Computer Graphics Reflection in African Digital Age Visual Designs

Author(s):  
Bankole E. Oladumiye

African concept of visual design was derived from the concept of creation which has been noted to be the exclusive preserved of the gods. Design and art as it were, are created with intrinsic value such as inventions, innovations technical prowess and deep imagination. To create design in Africa content is unique therefore; design forms which keep on occurring in African arts obviously have significance in the life of those who created them for the purpose of aesthetics and beauty in African digital designs This paper is not mere description or just an historical narration of African digital design and visuals but centers on the deviation of African people from their original system of design and imbibing computer graphic digital application as an alternative to pen and paint box creative designs The paper concluded that the conventional African visual designs should be guided against because African design is center on values and experience which is concern with the essence of African personality and existence of transmission of design legacy from parents to children which leads to physical or merit pattern, which later becomes the object of perception, admiration, and utilization. Computer graphics and visual design reflection in African design is therefore cognitive reaction scientifically which implies conceptualization and, inspiration in 21st century.

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Stephen Denning

Purpose The author posits that the management model of an organization determines what kind of business models can be pursued within that organization and that successful 21st century management models are very different from those that succeeded in the 20th century. Design/methodology/approach The author compares and contrasts successful 21st century management models with models that succeeded in the 20th century. Findings Success in the digital age requires a 21st century management model and mindset based on an obsession with delivering value to customers. Practical implications The management model incorporates the key ‘written and unwritten rules’ of the firm. The success of digital innovation can be threatened by 20th Century management assumptions that thwart Agile initiatives. Originality/value Article explains how Agile mindsets and practices are essential to the 21st century management model, and how they potentiate the firm’s focus on creating customers.


Gerundium ◽  
2020 ◽  
Vol 10 (3-4) ◽  
Author(s):  
Zsuzsanna Köpösdi

A kötet alapos elemzést ad arról – a téma részletes történeti és filozófiai hátterét is jól megvilágítva –, hogy a 21. század felsőoktatásának milyen fő irányvonalak, elvek és módszertan mentén kellene újjászerveződnie, hogy mely gyakorlatokat, szemléletet és módszereket kellene radikálisan újragondolni, illetve, hogy a szerzők meggyőződése szerint melyek azok a változások, amelyek nem csak alátámasztják, de már meg is követelik a radikálisan új szemléletmód alkalmazását a felsőoktatásban.


1979 ◽  
Vol 1 (3) ◽  
pp. 167-174
Author(s):  
Susan Marcus

Computer graphics systems existing today allow for the manipulation of increasingly complex visual displays. The visualisation of information in a computer-based medium suggests solutions to two critical problems: first, the overabundance of alphanumeric information routinely generated by information systems and second, the expression complexity in situations that face the business and research communities. Graphic designers accustomed to handling complex scientific and technical information in a systematic and structural way offer a resource for the development of more effective presentations of computer-generated material. Certain graphic designers who specialise in informational graphics are interested in beginning a conversation with the people developing computer graphics software and firmware. The outcome of these dialogues would be the articulation and utilisation of the principles and elements of effective visual design.


2018 ◽  
Vol 17 (3) ◽  
pp. 277-297 ◽  
Author(s):  
Louise J Ravelli ◽  
Theo Van Leeuwen

Kress and Van Leeuwen’s book Reading Images: The Grammar of Visual Design (2006[1996]) provides a robust framework for describing modality in visual texts. However, in the digital age, familiar markers of modality are being creatively reconfigured. New technological affordances, including new modes of production, multiple platforms for distribution, and increased user control of modal variables, raise questions about the role of modality in contemporary communication practices and require the framework to be adapted and further developed. This article attempts to set the agenda for such adaptations and, more generally, for rethinking visual modality and its impact in the digital age.


2010 ◽  
Vol 112 (8) ◽  
pp. 2118-2153 ◽  
Author(s):  
Kylie A. Peppler

Background/Context New technologies have been largely absent in arts education curriculum even though they offer opportunities to address arts integration, equity, and the technological prerequisites of an increasingly digital age. This paper draws upon the emerging professional field of “media arts” and the ways in which youth use new technologies for communication to design a 21st-century K-12 arts education curriculum. Description of prior research on the subject and/or its intellectual context and/or policy context Building on sociocultural theories of constructionism as well as Dewey's theories of the arts and aesthetics as a democratic pedagogy, this study draws upon over three years of extensive field study at a digital design studio where underprivileged youth accessed programming environments emphasizing graphics, music, and video. Purpose/Objective/Research Question/Focus of the Study This study documents what youth learn through media art making in informal settings, the strengths and limitations of capitalizing on youth culture in media art production, and the distinct contributions that media arts education can make to the classroom environment. Research Design A mixed-methods approach was utilized that analyzed data from participants and professional interviews, an archive of youths’ media art, and videotape documentation of youth at work on their projects. Conclusions/Recommendations Findings point to the ways in which youth engage with technology that encourages active learning and how new types of software can be used to illustrate and encourage this process.


Author(s):  
Donna Goldstein ◽  
Valerie C. Bryan

There are several issues that we urgently need to address regarding K-20 education, including engaging students in the learning process, preparing our youth for entry into the 21st century workplace, enabling them to become fully productive citizens, and providing them with the tools they will need to succeed. Our ability to flourish as a nation depends on this. In his article, “Place-Based Knowledge in the Digital Age,” Thomas Fisher (2012) discusses the potential impact Geographic Information Systems (GIS) may have as our global society becomes more immersed in digital and spatial media. He suggests that “GIS will eventually become a major way—perhaps the dominant way—in which we will access information in the future because of the essentially spatial nature of that software” (Fisher, 2012, p. 5). While Fisher's notion of “spatializing education” may seem abstract, the reality is our ability to connect multiple layers of data based on place will afford a more informed insight into our past, present, and future by revealing relationships, trends, and patterns. Connecting data spatially shifts our way of thinking, and our way of doing business as well as education (Baker, 2012). This is explored in this chapter.


2018 ◽  
Vol 13 (3) ◽  
pp. 4-16 ◽  
Author(s):  
Amy Jo Catalano ◽  
Sarah Glasser ◽  
Lori Caniano ◽  
William Caniano ◽  
Lawrence Paretta

Abstract Objective – As academic libraries evolve to meet the changing needs of students in the digital age, the emphasis has shifted from the physical book collection to a suite of services incorporating innovations in teaching, technology, and social media, among others. Based on trends identified by the Association of College and Research Libraries (ACRL) and other sources, the authors investigated the extent to which academic libraries have adopted 21st century library trends. Methods – The authors examined the websites of 100 Association of Research Libraries (ARL) member libraries, their branches, and 160 randomly selected academic libraries to determine whether they adopted selected 21st century library trends. Results – Results indicated that ARL member libraries were significantly more likely to adopt these trends, quite possibly due to their larger size and larger budgets. Conclusion – This research can assist librarians, library directors, and other stakeholders in making the case for the adoption or avoidance of particular 21st century library trends, especially where considerable outlay of funds is necessary.


2012 ◽  
Vol 117 (1) ◽  
pp. 78-88 ◽  
Author(s):  
Taichi Kin ◽  
Hirofumi Nakatomi ◽  
Masaaki Shojima ◽  
Minoru Tanaka ◽  
Kenji Ino ◽  
...  

Object In this study, the authors used preoperative simulation employing 3D computer graphics (interactive computer graphics) to fuse all imaging data for brainstem cavernous malformations. The authors evaluated whether interactive computer graphics or 2D imaging correlated better with the actual operative field, particularly in identifying a developmental venous anomaly (DVA). Methods The study population consisted of 10 patients scheduled for surgical treatment of brainstem cavernous malformations. Data from preoperative imaging (MRI, CT, and 3D rotational angiography) were automatically fused using a normalized mutual information method, and then reconstructed by a hybrid method combining surface rendering and volume rendering methods. With surface rendering, multimodality and multithreshold techniques for 1 tissue were applied. The completed interactive computer graphics were used for simulation of surgical approaches and assumed surgical fields. Preoperative diagnostic rates for a DVA associated with brainstem cavernous malformation were compared between conventional 2D imaging and interactive computer graphics employing receiver operating characteristic (ROC) analysis. Results The time required for reconstruction of 3D images was 3–6 hours for interactive computer graphics. Observation in interactive mode required approximately 15 minutes. Detailed anatomical information for operative procedures, from the craniotomy to microsurgical operations, could be visualized and simulated three-dimensionally as 1 computer graphic using interactive computer graphics. Virtual surgical views were consistent with actual operative views. This technique was very useful for examining various surgical approaches. Mean (± SEM) area under the ROC curve for rate of DVA diagnosis was significantly better for interactive computer graphics (1.000 ± 0.000) than for 2D imaging (0.766 ± 0.091; p < 0.001, Mann-Whitney U-test). Conclusions The authors report a new method for automatic registration of preoperative imaging data from CT, MRI, and 3D rotational angiography for reconstruction into 1 computer graphic. The diagnostic rate of DVA associated with brainstem cavernous malformation was significantly better using interactive computer graphics than with 2D images. Interactive computer graphics was also useful in helping to plan the surgical access corridor.


Author(s):  
Christine S Wilson ◽  
Keith Klovers

Abstract Digital markets are increasingly described as the ‘railroads’ of the 21st century. Extending that metaphor, some commentators argue we should revive stale railroad-era economic regulations and adapt them to the digital age. This enthusiasm appears to be buoyed by both a sudden nostalgia for railroad and airline regulations once administered by the Interstate Commerce Commission (ICC) and the Civil Aeronautics Board (CAB) and an equally sudden amnesia of the enormous harm those regulations caused to consumers. ICC and CAB regulations are indeed an apt metaphor, as they illustrate perfectly how sectoral regulations sold to the public as simple, clear, and cheap can go awry. Ultimately, a bipartisan consensus emerged to disband those agencies and deregulate those industries. After deregulation, prices fell, output expanded, and firms innovated. Proposals to regulate Big Tech today in a similar fashion forget these important lessons. We should know better than to do the same thing again today and expect a different result.


Sign in / Sign up

Export Citation Format

Share Document