Fractal Dimension - A Spatial and Visual Design Technique for the Creation of Lifelike Artificial Forms

Author(s):  
Dale Patterson ◽  
Daniel Della-Bosca
Author(s):  
Anak Agung Ngurah Gede Marhendra ◽  
Agung Eko Budiwaspada ◽  
Sangayu Ketut Laksemi Nilotama

<p>Abstract Design of Cemara Ceramics Visual Rebranding Identity aims to produce a concept strategy and visual rebranding of the Cemara Ceramics company and produce a Cemara Ceramics rebranding visual identity design in order to encourage the creation of a new identity image. The method in this design uses a 5-stage Design Thinking approach, namely Empathize, Define, Ideate, Prototype and Test. The result achieved is the design of the new Cemara Ceramics corporate identity. With the use of the design thinking method in this research, various problems related to the company image of Cemara Ceramics can be found. The core problem obtained is how to design a strategy and concept of visual identity rebranding to encourage the creation of a new corporate image of Cemara Ceramics.</p><p>Keywords: visual rebranding identity, concept strategy, design thinking</p><p>Abstrak Perancangan Identitas Visual Rebranding Citra Perusahaan Cemara Ceramics ini bertujuan untuk menghasilkan strategi konsep dan visual rebranding perusahaan Cemara Ceramics serta menghasilkan rancangan identitas visual rebranding Cemara Ceramics dalam rangka mendorong terciptanya citra identitas yang baru. Metode dalam perancangan ini menggunakan pendekatan 5 tahapan Design Thinking yaitu Empathize, Define, Ideate, Prototype dan Test. Hasil yang dicapai yaitu rancangan corporate identity Cemara Ceramics yang baru. Dengan adanya penggunaan metode design thinking pada penelitian ini dapat menemukan berbagai permasalahan terkait citra perusahaan Cemara Ceramics. Permasalahan inti yang didapat yaitu mengenai bagaimana merancang strategi dan konsep identitas visual rebranding untuk mendorong terciptanya citra baru perusahaan Cemara Ceramics.</p><p>Kata kunci: identitas visual rebranding, strategi konsep dan visual, design thinking</p>


2002 ◽  
Vol 9 (1) ◽  
pp. 11-23 ◽  
Author(s):  
D. M. Summers

Abstract. An impulse-based model is developed to represent a coupling between turbulent flow in the atmosphere and turbulent flow in the ocean. In particular, it is argued that the atmosphere flowing horizontally over the ocean surface generates a velocity fluctuation field in the latter's near-surface flow. The mechanism for this can be understood kinematically in terms of an exchange of tangentially-oriented fluid impulse at the air-sea interface. We represent this exchange numerically through the creation of Lagrangian elements of impulse density. An indication of the efficacy of such a model would lie in its ability to predict the observed fractal dimension of lateral trajectories of submerged floats set adrift in the ocean. To this end, we examine the geometry of lateral tracer-paths determined from the present model.


2019 ◽  
Vol 9 (17) ◽  
pp. 3498 ◽  
Author(s):  
Luis C. Aceves Gutierrez ◽  
Jorge Martin Gutierrez ◽  
Marta Sylvia Del Rio Guerra

This paper appraises a tool developed to evaluate user experiences of urban digital interfaces. The authors propose an evaluation method that uses 14 guidelines to analyze questions pertaining to efficiency, assistance and instructions, content structure, resemblance to reality, feedback interface, visual design, cognitive processes, internationalization, and perceptive access. The proposed tool serves to identify obstacles that once identified can then be tackled and resolved in the design phase. Addressing obstacles in the design phase serves to prevent the creation of inefficient interfaces that would lead to poor user experiences, or, likewise, the rejection of these interfaces by users. To verify the effectiveness of the proposed guidelines in a real-world environment a field study has been conducted in which eight urban interfaces located in different cities and countries were observed. The study reveals the issues typically encountered by users that prevent them from having satisfactory or enjoyable experiences when using digital urban interfaces. The paper concludes by identifying and discussing areas of opportunity for further research and improvements to the proposed guidelines.


Humaniora ◽  
2015 ◽  
Vol 6 (4) ◽  
pp. 552
Author(s):  
Andreas James Darmawan ◽  
Dyah Gayatri Putri

This research is the continuation of previous research. The research is included in the creation of visual communication solutions on how a process of visual communication strategy can contribute a persuasive invitation. Research aims to expose the solution in the realm of visual communication. The research applied qualitative method. It began with the development of communicators becoming a mascot, continued on the delivery of messages through the comics, and invited children as audience target for design experience with game and gimmick. Result of the research is the visual design, as well as including the process of visual communication creation. As a conclusion, creating a visual communication solution could be carried out by the same method, similar matching scope, as well as the contents adjusted with new needs.  


2015 ◽  
Vol 3 (1) ◽  
pp. 93-116 ◽  
Author(s):  
Christoph Redies ◽  
Anselm Brachmann ◽  
Gregor Uwe Hayn-Leichsenring

During the creation of graphic artworks, we studied the evolution of higher-order statistical image properties (complexity, self-similarity, anisotropy of oriented luminance gradients, the slope of log–log plots of radially averaged Fourier power, and the fractal dimension). First, we analyzed two series of lithographs by Pablo Picasso, which represent transformations of highly aesthetic artworks. Second, one of the authors generated a dataset of 20 grayscale drawings using the computer as a drawing tool. The dataset comprised also the unfinished state images that were saved throughout the production process. The final states of the drawings were compared to versions of the same drawings, in which the constituent pictorial elements were shuffled, thereby diminishing the overall compositional intent of the artist. Results show that self-similarity was a property closely associated with artistic merit in the different types of images analyzed. In a psychological experiment, 20 non-expert participants evaluated the original abstract drawings as more harmonious and ordered but less interesting than the shuffled versions. Our study demonstrates that statistical image properties can be studied during the creation of artworks, if artistic and analytical processes are closely coordinated in a computer-based approach, which offers the possibility to produce appropriate control stimuli.


Author(s):  
Anak Agung Ngurah Gede Marhendra ◽  
Agung Eko Budiwaspada ◽  
Sangayu Ketut Laksemi Nilotama

<p><strong><em>Abstract</em></strong></p><p><strong><em>Desig</em></strong><strong><em>n of Cemara Ceramics' Visual Rebranding Identity </em></strong><em>aim</em><em>s to produce a concept strategy and visual rebranding of the Cemara Ceramics company and produce a Cemara Ceramics rebranding visual identity design in order to encourage the creation of a new identity image. The</em></p><p><em>metho</em><em>d in this design uses a 5-stage Design Thinking approach, namely Empathize, Define,</em></p><p><em>Ideate</em><em>, Prototype and Test. The result achieved is the design of the new Cemara Ceramics corporate identity. With the use of the design thinking method in this research, various problems related to the company image of Cemara Ceramics can be found. The core problem obtained is how to design a strategy and concept of visual identity rebranding to encourage the creation of a new corporate image of Cemara Ceramics.</em></p><p><strong><em>Keywords</em></strong><em>: Visual Rebranding Identity, concept strategy, Design Thinking</em></p><p> </p><h1>Abstrak</h1><h3>Perancangan Identitas Visual Rebranding Citra Perusahaan Cemara Ceramics ini bertujuan</h3><p><em>untu</em><em>k menghasilkan strategi konsep dan visual rebranding perusahaan Cemara Ceramics serta menghasilkan rancangan identitas visual rebranding Cemara Ceramics dalam rangka mendorong terciptanya citra identitas yang baru. Metode dalam perancangan ini menggunakan pendekatan 5 tahapan Design Thinking yaitu Empathize, Define, Ideate, Prototype dan Test. Hasil yang dicapai yaitu rancangan corporate identity Cemara Ceramics yang baru. Dengan adanya penggunaan metode design thinking pada penelitian ini dapat menemukan berbagai permasalahan terkait citra perusahaan Cemara Ceramics. Permasalahan inti yang didapat yaitu mengenai bagaimana merancang strategi dan konsep identitas visual rebranding untuk mendorong terciptanya citra baru perusahaan Cemara Ceramics.</em></p><p><strong>Kat</strong><strong>a kunci: </strong><em>Identita</em><em>s Visual Rebranding</em>, <em>strateg</em><em>i konsep dan visual, Design Thinking</em></p>


2019 ◽  
Vol 2019 (2) ◽  
pp. 49-55
Author(s):  
Bilousova Lyudmyla ◽  
Zhytienova Natalya

The article defines the essence and features of the design of digital didactic visual means in the professional activity of the teacher. The fact that there are no pedagogical researches devoted to the specifics of the creation of didactic visual digital means is revealed at the present time, however, the creation of qualitative visual materials requires appropriate competencies, which necessitates disclosure of the specifics of their creation and the corresponding technology. The peculiarity of the design of the digital didactic visual means, which is due to the compositional decisions, typography, coloristics, includes the unity of style and the creation of visual anchors and metaphors. The technology of designing the indicated means consisting of several stages is substantiated, namely: the stage of goal-setting, the stage of didactic design, the stage of visual design, the stage of instrumental design. The stage of goal-setting involves determining the significance and location of the training material in the general structure of the discipline in terms of the relevant topic section; finding out the specifics of the contingent of students; analysis of the complexity of creating a suitable visual tool. The stage of didactic design involves analytical work with information; identification of key elements of informational content; establishing interrelations and hierarchy. The stage of visual design aims to transfer the layout in a visual form and involves taking into account composite decisions, rules of coloring and typography and the adding of visual anchors and metaphors. The final step is to transfer the prototype to a digital format and involves the program realization and receipt of the final product of the digital visual didactic tool. The proposed technology systematizes the process of developing a didactic visual tool and consists of logical interconnected sequential stages which have a certain result. The structure, content and methods of teacher’s design activity at each of the stages are revealed. The proposed technology can be used in the process of training future educators and in the system of postgraduate education.


2020 ◽  
Vol 43 ◽  
Author(s):  
Stefen Beeler-Duden ◽  
Meltem Yucel ◽  
Amrisha Vaish

Abstract Tomasello offers a compelling account of the emergence of humans’ sense of obligation. We suggest that more needs to be said about the role of affect in the creation of obligations. We also argue that positive emotions such as gratitude evolved to encourage individuals to fulfill cooperative obligations without the negative quality that Tomasello proposes is inherent in obligations.


Author(s):  
Steven D. Toteda

Zirconia oxygen sensors, in such applications as power plants and automobiles, generally utilize platinum electrodes for the catalytic reaction of dissociating O2 at the surface. The microstructure of the platinum electrode defines the resulting electrical response. The electrode must be porous enough to allow the oxygen to reach the zirconia surface while still remaining electrically continuous. At low sintering temperatures, the platinum is highly porous and fine grained. The platinum particles sinter together as the firing temperatures are increased. As the sintering temperatures are raised even further, the surface of the platinum begins to facet with lower energy surfaces. These microstructural changes can be seen in Figures 1 and 2, but the goal of the work is to characterize the microstructure by its fractal dimension and then relate the fractal dimension to the electrical response. The sensors were fabricated from zirconia powder stabilized in the cubic phase with 8 mol% percent yttria. Each substrate was sintered for 14 hours at 1200°C. The resulting zirconia pellets, 13mm in diameter and 2mm in thickness, were roughly 97 to 98 percent of theoretical density. The Engelhard #6082 platinum paste was applied to the zirconia disks after they were mechanically polished ( diamond). The electrodes were then sintered at temperatures ranging from 600°C to 1000°C. Each sensor was tested to determine the impedance response from 1Hz to 5,000Hz. These frequencies correspond to the electrode at the test temperature of 600°C.


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