TextileTextile is an umbrella term that includes various fiber-based materials, including fibers, yarns, filaments, threads, different fabric types, etc. At first, the word "textiles" only referred to woven fabrics. However, weaving is not the only manufacturing method, and many other methods were later developed to form textile structures based on their intended use. Knitting and non-woven are other popular types of fabric manufacturing.
Textile performanceTextile performance, also known as fitness for purpose, is a textile's capacity to withstand various conditions, environments, and hazards, qualifying it for particular uses. The performance of textile products influences their appearance, comfort, durability, and protection. Different textile applications (automotive, clothing, sleepwear, workwear, sportswear, upholstery, and PPE) require a different set of performance parameters. As a result, the specifications determine the level of performance of a textile product.
Technical textile"Technical textile" refers to a category of textiles specifically engineered and manufactured to serve functional purposes beyond traditional apparel and home furnishing applications. These textiles are designed with specific performance characteristics and properties, making them suitable for various industrial, medical, automotive, aerospace, and other technical applications.
Net energy gainNet Energy Gain (NEG) is a concept used in energy economics that refers to the difference between the energy expended to harvest an energy source and the amount of energy gained from that harvest. The net energy gain, which can be expressed in joules, differs from the net financial gain that may result from the energy harvesting process, in that various sources of energy (e.g. natural gas, coal, etc.) can be priced differently for the same amount of energy.
Finishing (textiles)In textile manufacturing, finishing refers to the processes that convert the woven or knitted cloth into a usable material and more specifically to any process performed after dyeing the yarn or fabric to improve the look, performance, or "hand" (feel) of the finish textile or clothing. The precise meaning depends on context. Fabric after leaving the loom or knitting machine is not readily useable. Called grey cloth at this stage, it contains natural and added impurities.
Triboelectric effectThe triboelectric effect (also known as triboelectricity, triboelectric charging, triboelectrification, or tribocharging) describes electric charge transfer between two objects when they contact or slide against each other. It can occur with different materials, such as the sole of a shoe on a carpet, or between two pieces of the same material. It occurs with differing amounts of charge transfer (tribocharge) for all solid materials and all contacts and sliding.
Electrical gridAn electrical grid is an interconnected network for electricity delivery from producers to consumers. Electrical grids vary in size and can cover whole countries or continents. It consists of: power stations: often located near energy and away from heavily populated areas electrical substations to step voltage up or down electric power transmission to carry power long distances electric power distribution to individual customers, where voltage is stepped down again to the required service voltage(s).
History of clothing and textilesThe study of the history of clothing and textiles traces the development, use, and availability of clothing and textiles over human history. Clothing and textiles reflect the materials and technologies available in different civilizations at different times. The variety and distribution of clothing and textiles within a society reveal social customs and culture. The wearing of clothing is exclusively a human characteristic and is a feature of most human societies.
Wearable computerA wearable computer, also known as a body-borne computer, is a computing device worn on the body. The definition of 'wearable computer' may be narrow or broad, extending to smartphones or even ordinary wristwatches. Wearables may be for general use, in which case they are just a particularly small example of mobile computing. Alternatively, they may be for specialized purposes such as fitness trackers. They may incorporate special sensors such as accelerometers, heart rate monitors, or on the more advanced side, electrocardiogram (ECG) and blood oxygen saturation (SpO2) monitors.
Wearable technologyWearable technology is any technology that is designed to be used while worn. Common types of wearable technology include smartwatches and smartglasses. Wearable electronic devices are often close to or on the surface of the skin, where they detect, analyze, and transmit information such as vital signs, and/or ambient data and which allow in some cases immediate biofeedback to the wearer.