• Title/Summary/Keyword: Visual communication

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Researching Visual Immersion Elements in VR Game <Half-Life: Alyx>

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.181-186
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    • 2023
  • With the development of VR technology, the visual immersion of VR games has been greatly enhanced nowadays. There has been an issue that has been troubling players in previous VR games, which is motion sickness. Therefore, VR games have been limited in terms of game mechanics, game duration, and game scale, greatly reducing the immersive experience of visual immersion. However, <Half-Life: Alyx> is different from previous VR games in that players can actually perform spatial displacement in the game scene, rather than being fixed in one place for 360-degree observation and interaction. At the same time, compared to traditional games, VR games no longer need to rely on screens, and the complete visual immersion enhances the fun and playability of the game. This research focuses on the VR game <Half-Life: Alyx> to explore its immersive factors in terms of visual perception. Through in-depth analysis of elements such as color, texture mapping, lighting, etc. in VR games, it was found that the game creates a strong sense of visual immersion in these aspects. Through analysis, it is helpful to gain a deeper understanding of the factors that contribute to visual immersion in VR games, which has certain reference value for game developers and related professionals.

Engineering College Students' Experience of Online Discussion Activities Using the Visual Dashboards (공과대학 학생들의 시각적 대시보드를 활용한 온라인 토론활동 경험)

  • Jin, Sung-Hee;Yoo, Mina;Kim, Tae-Hyun;Kim, Seong-Eun;Yi, Hyunbean;Choi, Haknam
    • Journal of Engineering Education Research
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    • v.24 no.1
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    • pp.24-33
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    • 2021
  • As online learning continues to be extended, many engineering colleges are engaged in online learning activities. One of the core competencies required of engineering students in a knowledge-convergence society is communication skills. Online discussion activities are frequently used in educational field to improve communication skills. Efforts are being made to provide visual dashboards in online discussion activity systems to more effectively support online discussion activities. However there is less qualitative studies on students' experience in discussion activities. The purpose of this study is to explore the experience of engineering students participating in discussion activities using online discussion systems and visual dashboards. We interviewed 15 students who participated in online discussion activities to achieve their research objectives about their experience in utilizing the online discussion system, their perception of visual dashboards, and their experience in discussion activities. As a result of the study, students' perception of the use of the online discussion activity system, the visual dashboard, and the perception of a sense of social presence were understood. To be more effective in providing tool support, such as discussion activity systems and visual dashboards in online discussion activities, instructors need to understand the nature of learners' online discussion activities.

A Study on Korean Monogram as The Information Communication Function of Symbol (심볼디자인의 정보전달기능에 따른 한국적 MONOGRAM의 연구)

  • 장은석
    • Archives of design research
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    • no.18
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    • pp.63-73
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    • 1996
  • In the confusion of communication, the monogram is the very important symbol of information communication as the visual language for the identity, which have became gradually the important role as the most excellent competence of the visual message. By study the nature, function and symbolism of a monogram in formative element of symbol design, we have the aims in this study to help the design study groups in this country to develop the korean monogram with a correct understanding of mooogram in the present state of korean monogram.

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Analysis of Dynamic Chinese character Typography Design in Motion Graphics (모션그래픽에서 다이내한 중국문자의 타이포그래되에 대한분석)

  • Fujialun, Fujialun;Kim, Hav-Yoon
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.329-330
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    • 2014
  • The continuous development of information technology had led people into the era of new media. New technologies, in its rapid development, have also produced impacts on traditional visual communication design. As an integral element in traditional visual communication design, Chinese characters have no longer confined to traditional paper media but turned to dynamic video space. In light of the changing globalization tendency, dynamic Chinese characters are producing increasing influences in motion graphics. It is an inevitable trend in character typography design that visual communication will make a breakthrough in the traditional expression boundary. This paper analyzes the influence of dynamic Chinese characters upon motion graphics in view of typography and style, and puts forward with the typography design that can conform to the development of the time, spread information and express emotions in a better way.

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Application Of Information Technologies In Network Mass Communication Media

  • Ulianova, Kateryna;Kovalova, Tetiana;Mostipan, Tetiana;Lysyniuk, Maryna;Parfeniuk, Ihor
    • International Journal of Computer Science & Network Security
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    • v.21 no.12
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    • pp.344-348
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    • 2021
  • The article examines one of the most important means of visualization of mass information on the Internet - information graphics in the broadest sense of the term as a visual technology for presenting mass information. The main objectives of the article are to determine the genre-typological features of infographics and basic technological principles; identification of features of creation and use of information graphics in modern network. Certain benefits of online infographic editors include savings in resources and time. They allow the user, who has basic PC skills, to create standardized infographics based on their own data. In addition, the use of online services develops visual thinking, allows you to get an idea of quality criteria and current trends in infographics, as well as to gain initial experience in the visual presentation of data.

APP campaigning: How presidential candidates present themselves by LINE and the responses of voters in the 2016 Taiwanese presidential election

  • Chen, Chi-Ying;Chang, Shao-Liang
    • International Journal of Internet, Broadcasting and Communication
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    • v.9 no.1
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    • pp.51-55
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    • 2017
  • LINE, an instant message App with a powerful capability of transmitting various forms of data, has been overwhelmed in Asia since launched in 2011. Due to its popularity, LINE was first used in the 2016 Taiwanese presidential election. This research utilized a functional approach of campaign communication discourse and political visual images to analyze how candidates managed and presented themselves by textual and visual information on LINE. Regarding the textual information, results revealed their strategy inclined to reverse gender stereotype because the female candidate emphasized policy over character, while the male emphasized character over policy. Both candidates did not fully employ ten image functions because they utilized mostly the emotional and image building functions. The female candidate message achieved the largest total amount of 'like' and 'share'. This study probes into the App campaigning and improve the feasibility and practicability to share knowledge of political communication by new media.

An efficient frame rate up-conversion method with adaptive motion estimation and compensation for mobile projection displays

  • Lee, Jong-Ok;Jang, Seul-Ki;Chen, Qiao Song;Kim, Choon-Woo
    • 한국정보디스플레이학회:학술대회논문집
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    • 2007.08a
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    • pp.810-813
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    • 2007
  • Recently, mobile video communication is getting more and more popular. Visual quality and computational complexity are primary factors affecting performance of video communication. Frame rate up-conversion (FRC) is necessary for achieving high visual quality in mobile projection displays. In this paper, a FRC method using motion compensation based on block matching algorithm (BMA) with adaptive block size is proposed. In order to improve the accuracy of the estimated motion vectors, the motion vector refinement technique is proposed. Experiment results indicate that the proposed technique exhibits better performance with lower hardware complexity compared to the conventional methods.

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A Study of Factors Affecting Group Polarization in Online Communication : Based on Anonymity (온라인 커뮤니케이션에서 집단극화 현상에 영향을 미치는 요인에 관한 연구: 익명성 관점에서)

  • Suh, Eung-Kyo
    • Journal of Distribution Science
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    • v.13 no.2
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    • pp.75-83
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    • 2015
  • Purpose - This study aims to identify the effects of communication cues, anonymity, and social presence on group polarization in computer-mediated communication (CMC) settings. Extant literature has introduced some theoretical backgrounds of social presence and SIDE (Social Identity model of Deindividuation Effects) to explain the effects of communication cues and anonymity. The concept of social presence emphasized the mediating role on communication cues and anonymity. However, most literature did not measure social presence and compare group polarization of all condition groups. This does not sufficiently explain the result of group polarization. Research design, data, and methodology - We believe that the direct impact of anonymity on group polarization can provide a more admissible and clearer explanation for the results. In addition, this study categorizes anonymity into two levels, as anonymity of group and anonymity of self. To justify the anonymity view, a laboratory experiment was conducted. The experiment was conducted in communication cues settings (visual cue; without visual cue) and anonymity settings (identified; anonymous). Each of the four settings has 10 groups consisting of five subjects each (total 200 subjects). The subjects are undergraduates from a large university, majoring in business. All experimental procedures and calculations of choice shift and preference change follow the literature. Results - First, the removal of visual cues does not produce a significant impact on group polarization, which cannot be explained by the social presence view. Second, the anonymous condition does not significantly affect group polarization, which also cannot be explained by the social presence view. However, the anonymous condition directly affects group polarization. Specifically, anonymity of self has a stronger effect on group polarization than anonymity of group. The result explains about the leading factor affecting group polarization. This study examines another view of how computer-mediated communication may be associated with group polarization. The process and outcome data from the experiment reveal that group polarization is not affected by level of social presence, but by level of anonymity. Group discussions conducted with visual cue CMC setting and identified CMC setting result in weaker group polarization. Conversely, group discussions conducted without visual cue CMC setting and anonymous CMC setting lead to stronger group polarization. The results of the study have the following implications. First, they provide clues for business organizations to design the most appropriate media conditions and preemptive social conditions to implement when making group decisions through CMC, to maximize achievements, generate amicable agreements, or actively share information. Second, this study can be useful in analyzing different adverse effects generated through Internet use. Conclusions - This research can help explain discussions and decision-making actions on Internet forums, which have recently increased, as well as providing a foundational basis in newly establishing policies for the forums. Finally, it should be noted that many other factors such as group size, topics, and group history may affect group polarization. These should be examined in future studies.

A Study on the Transformal Usage of Visual Information in Architectural Diagrams - Focusing on the Projects by Rem Koolhaas and MVRDV - (건축다이어그램에 나타난 시각정보의 변음방식에 관한 연구 - 렘 쿨하스와 MVRDV의 프로젝트를 중심으로 -)

  • Park, Young-Ho
    • Korean Institute of Interior Design Journal
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    • v.17 no.6
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    • pp.71-81
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    • 2008
  • The purposes of this research are to correctly understand the relationship between a visual communication structure and a semantic communication structure when integrating and changing various architectural visual information. This study will classify various diagrams, which have been actively applied to the works of Rem Koolhaas and MVRDV when designing architecture, and based on the classification, it will analyze how the expression viewpoints inherent in the diagrams are changed and applied to processing and changing architectural visual information. The transformal usage of the visual information of architectural diagrams is classified into an analysis-centered processing method and a concept-centered processing method, and the characteristics of their usage are analyzed. The former shows an observer-centered expression viewpoint which effectively delivers an architect's analyzed architectural information or intent to a customer or an observer. It also allows an easy perception of the analyzed data, and uses qualitative expression viewpoints. The method combines systematic expression viewpoints, which value a relationship with visual information, and various architectural visual information; uses the combined expression viewpoints as one diagram for delivering various information simultaneously and for changing visual information. The latter shows author-centered subjective expression viewpoints, which are different from reproduction-centered fixed expression viewpoints. This method uses arbitrary expression viewpoints that overly extort, change or manipulate visual information. It shows simultaneous expression viewpoints that integrate various architectural visual information via omniscient expression viewpoints, such as reversing or projecting the points of viewing subjects, which human beings cannot perceive.