2,315 research outputs found

    Another Brick in the Wall: Public Space, Visual Hegemonic Resistance, and the Physical/Digital Continuum

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    In this thesis I will demonstrate that there is a similarity between the use of physical walls and digital walls as means of ideological dissemination by power structures as well as socio-political protesters. Also, I will show that their use in this manner not only changes the way that both function ideologically, but also changes the environment that these walls are created/exist in as well. The first case study will analyze Banksy’s employment of carnivalesque graffiti as a means of protest. The second case study will analyze the use of digital public space and “walls” created within social media as tools of protest, paralleling the earlier examples pertaining to the physical walls of public space. The third case study will look at the employment of the digital “walls” of Facebook and Twitter in conjunction with the use of public space in Cairo and its role in the 2011 Egyptian Revolution

    Testing the Mere Exposure Effect in Videogaming

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    Due to proliferation of media and platforms it is becoming increasingly difficult for marketers to reach and engage consumers using traditional forms of mass media such as advertising. Marketers are turning to alternate forms of communication, such as brand placement in videogames as the games industry continues to grow. To date academic research appears inconclusive in terms of validating the use of videogames as a promotional tool. Moreover, there is a lack of empirical evidence concerning the effects on consumers and brands of marketing messages in the videogame environment. This aim of this study was to investigate whether exposure to brand placement affects unknown brand likeability as a result of mere exposure for game players and game watchers in videogames. The study adopted a quasi-experiment between group design, with a Control, Watch Group and Play Group (300 participants in total) and a post exposure questionnaire. Results suggest some support a mere exposure effect which is that a frequently presented brand placement in a videogame can have a positive effect on players and watchers’ brand attitudes, although they do not recall the brand. This is the first empirical study to investigate brand placement and mere exposure effects in videogames. Theoretically, the study contributes to knowledge concerning brand placement processing in videogames and builds on the existing paradigms of MEE, low-involvement processing, implicit and explicit processing and brand attitude formation. For game developers and brand owners, the study has implications for marketing communications strategy, and graphic design elements for the placements, design of videogames and the most effective position for placements in a game

    Critical clickbait: artist interventions in commercial visual culture

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    In my research I explore the relation between people and objects, and the impact that images have as producers and disseminators of social values. I examine commodity packaging and adverts to determine the ideologies they support and to understand how they shape the identity of the consumer. To intervene in this process, I produce site-specific art works for commercial advertising spaces on billboards and social networking sites. This article will present a selection of artworks that aim to visualize the how consumer culture informs and influences identities and gendered behaviours

    Real-time Photorealistic Visualisation of Large-scaleMultiresolution Terrain Models

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    Height field terrain rendering is an important aspect of GIS, outdoor virtual reality applicationssuch as flight simulation, 3-D games, etc. A polygonal model of very large terrain data requiresa large number of triangles. So, even most high-performance graphics workstations have greatdifficulty to display even moderately sized height fields at interactive frame rates. To bringphotorealism in visualisation, it is required to drape corresponding high-resolution satellite oraerial phototexture over 3-D digital terrain and also to place multiple collections of point-location-based static objects such as buildings, trees, etc and to overlay polyline vector objects suchas roads on top of the terrain surface. It further complicates the requirement of interactive framerates while navigation over the terrain. This paper describes a novel approach for objects andterrain visualisation by combination of two algorithms, one for terrain data and the other forobjects. The terrain rendering is accomplished by an efficient dynamic multiresolution view-dependent level-of-detail mesh simplification algorithm. It is augmented with out-of-corevisualisation of large-height geometry and phototexture terrain data populated with 3-D/2-Dstatic objects as well as vector overlays without extensive memory load. The proposedmethodology provides interactive frame rates on a general-purpose desktop PC with OpenGL-enabled graphics hardware. The software TREND has been successfully tested on different real-world height maps and satellite phototextures of sizes up to 16K*16K coupled with thousandsof static objects and polyline vector overlays

    Television Remixed: The Controversy Over Commercial–Skipping

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    Walking as Do-It-Yourself Urbansim

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    This article develops a series of theoretical notions arising in the context of an urban art project that took place in London in the summer of 2004 under the title “Where do you breathe?”1 As a participatory urban intervention, the project challenged the notion of authorship in public space by casting the act of walking as a transformation of urban space, and examined the potentials for a practice of photography based on interaction rather than passive representation

    Framing audience prefigurations of The Hobbit: An Unexpected Journey: The roles of fandom, politics and idealised intertexts

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    Audiences for blockbuster event-film sequels and adaptations often formulate highly developed expectations, motivations, understandings and opinions well before the films are released. A range of intertextual and paratextual influences inform these audience prefigurations, and are believed to frame subsequent audience engagement and response. In our study of prefigurative engagements with Peter Jackson’s 2012 film, The Hobbit: An Unexpected Journey, we used Q methodology to identify five distinct subjective orientations within the film’s global audience. As this paper illustrates, each group privileges a different set of extratextual referents – notably J.R.R. Tolkien’s original novels, Peter Jackson’s The Lord of The Rings film trilogy, highly localised political debates relating to the film’s production, and the previous associations of the film’s various stars. These interpretive frames, we suggest, competed for ascendancy within public and private discourse in the lead up to The Hobbit’s international debut, effectively fragmenting and indeed polarising the film’s prospective global audience

    Stereoscopic Sketchpad: 3D Digital Ink

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    --Context-- This project looked at the development of a stereoscopic 3D environment in which a user is able to draw freely in all three dimensions. The main focus was on the storage and manipulation of the ‘digital ink’ with which the user draws. For a drawing and sketching package to be effective it must not only have an easy to use user interface, it must be able to handle all input data quickly and efficiently so that the user is able to focus fully on their drawing. --Background-- When it comes to sketching in three dimensions the majority of applications currently available rely on vector based drawing methods. This is primarily because the applications are designed to take a users two dimensional input and transform this into a three dimensional model. Having the sketch represented as vectors makes it simpler for the program to act upon its geometry and thus convert it to a model. There are a number of methods to achieve this aim including Gesture Based Modelling, Reconstruction and Blobby Inflation. Other vector based applications focus on the creation of curves allowing the user to draw within or on existing 3D models. They also allow the user to create wire frame type models. These stroke based applications bring the user closer to traditional sketching rather than the more structured modelling methods detailed. While at present the field is inundated with vector based applications mainly focused upon sketch-based modelling there are significantly less voxel based applications. The majority of these applications focus on the deformation and sculpting of voxmaps, almost the opposite of drawing and sketching, and the creation of three dimensional voxmaps from standard two dimensional pixmaps. How to actually sketch freely within a scene represented by a voxmap has rarely been explored. This comes as a surprise when so many of the standard 2D drawing programs in use today are pixel based. --Method-- As part of this project a simple three dimensional drawing program was designed and implemented using C and C++. This tool is known as Sketch3D and was created using a Model View Controller (MVC) architecture. Due to the modular nature of Sketch3Ds system architecture it is possible to plug a range of different data structures into the program to represent the ink in a variety of ways. A series of data structures have been implemented and were tested for efficiency. These structures were a simple list, a 3D array, and an octree. They have been tested for: the time it takes to insert or remove points from the structure; how easy it is to manipulate points once they are stored; and also how the number of points stored effects the draw and rendering times. One of the key issues brought up by this project was devising a means by which a user is able to draw in three dimensions while using only two dimensional input devices. The method settled upon and implemented involves using the mouse or a digital pen to sketch as one would in a standard 2D drawing package but also linking the up and down keyboard keys to the current depth. This allows the user to move in and out of the scene as they draw. A couple of user interface tools were also developed to assist the user. A 3D cursor was implemented and also a toggle, which when on, highlights all of the points intersecting the depth plane on which the cursor currently resides. These tools allow the user to see exactly where they are drawing in relation to previously drawn lines. --Results-- The tests conducted on the data structures clearly revealed that the octree was the most effective data structure. While not the most efficient in every area, it manages to avoid the major pitfalls of the other structures. The list was extremely quick to render and draw to the screen but suffered severely when it comes to finding and manipulating points already stored. In contrast the three dimensional array was able to erase or manipulate points effectively while the draw time rendered the structure effectively useless, taking huge amounts of time to draw each frame. The focus of this research was on how a 3D sketching package would go about storing and accessing the digital ink. This is just a basis for further research in this area and many issues touched upon in this paper will require a more in depth analysis. The primary area of this future research would be the creation of an effective user interface and the introduction of regular sketching package features such as the saving and loading of images
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