1,240 research outputs found

    Effective movie title sequence: a challenge to Chinese designers

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    This paper aims to identify the criteria of effective movie title sequence design. The research method is to generalize views common to different senior title designers and practitioners with regard to the criteria of effective movie title sequence design and then use these criteria to evaluate top box office Chinese domestic movies. The paper also analyzes problems of present Chinese domestic movie title sequence design and provides suggestions for improving them. An effective movie title sequence needs to set the mood and anticipations to the audience. Additionally, it must have the following characteristics: (1) It must express the story in some metaphorical way. (2) It needs to be narrative in nature. (3) It needs to have visual consistency and be integrated, and (4) It must have appropriate typographic rhythm and movement that complements the movie’s theme. Key words: movie title sequence design, Chinese movie title sequenc

    Designing graphic design history: teaching for the 21st century classroom

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    Designing Graphic Design History: Teaching for the 21st Century Classroom undertakes the development of a web-based Graphic Design History interactive timeline (GDHit), intended as a user-generated online database for potentially all graphic design enthusiasts, but specifically faculty and students within the traditional graphic design history course. GDHit seeks to continue the implementation of new media and emerging digital technologies in a traditional, lecture-oriented environment by inviting the user (or audience) to contribute the content for the timeline, while fostering new forms of course engagement for students in this digital age. In keeping with the tenets of the digital age and its inherent spirit of cross-disciplinary collaboration, the author engaged two computer scientists over the thesis development period (academic year 2010-2011). They developed the framework for how content is entered into and filtered within the database, as well as aiding with technical aspects of the interactive timeline

    An informatics system for exploring eye movements in reading

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    Eye tracking techniques have been widely used in many research areas including cognitive science, psychology, human-computer interaction, marketing research, medical research etc. Many computer programs have emerged to help these researchers to design experiments, present visual stimuli and process the large quantity of numerical data produced by the eye tracker. However, most applications, especially commercial products, are designed for a particular tracking device and tend to be general purpose. Few of them are designed specifically for reading research. This can be inconvenient when dealing with complex experimental design, multi-source data collection, and text based data analysis, including almost every aspect of a reading study lifecycle. A flexible and powerful system that manages the lifecycle of different reading studies is required to fulfill these demands. Therefore, we created an informatics system with two major software suites: Experiment Executor and EyeMap. It is a system designed specifically for reading research. Experiment Executor helps reading researchers build complex experimental environments, which can rapidly present display changes and support the co-registration of eye tracking information with other data collection devices such as EEG (electroencephalography) amplifiers. The EyeMap component helps researchers visualize and analysis a wide range of writing systems including spaced and unspaced scripts, which can be presented in proportional or non-proportional font types. The aim of the system is to accelerate the life cycle of a reading experiment from design through analysis. Several experiments were conducted on this system. These experiments confirmed the effectiveness and the capability of the system with several new reading research findings from the visual information processing stages of reading

    “Shake It Baby, Shake It”: Media Preferences, Sexual Attitudes and Gender Stereotypes Among Adolescents

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    In this study exposure to and preferences for three important youth media (TV, music styles/music TV, internet) were examined in relation to adolescents’ permissive sexual attitudes and gender stereotypes (i.e., views of men as sex-driven and tough, and of women as sex objects). Multivariate structural analysis of data from a school-based sample of 480 13 to 16-year-old Dutch students revealed that preferences, rather than exposure were associated with attitudes and stereotypes. For both girls and boys, preferences for hip-hop and hard-house music were associated positively with gender stereotypes and preference for classical music was negatively associated with gender stereotypes. Particularly for boys, using internet to find explicit sexual content emerged as a powerful indicator of all attitudes and stereotypes

    Market research and editorial analysis for a subscriber-supported health-news publication

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    The Day is Just Another Surface

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    Within a practice founded on both typographic form and language, I have continued to push myself to make work that is more sensitive to place, more contextual, more (hopefully) generous toward a public audience. These pieces might serve as useful instruments of institutional critique, resources for comprehension, or moments in which to interrogate preconceived modes of seeing. I deploy original texts in public spaces in order that they might force viewers to decide how to personally resolve the content they encounter. Is it language or object? Literal or figurative? Graphic design or art? The further I develop this body of work, the less interested I am in providing answers to those questions. The questions themselves are enough

    Art as Storytelling: A Process of Discovery and Creativity Applied in the Medium of Story Branding

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    Storytelling finds its purpose in the origins of humanity. The advent of technology, hardware, and software has created an intersection of ubiquity of storytelling opportunity and scarcity of storytelling ability. For this reason, the storyteller needs to be “enlightened”. This thesis presents a comprehensive storytelling process that equips the storyteller to turn words into artistic expressions, specifically in the artistic medium of branding. Through story branding, artistic pieces that tell stories are branded through multiple techniques that spread the story’s idea through an entire population
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