In the United States, there are 3-4 million wheelchair users, with the number steadily increasing. This book focuses upon the design of garments for wheelchair-users by considering the shape of the body while in the sitting position, the needs of the user (functionality, fashionability, ease-of-use, affordability, safety), as well as the characteristics and properties of the materials used. The book references 186 original resources and includes their direct web link for in-depth reading.
This book focuses upon the design of garments for wheelchair-users by considering the shape of the body while in the sitting position, the needs of the user (functionality, fashionability, ease-of-use, affordability, safety), as well as the characteristics and properties of the materials used.
Table of Contents
Introduction
1. Disabilities: Classifications and Clothing Needs
1.1 Disability
1.1.1 Definitions and classifications
1.1.2 Physical disabilities
1.1.3 Acquired disabilities - Spinal cord injury
1.1.4 Types of paraplegia - body morphology and medical problems
1.2 Functional clothing for persons with special needs
1.3 Needs and demands of wheelchair-users with regard to clothing
1.3.1 Aesthetic demands
1.3.2 Functional demands
2. Garment Design Methods for Wheelchair-Users
2.1 Anthropometric measurements
2.1.1 Traditional measuring methods
2.1.2 Scanning methods
2.2 Measurement techniques for wheelchair-users
2.2.1 Traditional method
2.2.2 Three-dimensional scanning procedure
2.2.3 Kinematic body-model
2.3 Computer-aided design systems
2.3.1 2D-3D virtual prototyping of garments
2.3.2 3D-2D virtual prototyping of garments
2.3.3 Conventional garment construction for wheelchair users
2.3.4 3D virtual prototyping of garments for wheelchair-users
3. Proposed Methodology for Body-Scanning
3.1 Three-dimensional scanning procedure
3.1.1 Scanners
3.1.2 Scanning procedure for the standing position
3.1.3 Scanning procedure for the sitting position
3.1.4 Scanning procedure for a wheelchair-user
3.2 Body-posture animation using a kinematic template model
3.2.1 Adaptation of the kinematic template model to scan data
3.2.2 Animation of the kinematic model to obtain various positions of the lower body
3.2.3 Body-posture simulation using scan data obtained using the ViALUX BodyLux®. zSnapper®
3.2.4 Comparison between kinematic body-model and scan data
4. Virtual pattern-making for wheelchair-users
4.1 3D-to-2D virtual prototyping
4.1.1 The construction of tight-fitting pants on a defined body position
4.1.2 Fit simulation for the tight-fitting pants model
4.2 2D-3D virtual prototyping
4.2.1 The construction of basic pants patterns and fit simulation
4.2.2 Modification of the basic pants patterns
4.2.3 Fit simulation of the modified basic pants
4.3 Designing a pair of pants for a wheelchair-user
Conclusions
References
Abbreviations
About the Authors