scholarly journals Thermal Simulation of Close-Fitting Sportswear

Energies ◽  
2020 ◽  
Vol 13 (10) ◽  
pp. 2419
Author(s):  
Muhammad Awais ◽  
Sybille Krzywinski ◽  
Bianca-Michaela Wölfling ◽  
Edith Classen

A novel and intelligent product development approach is required in this fast-growing and advanced technological era. Therefore, textile researchers have worked intensively to create efficient and transparent solutions for complex developments by using advanced modeling and simulation tools and techniques. This paper addresses a process for the thermal simulation of sportswear by considering the human thermophysiological model and important thermal properties of fabrics, i.e., thermal resistance, evaporative resistance, and permeability index. The results of the simulation are illustrated in terms of core body and mean skin temperatures. Moreover, results are validated by wear trials showing good consistency. This study is beneficial to the development of clothing for specific sports and the evaluation of comfort and heat stress during different sports activities.

2021 ◽  
Vol 16 ◽  
pp. 155892502110413
Author(s):  
Muhammad Awais ◽  
Sybille Krzywinski ◽  
Bianca-Michaela Wölfling ◽  
Edith Classen

The following analysis deals with the validation study for the already published thermal simulation of the human body-clothing-environment system through wear trials. Three test persons and a clothing system were selected for this study. The simulation process chain includes 3D scanning, clothing fit considering the deformation properties of fabrics, 3D analysis of air gaps between skin and clothing, and thermophysiological analysis of the human body taking into account different metabolic rates. Moreover, subjective wear trials were performed in a climatic chamber to validate the simulation results. The results show good validation for the core body and mean skin temperature, however, discrepancies were observed on comparing the local skin temperatures. The presented simulation approach offers a holistic solution for product development in the areas of sportswear, workwear, outdoor, and protective clothing.


1984 ◽  
Vol 57 (6) ◽  
pp. 1738-1741 ◽  
Author(s):  
T. G. Waldrop ◽  
D. E. Millhorn ◽  
F. L. Eldridge ◽  
L. E. Klingler

Respiratory responses to increased skin temperatures were recorded in anesthetized cerebrate and in unanesthetized decerebrate cats. All were vagotomized, glomectomized, and paralyzed. Core body temperature and end-tidal Pco2 were kept constant with servoncontrollers. Stimulation of cutaneous nociceptors by heating the skin to 46 degrees C caused respiration to increase in both cerebrate and decerebrate cats. An even larger facilitation of respiration occurred when the skin temperature was elevated to 51 degrees C. However, respiration did not increase in either group of cats when the skin was heated to 41 degrees C to activate cutaneous warm receptors. The phenomenon of sensitization of nociceptors was observed. Spinal transection prevented all the respiratory responses to cutaneous heating. We conclude that noxious, but not nonnoxious, increases in skin temperature cause increases in respiratory output.


Author(s):  
Sara de Freitas ◽  
Steve Jarvis

This chapter reviews some of the key research supporting the use of serious games for training in work contexts. The review indicates why serious games should be used to support training requirements, and in particular identifies “attitudinal change” in training as a key objective for deployment of serious games demonstrators. The chapter outlines a development approach for serious games and how it is being evaluated. Demonstrating this, the chapter proposes a game-based learning approach that integrates the use of a “four-dimensional framework”, outlines some key games principles, presents tools and techniques for supporting data collection and analysis, and considers a six-stage development process. The approach is then outlined in relation to a serious game for clinical staff concerned with infection control in hospitals and ambulances, which is being developed in a current research and development project. Survey findings from the target user group are presented and the use of tools and techniques explained in the context of the development process. The chapter proposes areas for future work and concludes that it is essential to use a specific development approach for supporting consistent game design, evaluation and efficacy for particular user groups.


1998 ◽  
Vol 14 (1-4) ◽  
pp. 351-356 ◽  
Author(s):  
Peter Apian-Bennewitz ◽  
Manuel Goller ◽  
Sebastian Herkel ◽  
Anne Kovach-Hebling ◽  
Jan Wienold

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