1,058 research outputs found

    Embracing Cyberculture on Graphic Design

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    This paper is about exploring the concept of Cyberculture on graphic design. Today, people from the different background of age and culture are engaged in using personal computers, smartphones, and even digital cameras. They are known as the active media users. They are the new inventors of graphic design, digital images, animation and films in cyberspace. This study uses a thematic lens to describe writings on popular Cyberculture. The interesting part of this section is the construction of cyberpunk and cyborg that engaged in many popular Cyberculture writings. Two lenses derived from popular Cvberculture were assessed; one is cyberpunk and tv.o is the cyborg. These two lenses are the foundation for reviewing Cyberculture on graphic design and a reflection of graphic design involvement with the computer and the Internet are discussed. The finding on graphic design in the lens of Cyberpunk seen in design illustration of favourite comic characters

    Study of creative processes that lead to successful visually narrative art products

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    The success of an artist’s work depends upon a few key factors. No matter which field of study you pursue as an individual it is important to examine and understand previously collected knowledge and works developed within that field. Once an artist has learned from the successful “Old” methods and examples of artworks he or she may then combine the “Old” with some of his or her “New” methods and ideas. When it comes to visual narrative art there is a large variety of visual art and other creations to learn from. Factors related to decision making will change with every work of art an artist chooses or is asked to produce. In this paper I will examine these factors and describe how and why I have made the decisions for three varieties of narrative art projects: thematic murals, children’s book illustrations, and a self-portrait series

    Sets in Order: the official magazine of square dancing.

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    Published monthly for and by Square Dancers and for the general enjoyment of all

    Contemporary Art in Japan and Cuteness in Japanese Popular Culture

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    This thesis is an art historical study focussing on contemporary Japan, and in particular the artists Murakami TakashL Mori Mariko, Aida Makoto, and Nara Yoshitomo. These artists represent a generation of artists born in the 1960s who use popular culture to their own ends. From the seminal exhibition 'Tokyo Pop' at Hiratsuka Museum of Art in 1996 which included all four artists, to Murakami's group exhibition 'Little Boy: The Arts of Japan's Exploding Subculture' which opened in April 2005, central to my research is an exploration of contemporary art's engagement with the pervasiveness of cuteness in Japanese culture. Including key secondary material, which recognises cuteness as not merely something trivial but involving power play and gender role issues, this thesis undertakes an interdisciplinary analysis of cuteness in contemporary Japanese popular culture, and examines howcontemporary Japanese artists have responded, providing original research through interviews with Aida Makoto, Mori Mariko and Murakami Takashi. Themes examined include the deconstruction of the high and low in contemporary art; sh6jo (girl) culture and cuteness; the relation of cuteness and the erotic; the transformation of cuteness into the grotesque; cuteness and nostalgia; and virtual cuteness in Japanese science fiction animation, and computer games. Director of Studies: Toshio Watanabe Supervisors: David Ryan and Omuka Toshihar

    The role of logo design in creating brand emotion: A semiotic comparison of the Apple and IBM logos

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    Thesis (Master)--Izmir Institute of Technology, Industrial Design, Izmir, 2006Includes bibliographical references (leaves: 111-122)Text in English; Abstract: Turkish and Englishix, 117 leavesThis thesis explains the role of logo design in creating brand emotion as a comparative analysis of Apple and IBM using the semiotic theory of Charles Morris.These research reports the results of the comparisons, and in the light of the results reaches conclusions about the emotional value of a logo to a company and the way it affects their consumers. The visual sign elements of IBM.s monochromatic, straight, striped-block letters versus Apple.s rainbow coloured, rounded, and partially bitten apple have been compared syntactically, semantically, and pragmatically. A well designed emotional logo becomes a visual shorthand for the meanings attached to it, and therefore it influences consumers to be receptive to the brand message and effects consumers emotionally, making them exhibit extreme loyalty to the brand. They invoke emotion and brand not only the company, but the customer as well. This thesis, using semiotics, shows the importance of designing logos to create an emotional, even subconscious, connection with consumers

    KEER2022

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    AvanttĂ­tol: KEER2022. DiversitiesDescripciĂł del recurs: 25 juliol 202

    The Global Smartphone

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    The smartphone is often literally right in front of our nose, so you would think we would know what it is. But do we? To find out, 11 anthropologists each spent 16 months living in communities in Africa, Asia, Europe and South America, focusing on the take up of smartphones by older people. Their research reveals that smartphones are technology for everyone, not just for the young. The Global Smartphone presents a series of original perspectives deriving from this global and comparative research project. Smartphones have become as much a place within which we live as a device we use to provide ‘perpetual opportunism’, as they are always with us. The authors show how the smartphone is more than an ‘app device’ and explore differences between what people say about smartphones and how they use them. The smartphone is unprecedented in the degree to which we can transform it. As a result, it quickly assimilates personal values. In order to comprehend it, we must take into consideration a range of national and cultural nuances, such as visual communication in China and Japan, mobile money in Cameroon and Uganda, and access to health information in Chile and Ireland – all alongside diverse trajectories of ageing in Al Quds, Brazil and Italy. Only then can we know what a smartphone is and understand its consequences for people’s lives around the world

    Visualizing change – Collaboration tool for transition pathway creation

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    The main question inspiring this study can be phrased as such: ”How to support visualization and deliberation during a transition implementation arena, by utilizing game design process?” I answer to that question by explaining the process of the design of a pathway creation tool for transition management context. It was conducted as part of a transition arena (TA) during a research project, Smart Energy Transition. The project aims to find out, how could Finland benefit from disruptive energy models and innovations in the future. The transition arena held in Helsinki during 2017 was a so-called translation of the TA method for Finnish context. It introduced a redesign of the arena, which put a heavy focus on the formation of transition pathways by utilizing the co-designed Pathway Creation Tool. The problem that the design team faced when planning the upcoming arena, was that the preceding manuals that introduce the usage of the method, fail to present a concrete and plausible way to create and visualize transition pathways. This is why the transition arena planning team in Helsinki decided to design a context specific tool for the creation of pathways. The Pathway Creation Tool, that was born as a result, is a co-planning tool that draws its inspiration from design game studies and iterative critical game design method. The tool is based on the actions that have to be made during transition arena process in order to create transition pathways. In this study, my main research questions handle, how can the pathway creation tool with game structure support deliberative planning in a policy design context, and how does game structure, as a way of designing and implementing the tool, support the overall design process? As the result of the study, I suggest that a game structure in the center of the design process of the Pathway Creation Tool, held qualities that supported a successful implementation of pathway creation during the transition arena process in Helsinki during 2017. As further developments, I suggest a need for further studies of applying tools with game structure in co-design processes which aim at policy (re)design. I propose especially a need for more arenas, with use of the Pathway Creation Tool to be established, to evaluate whether this redesign of the original method is translatable and brings value in other contexts.Tutkimustani inspiroineen kysymyksen voi muotoilla seuraavasti: “Kuinka tukea muutospolkujen visualisointia ja deliberaatiota murrosareenan aikana hyödyntĂ€en pelisuunnitteluprosessia?” Vastaan kysymykseen kuvailemalla polkutyökalun suunnitteluprosessin murros-tutkimuksen konteksissa. Suunnittelu tapahtui osana murrosareena -prosessia, Smart Energy Transition -tutkimusprojektissa. Tutkimusprojektin tarkoituksena on selvittÀÀ, kuinka Suomi voisi hyötyĂ€ disruptiivisista energiamalleista ja innovaatioista tulevaisuudessa. HelsingissĂ€ vuoden 2017 aikana jĂ€rjestetty murrosareena oli Suomalaiseen kontekstiin luotu “kÀÀnnös” alkuperĂ€isestĂ€ murrosareena-metodista. Se esitteli areenan uudelleenmuotoilun, joka keskittyi vahvasti murrospolkujen luomiseen yhteissuunnitteluprosessin avulla tuotetun Muutospolkutyökalun avulla. Muotoilijoiden kohtaama ongelma areenaa suunnitellessa oli, etteivĂ€t metodia esittelevĂ€t edeltĂ€vĂ€t ohjeistot kyenneet esittelemÀÀn konkreettista ja uskottavaa tapaa muodostaa ja visualisoida muutospolkuja. TĂ€mĂ€n vuoksi Helsingin murrosareenan suunnittelutiimi pÀÀtti suunnitella kontekstiin sopivan työkalun, jonka avulla polkuja voitaisiin muodostaa. Muutospolkutyökalu syntyi suunnittelun lopputuloksena. Se on yhteiskehittelytyökalu, jonka inspiraationa toimivat muotoilupelitutkimus ja iteratiivinen kriittinen pelisuunnittelu -metodi. Työkalu perustuu toimille, joita vaaditaan muutospolkujen luomiseksi murrosareenaprosessin aikana. Tutkimukseni keskeiset tutkimuskysymykset ovat, kuinka pelirakenteeseen perustuva muutospolkutyökalu voi tukea deliberatiivista suunnittelua politiikkasuunnittelun kontekstissa, ja kuinka pelirakenne suunnittelun ja työkalun jalkauttamisen perustana tukee designprosessia kokonaisuutena? Tutkimuksen tuloksena esitĂ€n, ettĂ€ pelirakenne Muutospolkutyökalun suunnittelun keskeisenĂ€ tekijĂ€nĂ€ sisĂ€lsi ominaisuuksia, jotka tukivat mutospolkutyöskentelyn menestyksekĂ€stĂ€ jalkautusta murrosareenan aikana HelsingissĂ€ 2017. Jatkoksi opinnĂ€ytteelleni ehdotan lisĂ€tutkimusta pelirakenteen omaavien työkalujen hyödyntĂ€misestĂ€ yhteissuunnitteluprosesseissa, jotka tĂ€htÀÀvĂ€t politiikan (uudelleen)suunnitteluun. NĂ€en erityisesti tarvetta jĂ€rjestÀÀ uusia areenoita, joissa Muutospolkutyökalu on kĂ€ytössĂ€. NĂ€in voitaisiin arvioida, onko esittĂ€mĂ€ni alkuperĂ€isen metodin uudelleenmuotoilu kÀÀnnettĂ€vissĂ€ muihin konteksteihin ja tuottaako se niissĂ€ lisĂ€arvoa

    The Global Smartphone: Beyond a youth technology

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    The smartphone is often literally right in front of our nose, so you would think we would know what it is. But do we? To find out, 11 anthropologists each spent 16 months living in communities in Africa, Asia, Europe and South America, focusing on the take up of smartphones by older people. Their research reveals that smartphones are technology for everyone, not just for the young. The Global Smartphone presents a series of original perspectives deriving from this global and comparative research project. Smartphones have become as much a place within which we live as a device we use to provide ‘perpetual opportunism’, as they are always with us. The authors show how the smartphone is more than an ‘app device’ and explore differences between what people say about smartphones and how they use them. The smartphone is unprecedented in the degree to which we can transform it. As a result, it quickly assimilates personal values. In order to comprehend it, we must take into consideration a range of national and cultural nuances, such as visual communication in China and Japan, mobile money in Cameroon and Uganda, and access to health information in Chile and Ireland – all alongside diverse trajectories of ageing in Al Quds, Brazil and Italy. Only then can we know what a smartphone is and understand its consequences for people’s lives around the world
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