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Agile thinking in motion graphics practice and its potential for design education
Motion Graphics is relatively new subject and its methodologies are still being developed. There are useful lessons to be learnt from the practice in early cinema from the 1890's to the 1930's where Agile thinking was used by a number of practitioners including Fritz Lang. Recent studies in MA Motion Graphics have accessed some of this thinking incorporating them in a series of Motion Graphic tests and experiments culminating in a two minute animation “1896 Olympic Marathon”. This paper demonstrates how the project and its design methodology can contribute new knowledge for the practice and teaching of this relatively new and expanding area of Motion Graphic Design. This would be not only invaluable to the International community of Motion Graphic practitioners, Educators and Researchers in their development of this maturing field. But also to the broader Multidisciplinary disciplines within Design Education. These methodologies have been arrived at by accessing the work of creative and reflective practice as defined by Carol Grey and Julian Marlin in Visualizing Research (2004) and reflective practice as defined by Donald Schon (1983). Central to the investigation has been the approach of Agile thinking from the methodology of "Bricolage" by Levi Strauss "The Savage Mind" (1966)
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
A lesson from robotics: Modeling infants as autonomous agents
While computational models are playing an increasingly important role in developmental psychology, at least one lesson from robotics is still being learned: modeling epigenetic processes often requires simulating an embodied, autonomous organism. This paper first contrasts prevailing models of infant cognition with an agent-based approach. A series of infant studies by Baillargeon (1986; Baillargeon & DeVos, 1991) is described, and an eye-movement model is then used to simulate infants' visual activity in this study. I conclude by describing three behavioral predictions of the eyemovement model, and discussing the implications of this work for infant cognition research
Virtual reality: Theoretical basis, practical applications
Virtual reality (VR) is a powerful multimedia visualization technique offering a range of mechanisms by which many new experiences can be made available. This paper deals with the basic nature of VR, the technologies needed to create it, and its potential, especially for helping disabled people. It also offers an overview of some examples of existing VR systems
Facilitating Understanding of Movements in Dynamic Visualizations: An Embodied Perspective
Learners studying mechanical or technical processes via dynamic visualizations often fail to build an accurate mental representation of the system's movements. Based on embodied theories of cognition assuming that action, perception, and cognition are closely intertwined, this paper proposes that the learning effectiveness of dynamic visualizations could be enhanced by grounding the movements of the presentation in people's own bodily experiences during learning. We discuss recent research on embodied cognition and provide specific strategies for how the body can be used to ground movements during the learning process: (1) making or observing gestures, (2) manipulating and interacting with objects, (3) using body metaphors, and (4) using eye movements as retrieval cues. Implications for the design of dynamic visualizations as well as directions for future research are presented
A visual conflict hypothesis for global-local visual deficits in Williams Syndrome: simulations and data
Individuals with Williams Syndrome demonstrate impairments in visuospatial cognition. This has been ascribed to a local processing bias. More specifically, it has been proposed that the deficit arises from a problem in disengaging attention from local features. We present preliminary data from an integrated empirical and computational exploration of this phenomenon. Using a connectionist model, we first clarify and formalize the proposal that visuospatial deficits arise from an inability to locally disengage. We then introduce two empirical studies using Navon-style stimuli. The first explored sensitivity to local vs. global features in a perception task, evaluating the effect of a manipulation that raised the salience of global organization. Thirteen children with WS exhibited the same sensitivity to this manipulation as CA-matched controls, suggesting no local bias in perception. The second study focused on image reproduction and demonstrated that in contrast to controls, the children with WS were distracted in their drawings by having the target in front of them rather than drawing from memory. We discuss the results in terms of an inability to disengage during the planning stage of reproduction due to over-focusing on local elements of the current visual stimulus
Visual arts and 2D – 3D motion typo.graphic design
This project explores issues of typographic design within multimedia contexts, which include interactive, sonic and animated components
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