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"Visual communication Methodology."
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Graphic design discourse : evolving theories, ideologies, and processes of visual communication
\"Since its inception, the field of graphic design--whose primary aim is visual communication--has struggled between two contradictory poles: design resulting from a rigorous, fixed set of rules, and design that expresses the hand of the artist. But what if designers focused on process and critical analysis over visual outcome? Through a carefully selected collection of more than seventy-five seminal texts spanning centuries and bridging the disciplines of art, architecture, design history, philosophy, and cultural theory, this illuminating anthology establishes a new paradigm for graphic design methodologies for the twenty-first century\"-- Provided by publisher.
Handbook of Visual Communication
by
James Kelly
,
Sheree Josephson
,
Ken Smith
in
aesthetics
,
applied
,
Communication Research Methods
2020
This Handbook of Visual Communication explores the key theoretical areas and research methods of visual communication. With chapters contributed by many of the best-known and respected scholars in visual communication, this volume brings together significant and influential work in the discipline.
The second edition of this already-classic text has been completely revised to reflect the metamorphosis of communication in the last 15 years and the ubiquity of visual communication in our modern mediated lifestyle. 13 major theories of communication are defined by the top experts in their fields: perception, cognition, aesthetics, visual rhetoric, semiotics, cultural studies, ethnography, narrative, media aesthetics, digital media, intertextuality, ethics, and visual literacy. Each of these theory chapters is followed by an exemplar study or two in the area, demonstrating the various methods used in visual communication research as well as the research approaches applicable for specific media types.
The Handbook of Visual Communication is a theoretical and methodological handbook for visual communication researchers and a compilation for much of the theoretical background necessary to understand visual communication. It is required reading for scholars, researchers, and advanced students in visual communication, and it will be influential in other disciplines such as advertising, persuasion, and media studies. The volume will also be essential to media practitioners seeking to understand the visual aspects of how audiences use media to contribute to more effective use of each specific medium.
Digital Research Methods in Fashion and Textile Studies
by
Sikarskie, Amanda
in
Fashion design
,
Fashion design -- Research -- Methodology
,
Fashion-Research
2020
Are you a researcher struggling to mine and make sense of a mountain of fashion data?Are you interested in learning about how digital methods and tools could enhance your research?Have you thought about ways to spark and engage in academic conversations on social media?.
Back of the Napkin
2012
This original book provides a whole new way of looking at business problems and ideas. Dan Roam demonstrates how thinking with pictures can help you discover and develop new ideas, solve problems in unexpected ways, and dramatically improve your ability to share your insights with others. Used properly, a simple drawing on a humble napkin is more powerful than Excel or PowerPoint. It can help us crystallise ideas, think outside of the box, and communicate in a way that other people simply \"get\". Drawing on 20 years of visual problem solving combined with recent discoveries in vision science, Roam shows us how to clarify a problem or sell an idea by visually breaking it down using a simple set of visualisation tools. His strategies take advantage of everyones innate ability to look, see, imagine and show.
Representation in Scientific Practice Revisited
2014,2013
Representation in Scientific Practice, published by the MIT Press in 1990, helped coalesce a long-standing interest in scientific visualization among historians, philosophers, and sociologists of science and remains a touchstone for current investigations in science and technology studies. This volume revisits the topic, taking into account both the changing conceptual landscape of STS and the emergence of new imaging technologies in scientific practice. It offers cutting-edge research on a broad array of fields that study information as well as short reflections on the evolution of the field by leading scholars, including some of the contributors to the 1990 volume. The essays consider the ways in which viewing experiences are crafted in the digital era; the embodied nature of work with digital technologies; the constitutive role of materials and technologies -- from chalkboards to brain scans -- in the production of new scientific knowledge; the metaphors and images mobilized by communities of practice; and the status and significance of scientific imagery in professional and popular culture.ContributorsMorana Alac, Michael Barany, Anne Beaulieu, Annamaria Carusi, Catelijne Coopmans, Lorraine Daston, Sarah de Rijcke, Joseph Dumit, Emma Frow, Yann Giraud, Aud Sissel Hoel, Martin Kemp, Bruno Latour, John Law, Michael Lynch, Donald MacKenzie, Cyrus Mody, Natasha Myers, Rachel Prentice, Arie Rip, Martin Ruivenkamp, Lucy Suchman, Janet Vertesi, Steve Woolgar
Enhancing Cognition with Video Games: A Multiple Game Training Study
by
Oei, Adam C.
,
Patterson, Michael D.
in
Attentional Blink - physiology
,
Biology
,
Biomedical Enhancement
2013
Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands.
We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training.
Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.
Journal Article
A Randomized Trial Comparison of the Effects of Verbal and Pictorial Naturalistic Communication Strategies on Spoken Language for Young Children with Autism
by
Schreibman, Laura
,
Stahmer, Aubyn C.
in
Augmentative and Alternative Communication
,
Autism
,
Autism Spectrum Disorders
2014
Presently there is no consensus on the specific behavioral treatment of choice for targeting language in young nonverbal children with autism. This randomized clinical trial compared the effectiveness of a verbally-based intervention, Pivotal Response Training (PRT) to a pictorially-based behavioral intervention, the Picture Exchange Communication System (PECS) on the acquisition of spoken language by young (2–4 years), nonverbal or minimally verbal (≤9 words) children with autism. Thirty-nine children were randomly assigned to either the PRT or PECS condition. Participants received on average 247 h of intervention across 23 weeks. Dependent measures included overall communication, expressive vocabulary, pictorial communication and parent satisfaction. Children in both intervention groups demonstrated increases in spoken language skills, with no significant difference between the two conditions. Seventy-eight percent of all children exited the program with more than 10 functional words. Parents were very satisfied with both programs but indicated PECS was more difficult to implement.
Journal Article
Roughness perception: A multisensory/crossmodal perspective
2022
Roughness is a perceptual attribute typically associated with certain stimuli that are presented in one of the spatial senses. In auditory research, the term is typically used to describe the harsh effects that are induced by particular sound qualities (i.e., dissonance) and human/animal vocalizations (e.g., screams, distress cries). In the tactile domain, roughness is a crucial factor determining the perceptual features of a surface. The same feature can also be ascertained visually, by means of the extraction of pattern features that determine the haptic quality of surfaces, such as grain size and density. By contrast, the term
roughness
has rarely been applied to the description of those stimuli perceived via the chemical senses. In this review, we take a critical look at the putative meaning(s) of the term
roughness
, when used in both unisensory and multisensory contexts, in an attempt to answer two key questions: (1) Is the use of the term ‘roughness’ the same in each modality when considered individually? and (2) Do crossmodal correspondences involving roughness match distinct perceptual features or (at least on certain occasions) do they merely pick-up on an amodal property? We start by examining the use of the term in the auditory domain. Next, we summarize the ways in which the term
roughness
has been used in the literature on tactile and visual perception, and in the domain of olfaction and gustation. Then, we move on to the crossmodal context, reviewing the literature on the perception of roughness in the audiovisual, audiotactile, and auditory-gustatory/olfactory domains. Finally, we highlight some limitations of the reviewed literature and we outline a number of key directions for future empirical research in roughness perception.
Journal Article