Success factors for serious games to enhance learning: A systematic review. Virtual Reality, 21(1), 31–58. 

Virtual Reality (VR)

Jung, J., Yu, J., Seo, Y., & Ko, E. (2021). Consumer experiences of virtual reality: Insights from VR luxury brand fashion shows. Journal of Business Research, 130, 517–524. 

Park, H., & Kim, S. (2021). Barriers and enablers for adopting virtual reality and augmented reality in apparel retailing: Insights from Generation Z and Millennials. International Textile and Apparel Association. ITAA 2021 Virtual Annual Conference. 

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Tussyadiah, I. P., Wang, D., Jung, T. H., & tom Dieck, M. Claudia. (2018). Virtual reality, presence, and attitude change: Empirical evidence from tourism. Tourism Management, 66, 140–154. 

Wu, J., Song, S., & Whang, C. H. (2021). Personalizing 3D virtual fashion stores: Exploring modularity with a typology of atmospherics based on user input. Information & Management, 58(4), 103461. 

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