Fashion designFashion design is the creative process of assembling clothing and accessories by cutting, sewing, and adorning materials like textiles and leather with aesthetic elements like patterns, motifs, shapes, cuts, and colors from various cultures. Fashion design is the craft of fashion designers who create clothing, accessory, and jewelry for consumers, according to cultural and aesthetic influences, fashion styles, market trends, locations, seasons, and consumer segments.
FashionFashion is a term used interchangeably to describe the creation of clothing, footwear, accessories, cosmetics, and jewellery of different cultural aesthetics and their mix and match into outfits that depict distinctive ways of dressing (styles and trends) as signifiers of social status, self-expression, and group belonging. As a multifaceted term, fashion describes an industry, styles, aesthetics, and trends.
Fast fashionFast fashion is the business model of replicating recent catwalk trends and high-fashion designs, mass-producing them at a low cost, and bringing them to retail stores quickly while demand is at its highest. The term fast fashion is also used generically to describe the products of the fast fashion business model. Fast fashion grew during the late 20th century as manufacturing of clothing became less expensive — the result of more efficient supply chains and new quick response manufacturing methods and greater reliance on low-cost labor from the apparel manufacturing industries of South, Southeast, and East Asia, where women make up 85-90% of the garment workforce.
History of fashion designHistory of fashion design refers specifically to the development of the purpose and intention behind garments, shoes ,accessories, and their design and construction. The modern industry, based around firms or fashion houses run by individual designers, started in the 19th century with Charles Frederick Worth who, beginning in 1858, was the first designer to have his label sewn into the garments he created. Fashion started when humans began wearing clothes. These clothes were typically made from plants, animal skins and bone.
French fashionFashion in France is an important subject in the culture and country's social life, as well, being an important part of its economy. Fashion design and production became prominent in France since 15th century. During the 17th century, fashion exploded into a rich industry, for exportation and local consumption. In the 19th century, fashion made a transition into specialisation for modern term haute couture, originated in the 1860s, bringing good taste to fashion argot.
Environmental impact of fashionThe fashion industry, particularly manufacture and use of apparel and footwear, is a significant driver of greenhouse gas emissions and plastic pollution. The rapid growth of fast fashion has led to around 80 billion items of clothing being consumed annually, with a large number going to landfill. Less than one percent of clothing is recycled to make new clothes. The industry produces an estimated 10% of all greenhouse gas emissions.
Italian fashionItaly is one of the leading countries in fashion design, alongside France, the United States and the United Kingdom. Fashion has always been an important part of the country's cultural life and society, and Italians are well known for their attention to dress; la bella figura, or good appearance, retains its traditional importance. Italian fashion became prominent during the 11th to 16th centuries, when artistic development in Italy was at its peak.
Fashion capitalA fashion capital is a city with major influence on the international fashion scene, from history, heritage, designers, trends, and styles, to manufacturing innovation and retailing of fashion products, including events such as fashion weeks, fashion council awards, and trade fairs that together, generate significant economic output. With exquisite fashion heritage, structured organization, and the most vaunted fashion designers of the last century, four cities are considered the main fashion capitals of the 21st century.
DreamA dream is a succession of s, ideas, emotions, and sensations that usually occur involuntarily in the mind during certain stages of sleep. Humans spend about two hours dreaming per night, and each dream lasts around 5 to 20 minutes, although the dreamer may perceive the dream as being much longer than this. The content and function of dreams have been topics of scientific, philosophical and religious interest throughout recorded history.
Augmented realityAugmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.
Sustainable fashionSustainable fashion (also known as eco-fashion) is a term describing products, processes, activities, and people (policymakers, brands, consumers) that aim to achieve a carbon-neutral fashion industry built on equality, social justice, animal welfare, and ecological integrity. Sustainable fashion concerns more than fashion textiles or products, rather addressing the entire process in which clothing is produced, consumed and disposed of.
Virtual realityVirtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry.
Mixed realityMixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time. Mixed reality that incorporates haptics has sometimes been referred to as Visuo-haptic mixed reality. In a physics context, the term "interreality system" refers to a virtual reality system coupled with its real-world counterpart.
Extended realityExtended reality (XR) is a catch-all term to refer to augmented reality (AR), virtual reality (VR), and mixed reality (MR). The technology is intended to combine or mirror the physical world with a "digital twin world" able to interact with it. The fields of virtual reality and augmented reality are rapidly growing and being applied in a wide range of areas such as entertainment, marketing, real estate, training, maintenance and remote work.
SustainabilitySustainability is a social goal for people to co-exist on Earth over a long time. Specific definitions of this term are disputed and have varied with literature, context, and time. Experts often describe sustainability as having three dimensions (or pillars): environmental, economic, and social, and many publications emphasize the environmental dimension. In everyday use, sustainability often focuses on countering major environmental problems, including climate change, loss of biodiversity, loss of ecosystem services, land degradation, and air and water pollution.
Lucid dreamA lucid dream is a type of dream in which the dreamer becomes aware that they are dreaming while dreaming. During a lucid dream, the dreamer may gain some amount of control over the dream characters, narrative, or environment. Lucid dreaming has been studied and reported for many years. Prominent figures from ancient to modern times have been fascinated by lucid dreams and have sought ways to better understand their causes and purpose. Many different theories have emerged as a result of scientific research on the subject and have even been shown in pop culture.
UpcyclingUpcycling, also known as creative reuse, is the process of transforming by-products, waste materials, useless, or unwanted products into new materials or products perceived to be of greater quality, such as artistic value or environmental value. Upcycling is the opposite of downcycling, which is the other part of the recycling process. Downcycling involves converting materials and products into new materials, sometimes of lesser quality. Most recycling involves converting or extracting useful materials from a product and creating a different product or material.
RealityReality is the sum or aggregate of all that is real or existent within a system, as opposed to that which is only imaginary, nonexistent or nonactual. The term is also used to refer to the ontological status of things, indicating their existence. In physical terms, reality is the totality of a system, known and unknown. Philosophical questions about the nature of reality or existence or being are considered under the rubric of ontology, which is a major branch of metaphysics in the Western philosophical tradition.
The Interpretation of DreamsThe Interpretation of Dreams (Die Traumdeutung) is an 1899 book by Sigmund Freud, the founder of psychoanalysis, in which the author introduces his theory of the unconscious with respect to dream interpretation, and discusses what would later become the theory of the Oedipus complex. Freud revised the book at least eight times and, in the third edition, added an extensive section which treated dream symbolism very literally, following the influence of Wilhelm Stekel.
Computer-mediated realityComputer-mediated reality refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device such as a smartphone. Mediated reality is a proper superset of mixed reality, augmented reality, and virtual reality, as it also includes, for example, diminished reality. Typically, it is the user's visual perception of the environment that is mediated.