Touch sensation as part of multimedia design elements to improve computer accessibility for the blind users

Author(s):  
Manoranjitham Muniandy ◽  
Suziah Sulaiman
Author(s):  
Merideth Dee

Students currently entering higher education are faced with a variety of new learning challenges and, over the course of their career in higher education, will develop a variety of skills that enable them to succeed in the workforce. Furthermore, students today use many different forms of technology on a day to day basis. As such, academic institutions are supplementing their curricula with additional information and communication technology (ICT) resources. These resources happen to include but are not limited to multimedia technology, which can be essential to students’ lifelong learning needs. This chapter discusses characteristics of today’s student entering higher education, ICT, multimedia learning, multimedia design elements, and perceived effectiveness of multimedia technology. Moreover, this chapter examines how these topics can help to promote workforce readiness, meaningful learning, and lifelong learning among today’s technology capable students.


2017 ◽  
Vol 13 (10) ◽  
pp. 86 ◽  
Author(s):  
Siripuk Ritnamkam ◽  
Yada Chavalkul

There have been a lot of studies on the relationship between visual appearances of packaging—such as color, font, and illustration—and consumers’ feelings, but very few focused on touch sensation. Well-designed touch texture can attract consumers to cosmetic products and can be considered as a rarely-explored way of sensory marketing. The objectives of this study was to seek for design factors (design elements that can be associated with feeling words). Thirty-six different 3-D texture models were constructed. Their designs were produced from established 2-D visual design elements. Those models were tested by a group of participants to see whether they could clearly convey different feelings. Only 6 models were deemed valid in this sense. These 6 models were then sought for distinctive design factors. The 5 design factors that were obtained were the following: 1) structure of lines, 2) distance between lines, 3) small and large empty spaces, 4) line uniformity, and 5) number of lines. These design factors were able to elicit 16 feeling words: 1. Busy, 2. Tense, 3. Strong, 4. Confident, 5. Manful, 6. Delicate, 7. Friendly, 8. Gentle, 9. Sensitive, 10. Enjoyable, 11. Independent, 12. Natural, 13. Simple, 14. Comfortable, 15. Easy, and 16. Flexible. These design factors can be directly used by designers for constructing textured surface components of packages or products that can affect consumers’ feelings by touch.


1989 ◽  
Vol 17 (3) ◽  
pp. 184-200 ◽  
Author(s):  
R. Hanada ◽  
T. Nagumo ◽  
T. Mashita

Abstract Automobile handling can be greatly improved by reducing the phase lag of tire cornering force behind imposed distortion. We have shown experimentally that this lag is related to in-plane stiffness of the belt and to radial, lateral, and circumferential stiffnesses of the sidewall. While the cornering stiffness is related to the belt rigidity, either can be changed without affecting the sidewall stiffnesses. The cornering stiffness, for example, is sensitive to design factors such as tread compound and tread pattern. The radial, lateral, and circumferential sidewall stiffnesses, however, are mutually perpendicular at a given point in a tire, so they cannot be changed independently of each other. In order to reduce the phase lag of the cornering force, the lateral and circumferential stiffnesses must be increased with a minimum increase in radial stiffness. This can be done by either lowering the radial location of the maximum section width of the inflated tire or by proper changes in material and/or design elements of the sidewall.


DeKaVe ◽  
2017 ◽  
Vol 8 (2) ◽  
Author(s):  
Yusuf Hendra Yulianto

When designing a layout, the designer must be aware of fundamental principles so as to make the design structured and consistent. When planning layout, a designer cannot be random and must consider essential factors, such as the media type, the readers, the design elements and so on. Electronic media, like web pages and electronic books, is a newer media than the print media, and is different in several aspects. Yet, the basic principles of the design are still identical. A solid layout is a great tool in communicating messages visually.


DeKaVe ◽  
2013 ◽  
Vol 1 (2) ◽  
Author(s):  
Prayanto WH

Magazine is one of the forms of mass media that has fungsikomunikasi to convey information to mass audiences. The cover is an important element because it is through cover / cover one can guess the contents of the magazine, as well as further interested to know further information contained therein. On a magazine cover consists of drawings and writings are arranged in such a way that looks interesting and has meaning Press publications, especially magazines, today's not enough just to rely on the quality of news or manuscript, although verbal aspect is very important. It must be recognized that the visual aspects (design) as the cover / envelope has crucial role to capture the prospective reader. For the cover of a magazine is a window that shows the content information, can be either a text or photographs, illustrations, and design elements. The function of a magazine cover is to attract, dazzle prospective readers, by way influence the thoughts flow in a short time. So it's no wonder much current the magazine publisher who made the cover of such a way as to attract the attention of prospective readers. Thus the task of designers to magazine cover to create designs that attract the attention of the reader becomes increasingly severe. This study tries to analyze a visual on the front cover Magazine Graphic Design 'Concept' birthday inaugural edition by using the Roland Barthes' semiotic approach. As Roland Barthes (1984), any simple "design work (magazine cover)" continue to play in management of the sign. So that will generate a message (image) specific. Design cover, usually contains the elements of the sign in the form of objects, context of the environment, people or other beings who provide meaning to objects, and text (of writing) that reinforce the meaning.Keyword: cover, magazine Concept, semiotics


2011 ◽  
Author(s):  
Chay Yoeng Chung ◽  
Ahmad Hakam Abdul Razak ◽  
Ming Zo Tan ◽  
Sharp Ugwuocha ◽  
Eric Twardowski ◽  
...  

Panggung ◽  
2014 ◽  
Vol 24 (1) ◽  
Author(s):  
Deni Setiawan ◽  
Timbul Haryono ◽  
M. Agus Burhan

ABSTRACTCostume, dress code, animation, comics, legends, and manga, are inseparable parts of the cosplay costume. Those parts give fantasy and digital world discourse through costume style. Its spiritual domain stands on Japanese culture by being cultured through clothing. One of them, cosplay ideo- logy, reflects the self-imaging through social communities, as an e?ort for group and self-existence. Cosplay entity bridges fantasy and real world, presents designers’ expressions through the costume designs to show. This writing will be analyzed by using the main theories based on Dewitt H. Parker point of view, in The Principles of Aesthetics, which divides principles of aesthetics into three, they are: Principle of Organic Unity, Principle of Dominant Element, and Principle of Balance. Principle of organic unity indicates that cosplay clothing is an accumulation of design elements, to refer and mark a figure. Principle of dominant element, is accentuation, or the center of interest of a cosplay clothing design. Principle of balance, see placement and setting ornamentation applied to cosplay clothing.Keywords: cosplay clothing, principles of aesthetics, costume style, YogyakartaABSTRAKPakaian, dress code, animasi, dan manga, merupakan unsur yang tidak terpisahkan dalam pakaian cosplay. Unsur-unsur tersebut merupakan wacana dunia digital dan fantasi pada dunia pakaian. Ranah spiritualnya berp?ak pada kebudayaan Jepang yang dibudayakan melalui pakaian. Ideologi cosplay salah satunya menggambarkan pencitraan diri komuni- tas sosial, sebagai usaha untuk aktualisasi diri. Entitas cosplay mampu menjembatani du- nia fantasi dan realita, yang membelenggu keinginan manusia untuk bergaya. Tulisan ini akan dianalisis dengan teori pokok berdasarkan pandangan Dewitt H. Parker, dalam The Principles of Aesthetics, yang membagi prinsip estetika menjadi tiga, yaitu: prinsip kesatu- an organik, prinsip unsur dominan, dan prinsip keseimbangan. Prinsip kesatuan organik menunjukkan, bahwa pakaian cosplay merupakan akumulasi dari unsur-unsur desain, un- tuk merujuk dan menandai tokoh. Prinsip unsur dominan, merupakan aksentuasi, atau pusat perhatian dari sebuah desain pakaian cosplay. Prinsip keseimbangan, melihat penem- patan dan pengaturan ornamentasi yang diaplikasikan pada pakaian cosplay.Kata kunci: pakaian cosplay, prinsip estetika, gaya pakaian, Yogyakarta


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