88,342 research outputs found

    Development Of Information Visualization Methods For Use In Multimedia Applications

    Get PDF
    The aim of the article is development of a technique for visualizing information for use in multimedia applications. In this study, to visualize information, it is proposed first to compile a list of key terms of the subject area and create data tables. Based on the structuring of fragments of the subject area, a visual display of key terms in the form of pictograms, a visual display of key terms in the form of images, and a visual display of data tables are performed. The types of visual structures that should be used to visualize information for further use in multimedia applications are considered. The analysis of existing visual structures in desktop publishing systems and word processors is performed.To build a mechanism for visualizing information about the task as a presentation, a multimedia application is developed using Microsoft Visual Studio software, the C# programming language by using the Windows Forms application programming interface. An algorithm is proposed for separating pieces of information text that have key terms. Tabular data was visualized using the “parametric ruler” metaphorical visualization method, based on the metaphor of a slide rule.The use of the parametric ruler method on the example of data visualization for the font design of children's publications is proposed. Interaction of using the method is ensured due to the fact that the user will enter the size of the size that interests for it and will see the ratio of the values of other parameters. The practical result of the work is the creation of a multimedia application “Visualization of Publishing Standards” for the visualization of information for the font design of publications for children. The result of the software implementation is the finished multimedia applications, which, according to the standardization visualization technique in terms of prepress preparation of publications, is the final product of the third stage of the presentation of the visual for

    Gestalt Theory in Visual Screen Design — A New Look at an old subject

    Get PDF
    Although often presented as a single basis for educational visual screen design, Gestalt theory is not a single small set of visual principles uniformly applied by all designers. In fact, it appears that instructional visual design literature often deals with only a small set of Gestalt laws. In this project Gestalt literature was consulted to distil the most relevant Gestalt laws for educational visual screen design. Eleven laws were identified. They deal with balance/symmetry, continuation, closure, figure-ground, focal point, isomorphic correspondence, prĆ gnanz, proximity, similarity, simplicity, and unity/harmony. To test the usefulness of these laws in visual screen design they were applied to the redesign of an instructional multimedia application, 'WoundCare', designed to teach nursing students wound management. The basic text-based screens in the original WoundCare application were replaced with graphical user interface screens, that were designed according to these principles. The new screen designs were then evaluated by asking students and others to compare the designs. The viewers were also asked to rate directly the value of using the eleven Gestalt design principles in the redesign, both for improving the product's appearance and improving its value for learning. The evaluation results were overwhelmingly positive. Both the new design and the value of applying the eleven Gestalt laws to improve learning were strongly supported by the students' opinions. However, some differences in the value of applying particular Gestalt laws to the interface design were identified and this forms a useful direction for future research

    Model-Driven Development of Interactive Multimedia Applications

    Get PDF
    The development of highly interactive multimedia applications is still a challenging and complex task. In addition to the application logic, multimedia applications typically provide a sophisticated user interface with integrated media objects. As a consequence, the development process involves different experts for software design, user interface design, and media design. There is still a lack of concepts for a systematic development which integrates these aspects. This thesis provides a model-driven development approach addressing this problem. Therefore it introduces the Multimedia Modeling Language (MML), a visual modeling language supporting a design phase in multimedia application development. The language is oriented on well-established software engineering concepts, like UML 2, and integrates concepts from the areas of multimedia development and model-based user interface development. MML allows the generation of code skeletons from the models. Thereby, the core idea is to generate code skeletons which can be directly processed in multimedia authoring tools. In this way, the strengths of both are combined: Authoring tools are used to perform the creative development tasks while models are used to design the overall application structure and to enable a well-coordinated development process. This is demonstrated using the professional authoring tool Adobe Flash. MML is supported by modeling and code generation tools which have been used to validate the approach over several years in various student projects and teaching courses. Additional prototypes have been developed to demonstrate, e.g., the ability to generate code for different target platforms. Finally, it is discussed how models can contribute in general to a better integration of well-structured software development and creative visual design

    Perancangan Identitas Visual dan User Interface Aplikasi JUALOMBOK

    Get PDF
    The development of technology and multimedia at this time has been developing rapidly, severalmultimedia applications have also been created and used in various fields. One of its uses is inthe field of e-commerce. Jualombok application is one of the e-commerce that is developing inLombok Island, but it is still tricky in establishing visual identity. In building the right use, acompany needs a visual identity and the correct User Interface for its application. Therefore, inthis study, the author will design a visual identity and User Interface for the JUALOMBOKApplication for the Jualombok marketplace application that has a focus on helping entrepreneurson the island of Lombok develop local MSMEs to promote and sell their products. Thisapplication was designed on November 13, 2017, by one of the companies in the city of Mataram,namely Cv. Sol Interactive. However, the design stage is only limited to the plan because theessential company is information technology, multimedia, and system integration. This researchis a qualitative study by conducting interviews with the company to get the data needed by theauthor relating to the company and the application of Jualombok. The concept used in this studyis the concept of local wisdom in the visual form and color of the logo for the user interfacecharacteristic of the island of Lombok in the log-in display on the user.User Interface Design Juallombok application presents a typical photo of the island of Lombok,namely rice barns and Songket cloth from the Sasak tribe, so that users still recognize thisapplication as an original application made by the company on Lombok Island despite having amodern look. So that both the visual identity and user interface will still remind the audience onthe island of Lombok, following what is desired by the compan

    Beyond Animation: Toward A Rhetoric of Motion Design for Technical and Professional Writing

    Get PDF
    This dissertation grounds the relationship between visual rhetoric in professional and technical communication and motion design, a sub-discipline of graphic design that focuses on the movement of typography, color, and abstract shapes. Although scholars in professional and technical communication readily discuss the problematic use of animation in web design and presentation graphics (PowerPoint, Prezi, etc), there has been little recognition of the growing use of animated motion in contemporary multimedia design. I argue that these connections are necessary given the increasingly standard role of motion as a design element in common genres in professional communication, including user interfaces, explainer videos, and data visualizations. In order to build connections between motion design and visual rhetoric, I trace the historical trajectory of design principles in animation and motion design, from the canonical 12 principles developed by Disney animators to the contemporary guidelines for interface animation published by Apple, Microsoft, and Google. Highlighting the relationship between these different principles and the field of visual rhetoric, I argue that an emphasis on guiding principles of realism and distraction promote an arhetorical understanding of motion design, leading to obstacles for the research and teaching of multimodality in technical and professional communication. In response, this dissertation offers four topics for grounding motion design in visual rhetoric: personality/affect, choreography, presence, and accessibility. The dissertation concludes with strategies for teaching motion design in the context of professional writing drawn from my experience teaching a class in Multimedia Writing that emphasizes motion graphics over the course of two years

    Personalized Empathic Computing (PEC)

    Get PDF
    Until a decade ago, computers were only used by experts, for professional purposes solely. Nowadays, the personal computer (PC) is standard equipment in most western housekeepings and is used to gather information, play games, communicate, etc. In parallel, users' expectations increase and, consequently, PCs are more and more adapted to our needs. The next phase in PC evolution is Personalized Empathic Computing (PEC). When thinking of PEC, questions emerge such as: Who is the user and how to model his or her characteristics? In addition, both possibilities and constraints of technology have to be taken into account. To unravel human emotional state, psychophysiological techniques are employed. Audio and visual information processing is needed to handle the multimedia input. Virtual Reality can be employed to realize high level interaction between users and PEC systems. The realization of PEC requires the cooperation among a broad range of disciplines; e.g., psychology, physiology, computer science, agent technology, interface design, and multimedia analysis. All will be illustrated by running projects, industrial applications, and the latest scientific research. Both the strength and the limitations of current state-of-the-art techniques will be indicated. With that we will look forward, to the future, which is not that far away anymore ..

    Using multimedia interfaces for speech therapy

    Get PDF

    An Investigation into the design and effectiveness of interactive multimedia interfaces

    Get PDF
    Human abilities should be amplified, not impeded, by using computers -- Mark T. Maybury In an attempt to evaluate the effectiveness of various screen interfaces utilized in interactive multimedia, an interactive thesis project was prepared to conduct tests. Walt Disney anima tion was chosen for the theme. The project was duplicated so that there were three identical copies - each representing different styles of interface navigation, button feedback, and Help systems. The multimedia projects were displayed on neighboring computers simul taneously so that a person could move directly from one to another with ease and no disrup tions. Each person was given an evaluation sheet for each multimedia project and completed them one at a time. The sheets were then tallied and analyzed for signs of favoritism toward any style in particular. Multimedia interfaces are computer interfaces that communicate with users using multiple media (e.g., language, graphics, animation, video, non-speech audio), sometimes using multiple modes together such as written text together with spoken language (Maybury, 1993). The three styles of interface navigation that the author tested are as follows; a rectangular navigation palette containing all necessary buttons, a navigation bar on the bottom right containing general navigation buttons with the more specific buttons next to their representative areas on the monitor, and last, an interface with all of the buttons scattered across the monitor. For button feedback, visual feedback (highlighting a button) was tested against verbal feed back (a click ). One interface had no button feedback at all. One Help system was created as a diagram, one animated, and one that was text only. Interfaces are critical in determining the success and/or failure of any piece of multimedia on the market today. The main goal of most multimedia projects is to present information of some kind. Many of the CD-ROMs on the market today have vastly different interfaces even for the most basic of commands. This adds to the consumer\u27s confusion as to how to navigate through a project to find the desired information. This project yielded some surprising results, for instance, one class, when verbally surveyed after testing and evaluating the multimedia projects, gave responses that were equally divided into thirds when asked which interface navigation method they preferred. This was as sur prising to the author as it was to them who each clearly thought that their method was the best (and proceeded to try and tell each other so rather loudly). Another interesting result found was that males preferred the verbal button feedback ( click ) and the females preferred the visual button feedback (highlighting the button). In some cases, the males did not notice the visual feedback until it was discussed at the end of class. The results of this project provided some much needed interface design statistics and com ments which will enable designers to better understand consumer preferences and make appropriate changes to any future projects
    • 

    corecore