Research on the Efficiency of Visual Communication in New Media Interface Design

Author(s):  
Jin Yue ◽  
Zeguo Liu
2020 ◽  
Vol 39 (4) ◽  
pp. 5183-5191
Author(s):  
Mingming Fan ◽  
Yunsong Li

The purpose of this paper is to improve the existing computer graphics image processing technology, so that designers can produce more inspiration, improve the author’s ability to innovate. Based on the information in the field of graphics visual communication as the research object, through the elaboration of graphical information characteristics, development course, and the visual communication of computer graphical related, such as cognitive psychology, semiology theory research, analyzes the computer graphics into a kind of economic and effective way of conveying information, the significance of interface design for mobile media. Experiments demonstrate the unique advantages of graphics in the process of information transmission. In 2022, the market size of computer graphics and vision will expand to 755.5 million RMB. It can be known that the communication mode integrating information and graphics, as the future development trend, will also be applied to more fields and play a greater role.


2020 ◽  
Vol 592 (7) ◽  
pp. 29-36
Author(s):  
Grażyna Penkowska

The aim of the article is to popularize and attempt to reflect on the phenomenon of visuality in various areas of life in the age of new media. The first part of the text introduces the meaning of the term 'visualization' and shows various dimensions of visuality, which is an attempt to validate the assumption about the leading role of image in the modern world. The next part presents the main characteristics of visuality. Visuality is a mean of communication, description of events and expressing emotions. Visual objects affect both the cognitive and emotional sphere, which is the reason behind the constant increase of importance of the message with their participation. The last part of the article contains analysis of the positive and negative aspects of visuality. The dual nature of modern visual messages is associated with the specifics of digital media. The ease of creating and sending images in the era of new media leads to overload of the space with visual objects.


CCIT Journal ◽  
2017 ◽  
Vol 10 (1) ◽  
pp. 98-113
Author(s):  
Triyono Triyono ◽  
Kemal Salahuddin ◽  
Hendi Setiawan

Graduation organizing events in an educational institution is the most awaited moment by the student who has completed the learning. That Moment is the awarding accordance to each education level. STMIK Raharja is a computer-based educational institution in Tangerang city which organizes Graduation event for Diploma and Bachelor's Degree annually. The implementation of the graduation is the biggest event to the colleges therefore the preparation is organized carefully starting from the committee formation. Refer to this event so that required a new media visual communication to support the implementation runs attractive and successful. This event is held not only to reward graduates but also to promote the college to invited guests or public. The aims of this study is to determine the media used to be effective in organizing events and drafting Graduation visual communication media to support the event as an image of the college. The methodology used is objective visual, strategy visual, copy writing, art directing and rough layout designing, comprehensive layout, and final artwork . The media visual communication are designed to 9 items such as banners outside and inside, banners up and down, Backdrop, Invitation Cards and contents of the invitation,  book Cover, media advertised of Greetings & Success addressed to Graduations in mass media and souvenir such as fans and glasses. 


Author(s):  
Michał Dawid Żmuda

The article probes the intermedial structure of the skeuomorphic interface in Pathfinder: Kingmaker. The author indicates that intermedia research in game studies is often diachronically limited, focusing on material and semiotic interactions between “old” and “new” media. He proposes to open the field onto historically aware discoursive analysis and bases his method on Friedrich Kittler’s notion of “discourse networks”. This allows him to inspect the game in relation to technologically-founded networks that embody or bring into life specific modes of though and experience. During his analysis, he discovers that the interface design is involved with navigation devices in Late Medieval and Early Renaissance periods, Alberti’s windows as objects through with narrative spaces become visible, isometric modes of objective thinking, industrial and cybernetic notions of control, and the Xerox invention of the computer as a working environment.


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