scholarly journals Zero-gravity wardrobes: The behaviour of costume in weightless environments

2020 ◽  
Vol 9 (1) ◽  
pp. 5-21
Author(s):  
Barbara Brownie

Abstract In this commercial space age, audiences increasingly expect realism in science fiction. Weightlessness is commonly simulated through physical or virtual special effects, but reduced gravity aircraft offer opportunities for capturing the effects of microgravity more authentically. While this poses practical challenges for costume designers, it also invites the possibility of creative engagement with weightlessness. Costume can be employed to visibly evidence the effects of weightlessness, but to take advantage of this opportunity, designers must discard many of the fundamental principles of fashion design. This article examines the effects of weightlessness on costume in sequences shot on board reduced gravity aircraft, from Apollo 13 (Howard, 1995), The Mummy (Kurtzman, 2017), and the music video for OK Go's 'Upside Down & Inside Out' (Kulash and Sie, 2016), as well as footage of real-life astronauts. It then identifies those features of clothing design which must be reconsidered when designing costume for microgravity.

2020 ◽  
Vol 6 (3) ◽  
pp. 313-327
Author(s):  
Barbara Brownie

Design practice has historically been constrained by the assumption that designed objects, including clothing, will be made and worn in Earth gravity. The notion that designed objects have an upright state has influenced common approaches to design, including the tendency towards depiction and presentation of designed objects in elevation view, which, for fashion, is frequently understood in terms of silhouette. However, those who have experienced weightlessness, either in space travel or on board reduced-gravity aircraft, describe a post-gravity experience that prompts them to revisit these assumptions and consider the extent to which future commercial space travel will liberate creative practitioners to operate at all angles and orientations. As we enter the commercial space age, fashion will be increasingly worn in a variety of gravitational conditions, and the dressed body will therefore be encountered at a variety of orientations, showcasing views of garments that are not often encountered on Earth, and that are therefore often overlooked by fashion designers. This article responds to descriptions of the post-gravity experience by identifying the need to consider alternative views of the clothed body, and consequently to define garments without reference to the silhouette in fashion design for the new commercial space age.


2020 ◽  
Vol 16 (10) ◽  
pp. 57
Author(s):  
Yuru Ma ◽  
Xiangyang Bian

Chinese theme or style has a long history in international fashion design; it is a common theme for Chinese and western designers to pursue Oriental sentiment and express Oriental aesthetics. However, for contemporary Chinese theme fashion design, Chinese and western designers have different understanding and interpretation, and there are many differences in design techniques and effects. In this paper, we propose to research on contemporary Chinese theme fashion design based on the theory of aesthetic distance, and interpret the essence of Chinese theme fashion design from different aesthetic distances. In addition, the basic principles of contemporary Chinese theme clothing design are summarized through the analysis and comparison of Chinese and western design cases. The results show that Chinese theme design, to the West, represents “the other” and “exotic theme” in a modern way; while in the eyes of Chinese people, it is a contemporary embodiment of “retro theme”. The clothing design in modern Chinese fashion should, based on the design elements collected in an expansive and deep way, pursue the balance and integration of “conservative” and “avant-garde” elements and the harmony of “form” and “spirit”, abiding by the fundamental principle of “absorbing tradition” to “create the present”.


2021 ◽  
Author(s):  
Melissa Hergott

In the United States, science fiction film rose to prominence as a critically recognized genre in the 1950s, a decade fraught with cultural complications and contradictions and also inspired by optimism and upward trajectory. Warren Susman characterizes the period as one marked by a "dual consciousness," a time when "the fulfillment of our sweetest desires [led] inevitably to the brink of danger and damnation"; the fifties, he writes, was an age of anxiety as much as it was a time of abundance, freedom, and possibility (30). For historian David Halberstam, while a retrospective examination of the decade suggests to some a "slower, almost languid" pace, social ferment "was beginning just beneath this placid surface" (ix). Throughout the decade, notions of national security played out in conflicting ways that traversed both the public and private spheres. Science fiction, a genre that coincided with massive industry changes that saw the development of a sizable low-budget, teen-oriented independent sector, resonated deeply with such opposing and anxiety-laden articulations of both public and private security. While most previous discussions of the genre tend to focus on such concerns in their public dimension (particularly as related to political unease during the Cold War), what follows will address sci-fi' s depiction of anxieties in that other, more private realm of American society, particularly in relation to the expression of gender, sexuality, and desire. Cold War politics, the postwar consumer boom, re-entrenchment of family values and suburban home life, and industry upheavals in Hollywood are all important for understanding what is now thought of as the golden age of American science fiction film. These socio-political factors contextualize the genre's rise to prominence, its defining stylistic and thematic characteristics, and its treatment of gendered subjectivity. As we will see, while some science fiction films of the 1950s engaged or challenged cultural rhetoric related to expected norms of gendered behaviour, for the most part these films upheld the era's return to more traditional gender roles for men and women, an observation which has been taken up in the critical literature, particularly within feminist film scholarship. However, within this body of films exists a common and recurring convention that has been largely neglected by science fiction film scholars, one that warrants further study due to its implications for understanding the return to domesticity in the American postwar period. This filmic convention is the scream, a visual and aural articulation of fear expressed mostly by women (but also, and just as importantly, by men). Far from being a mere cheap gimmick employed by filmmakers alongside special effects and insatiable monsters, the scream provides valuable insight into the domestic ideologies that prevailed during the 1950s.


2018 ◽  
Vol 69 (03) ◽  
pp. 190-196 ◽  
Author(s):  
KONČIĆ JASMINKA ◽  
ŠČAPEC JOSIPA

This research paper enquires into the application of 3D print additive technology in fashion design. The research aims to find the design options for garments by substituting the textile material with new technological solutions. The focus of the paper is the interdisciplinary research of innovative corset and fashion accessories designs made using 3D print additive technologies. The main focus of the work is the interdisciplinary process of creating clothes ranging from preliminary sketches to prototypes within three different areas: contemporary art, fashion design and additive technology.


2018 ◽  
Vol 1 (1) ◽  
pp. 001-002
Author(s):  
Bin Li

Artificial intelligence has long been a hot topic in the science fiction books and movies. But now it seemingly has stepped into our real life in a variety of forms. In this brief editorial, we discuss the various aspects of AI utilizations in our day-to-day life and foresee its applications in oncology.


2020 ◽  
Vol 14 (4) ◽  
pp. 469-485 ◽  
Author(s):  
Rachel Mazique

Contemporary Deaf literature and film of the science fiction (SF) genre such as Ted Evans’s The End and Donna Williams’s “When the Dead are Cured” imagine worlds where Sign Language Peoples (SLPs) are threatened with eradication. Employing schema criticism, the article shows how these social SF stories have the potential to transform harmful cognitive schemas that perpetuate eugenic drives, explaining how certain cognitive schemas uphold beliefs inherent to the ideology of ability (Bracher 2013; Siebers 2008). These SF texts question the ethics of genetic engineering and the desire to “cure” deafness; the intersection of disability and SF results in a subgenre of protest literature. Each protest story depicts eugenic ideologies that instantiate real-world SLPs’ activist claims to human and group rights. Further, these depictions of eugenic drives enable the activation of cognitive schemas that work against social injustices. SF as a mode of thought thus supports real-life protest against the state.


Author(s):  
Jon Towlson

This chapter discusses the genre and context of Steven Spielberg's Close Encounters of the Third Kind (1977). It begins by tracing the emergence of science fiction in literature and in cinema. The chapter then looks at how film serials popularised pulp science-fiction cinema in the form of rocketships, ray guns, alien invaders, evil intergalactic emperors, and damsels in distress. One can see them as the inspiration for the likes of Star Wars and the myriad superhero blockbuster movies that continue to dominate Hollywood today. In 1968, Stanley Kubrick's 2001: A Space Odyssey returned science fiction to its origins in Greek mythology. It is perhaps the first example of ‘transcendent’ science-fiction cinema, exploring the human need to place trust in a force larger than ourselves. In the early 1970s, science-fiction films were more overtly concerned with identity and environment, and how both were increasingly shaped or misshapen by technology. Meanwhile, post-9/11 has seen a move towards intelligent science fiction as a bankable commodity within Hollywood. Part of the genre's continuing appeal is, of course, the showcasing of state-of-the-art cinema technology within the sci-fi narrative. Special-effects technology has evolved in line with cinema's own development.


Author(s):  
Maria Manuela Lopes

Technologies, for memory preservation and enhancement of our humane bodies, are developing at a fast pace, and the corresponding dystopic and utopic future scenarios are presented in speculative news reports, science research studies and popular culture such as science fiction films. Lopes' artistic/research projects explore ways of expanding concepts of memory, body, and representation/mediation, using art as a tool to enhance public awareness of several anxieties and technologies, raising ethical dilemmas and questioning norms of behavior and normality. This chapter is an exploration of the issues raised on the development of several artwork projects during the course of the author's PhD and present Postdoc research, when in residency at several Medical and Scientific Research Institutes, dealing with distinct studies on memory (functioning, loss and enhancement).


Author(s):  
Allison de Fren

Georges Méliès (born Marie-Georges-Jean Méliès) was a French showman, illusionist, and filmmaker best known for his early silent fantasy and science fiction films, such as Trip to the Moon (1902) and Impossible Voyage (1904). While most early films were actualities, he took an innovative, non-realist approach to the medium, employing its unique capacities for altering space and time to produce allegorical and dream imagery. He is sometimes called the first cinemagician due to his pioneering work in special effects, including the stop-trick film, double exposure, split screen, dissolve, and superimposition. Méliès launched his entertainment career as a magician in the arcades of late 19th-century Paris. In 1888 he purchased the Théâtre Robert-Houdin, the most famous magic theater at the time, which came complete with stage props, illusions, automata (whose parts he used to build his first film camera), and performers, including Jeanne d’Alcy, who became his muse, long-time mistress, and second wife. The performance skills that he developed in the theater were later incorporated into filmmaking, an occupation that he began pursuing passionately after attending the première screening of the Lumière brothers’ Cinématographe at the Grand Café in 1895. A year later, he helped to found the Star Film Company and built what is considered the first film studio of the silent period, whose main stage area featured a steel frame surrounded by glass walls to capture the sunlight.


2018 ◽  
Vol 10 (3) ◽  
Author(s):  
Mark Richard Johnson ◽  
Robert Mejia

In this paper, we argue that EVE Online is a fruitful site for exploring how the representational and political-economic elements of science fiction intersect to exert a sociocultural and political-economic force on the shape and nature of the future-present. EVE has been oft heralded for its economic and sociocultural complexity, and for employing a free market ethos and ethics in its game world. However, we by contrast seek not to consider how EVE reflects our contemporary world, but rather how our contemporary neoliberal milieu reflects EVE. We explore how EVE works to make its world of neoliberal markets and borderline anarcho-capitalism manifest through the political economic and sociocultural assemblages mobilized beyond the game. We explore the deep intertwining of  behaviors of players both within and outside of the game, demonstrating that EVE promotes neoliberal  activity in its players, encourages these behaviors outside the game, and that players who have found success in the real world of neoliberal capitalism are those best-positioned for success in the time-demanding and resource-demanding world of EVE. This thereby sets up a reciprocal ideological determination between the real and virtual worlds of EVE players, whereby each reinforces the other. We lastly consider the “Alliance Tournament” event, which romanticizes conflict and competition, and argue that it serves as a crucial site for deploying a further set of similar rhetorical resources. The paper therefore offers an understanding of the sociocultural and political-economic pressure exerted on the “physical” world by the intersection of EVE’s representational and material elements, and what these show us about the real-world ideological power of science fictional worlds.


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