Friday, November 7, 2008

Virtual worlds for real world design - interview with Shenlei Winkler

IBM Global Business Services and Fashion Research Institute (FRI) partner to renovate antiquated product design methodologies.

Apart from entertainment and social mixing, right from the outset, virtual worlds have been used for product design. Most modern automobile design today is done with cutting edge VR visualization techniques. Yet when it comes to the apparel industry, much of the design work today is still done undertaken with antiquated techniques.

This is set to change however as virtual worlds come down in price and advance in capability and usability.

A recently announced deal with FRI aimed at IBM enterprise customers, allows designers to enter the virtual world, receive training on the rools and then create a design from concept through to prototype - with all steps short of actual manufacturing being done virtually.

I invited Shenlei Winkler from FRI to explain the project and its impact on the industry.

Welcome! What are the advantages for a apparel brand to go through this new virtual design methodology? Is it mainly about time or cost savings?

Apparel brands reduce costs, cut time to market, and reduce the carbon footprint of the industry. The system produces a true-to-scale model with high data fidelity, so the designer is providing the factory with a model that exactly captures what the designer had in mind. This means both the fit of the garment can be improved and that the designer can move design elements around on the model in scale. this is critical for under-served marketplace niches like plus-sized clothing can have more attractive designs developed for them.

In future iterations, we will be able to offer individuals access to our design system as well as factories who can take their vision and create it for them, rather than buying mass off-the-rack clothing.

Apparel brands generate huge amounts of data as they do business; right now it's virtually impossible for them to manage their designers in any real way. Our system actually enables these brands to more efficiently manage their design process and by extension, their designers.

Initially we thought we would be able to cut 1/3 of the design cycle time and up to 2/3 of the sample costs, but our early tests indicate we can do much better than that. I can't be more specific, but early results have been pretty stellar.

We're working on a comprehensive virtual show room capability, where purchasers can share feedback with a brand manager as well as being able to make purchases directly from the showroom. While we are aiming our product at the B2B market, at some point we'll license our solution for the consumer market.

Does this lifecycle also incorporate user feedback, and how would this be managed?

Yes. We're really focused on the design houses and manufacturers. The entire cycle is designed to capture input from all the users and do it in an extensible, searchable fashion.

Brands will manage their consumers as they currently do and whatever input that they accept from consumers will simply continue as before.

What are the steps to take finalised designs through to manufacturing and production runs?

Our final output in our system is what's called the factory-ready technical specification package, which includes all of the information that a factory requires to produce the initial physical prototype sample. Once the tech pack has been created, it gets handled by the design house and the factory in the same way they have always handled it. Our solution cuts out repetitive sample cycles, so one design, one sample, but ultimately the factory handles production runs just as it always has, but with better tech packs.

Thanks Shenlei!

Got a site topic you'd like VR Fashion to explore? Feel free to leave a note.

Virtual worlds for real world design - interview with Shenlei Winkler

IBM Global Business Services and Fashion Research Institute (FRI) partner to renovate antiquated product design methodologies.

Apart from entertainment and social mixing, right from the outset, virtual worlds have been used for product design. Most modern automobile design today is done with cutting edge VR visualization techniques. Yet when it comes to the apparel industry, much of the design work today is still done undertaken with antiquated techniques.

This is set to change however as virtual worlds come down in price and advance in capability and usability.

A recently announced deal with FRI aimed at IBM enterprise customers, allows designers to enter the virtual world, receive training on the rools and then create a design from concept through to prototype - with all steps short of actual manufacturing being done virtually.

I invited Shenlei Winkler from FRI to explain the project and its impact on the industry.

Welcome! What are the advantages for a apparel brand to go through this new virtual design methodology? Is it mainly about time or cost savings?

Apparel brands reduce costs, cut time to market, and reduce the carbon footprint of the industry. The system produces a true-to-scale model with high data fidelity, so the designer is providing the factory with a model that exactly captures what the designer had in mind. This means both the fit of the garment can be improved and that the designer can move design elements around on the model in scale. this is critical for under-served marketplace niches like plus-sized clothing can have more attractive designs developed for them.

In future iterations, we will be able to offer individuals access to our design system as well as factories who can take their vision and create it for them, rather than buying mass off-the-rack clothing.

Apparel brands generate huge amounts of data as they do business; right now it's virtually impossible for them to manage their designers in any real way. Our system actually enables these brands to more efficiently manage their design process and by extension, their designers.

Initially we thought we would be able to cut 1/3 of the design cycle time and up to 2/3 of the sample costs, but our early tests indicate we can do much better than that. I can't be more specific, but early results have been pretty stellar.

We're working on a comprehensive virtual show room capability, where purchasers can share feedback with a brand manager as well as being able to make purchases directly from the showroom. While we are aiming our product at the B2B market, at some point we'll license our solution for the consumer market.

Does this lifecycle also incorporate user feedback, and how would this be managed?

Yes. We're really focused on the design houses and manufacturers. The entire cycle is designed to capture input from all the users and do it in an extensible, searchable fashion.

Brands will manage their consumers as they currently do and whatever input that they accept from consumers will simply continue as before.

What are the steps to take finalised designs through to manufacturing and production runs?

Our final output in our system is what's called the factory-ready technical specification package, which includes all of the information that a factory requires to produce the initial physical prototype sample. Once the tech pack has been created, it gets handled by the design house and the factory in the same way they have always handled it. Our solution cuts out repetitive sample cycles, so one design, one sample, but ultimately the factory handles production runs just as it always has, but with better tech packs.

Thanks Shenlei!

Got a site topic you'd like VR Fashion to explore? Feel free to leave a note.

Monday, November 3, 2008

Silicone Grip for iPhone Gaming

I have stumbled upon an interesting gadget designed for especially iPhone gaming.

This silicone grip as you see in the photo claims that it will give more comfort to play iPhone games. Built-in charger slot lets your device to charge while you play. Silicone sleeves can be used as stand alone protection when not playing games.

Whether it is so useful or not but surely quite expensive. Available at Marware $50 for iPhone users who are really interested in.

Wednesday, October 22, 2008

Warhammer Online reviews and patch info

What about reviews about Warhammer Online? Well I've found some information about that on wikipedia and i can say that Warhammer was acclaimed very well:

1UP.com B
Eurogamer 8/10
GameSpot 8.5/10
GameSpy 5/5
PC Gamer UK 8.8/10
PC Gamer US 9/10

Aggregate scores
Aggregator Score
Game Rankings 87%(based on 18 reviews)
Metacritic 88%

Few days ago has been released new patch for Warhammer Online.

Friday, October 17, 2008

A Developer's iPhone Game Creation Journey

This is the story of Asterope; an iPhone game developed by Niklas Wahrman, a 24 years old computer science student from Finland.

He shares his experience on development of a commercial iTunes store game from start to finish.

You can read this interesting iPhone game development article here and learn more about the Asterope game here.

Thursday, October 9, 2008

Warhammer Online, small review


Hi guys! So we are after premiere of Warhammer Online :-) i was really sucked up by this great mmo, EA Mythic created top quality MMO for everyone. Now we are able to fight against other players in extreme player-vs.-player battles in special scenarios or fight on contested territory in a never-ending struggle for supremacy.

I was thinking long time which character is best for the beginning and after few hours i finally.. Became blood-thirsty, savage Marauder of Chaos! My other option was Chosen of Chaos or Witch Hunter, but powerful melee dps, Marauder was best choice (of course in my opinion).
Ok so what is so cool in Warhammer Online? First of all i like it that every item is without any durability! Yeah it's maybe a detail but i was sometimes really frustrated during the game when i was on some kind of raid and half of my inventory was broken. NO MORE!

Another thing is very dynamic combat. Everything in Warhammer Online is faster then in other MMORP games. I played a lot in World of Warcraft, Lineage 2 and Lord of the Rings Online and i never fought as fast as in Warhammer Online.

Last things are scenarios and Public Quest. It's very good idea and i think playing with other players never has been so easy, now players can hang around in scenarios or at Public Quests and have a lot of fun, grinding together! There is a lot of scenarios in Tiers 1-4, from large ones to smaller one with more intensive PvP action (i think these scenarios are the best to farm renown points fast).

My character is called Bloodthirster and I'm currently rank 26. Leveling is kinda a fun, but the most fun is to play on Realm vs Realm areas where you need to siege castle and lock (or dominate) zone with other players of your faction. If you succeed it, you will earn renown reward - around 3,500 renown points - which is quite large amount of these points…

Monday, September 22, 2008

iPhone Game Coding Lessons

An UK based digital media college Qantm has announced plans to offer an iPhone games development course.

Starting in 2009 February, 'the course is tailored specifically for designers aspiring to produce work for Apple’s revolutionary instrument'.

The lessons will run alongside its established Game Design & Development Course and in time will also be offered at its colleges in Brisbane, Melbourne, Sydney, Amsterdam, Berlin and Munich. The iPhone Course will be held as evening and weekend classes from February 23rd 2009, costing £3,950.

It is actually world's first iPhone game development course.