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Shaping Interactive Media with the Sewing Machine: Smart Textile as an Artistic Context to Engage Girls in Technology and Engineering Education

Volume 1, Issue 1. Copyright © 2011. 10 pages.
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DOI: 10.4018/ijacdt.2011010102, ISSN: 2155-4196, EISSN: 2155-420X
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MLA

Reimann, Daniela. "Shaping Interactive Media with the Sewing Machine: Smart Textile as an Artistic Context to Engage Girls in Technology and Engineering Education." IJACDT 1.1 (2011): 12-21. Web. 21 May. 2012. doi:10.4018/ijacdt.2011010102

APA

Reimann, D. (2011). Shaping Interactive Media with the Sewing Machine: Smart Textile as an Artistic Context to Engage Girls in Technology and Engineering Education. International Journal of Art, Culture and Design Technologies (IJACDT), 1(1), 12-21. doi:10.4018/ijacdt.2011010102

Chicago

Reimann, Daniela. "Shaping Interactive Media with the Sewing Machine: Smart Textile as an Artistic Context to Engage Girls in Technology and Engineering Education," International Journal of Art, Culture and Design Technologies (IJACDT) 1 (2011): 1, accessed (May 21, 2012), doi:10.4018/ijacdt.2011010102

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Abstract

In the context of converging media technologies, the concept of mobile media embedded in wearable material was introduced. Wearable Computing, Fashionable Technology, and Smart Textile are being developed at the intersection of media, art, design, computer science, and engineering. However, in Germany, little research has been undertaken into Smart Textile in education1. Those activities are not realized at school in the context of artistic processes in general MINT2 education in classroom settings. In order to research the interplay of electronic textiles and wearable technology, hard and software tools, such as Arduino LilyPad, a programmable board designed for stitching into clothing and flexible applications are scrutinized. In the project, contemporary media art projects in the field of Fashionable Technology are explored to inspire interdisciplinary technology education. The project described in this paper engages girls in technology and engineering by integrating artistic processes as well as a more playcentric approach to technology and engineering education.
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