scholarly journals Graphic design and scientific research – the National Institute of Geophysics and Volcanology (INGV) experience

2020 ◽  
Vol 3 (2) ◽  
pp. 407-425
Author(s):  
Daniela Riposati ◽  
Giuliana D'Addezio ◽  
Francesca Di Laura ◽  
Valeria Misiti ◽  
Patrizia Battelli

Abstract. One of the primary activities of the Istituto Nazionale di Geofisica e Vulcanologia (National Institute of Geophysics and Volcanology; INGV) is the production of resources concerning educational and outreach projects in geophysics and natural hazard topics. This activity is aimed at transferring, periodically, results at the forefront of ongoing research to the public through an intense and comprehensive plan for scientific dissemination. Over the past 15 years, graphic and visual communication have become essential tools for supporting institutional and research activities. In this paper, we describe successful INGV team experiences resulting from a close relationship and collaborative work between graphic designers and research scientists. The main goal of the projects devoted to the general public, through the creation of a museum exhibition or the production of descriptive brochures, is to support scientists in conveying their message and making concepts fruitful, easier to understand but also fully enjoyable thanks to the emotional involvement that images may generate. Through a careful composition of signs and images, and through the use of different visual tools (colours, form and lettering) on different media (print, video and web), the graphics and editorial products together create a strong INGV-style identity, making it easily recognizable in any educational and outreach project. A full project product package might include a logo or other artwork, organized text and pure design elements such as shapes and colours, which serve the purpose of unifying the whole set. Colour is used not only to help the project logo to stand out from the international overview but, in our case, also to generate a unifying return across all INGV sections. A recent and highly stimulating experience concerned the creation of edu-games, specifically designed for scientific dissemination, through a close collaboration between INGV graphic designers and their reference scientific community. The edu-games were designed as an effective combination of educational content and playful communicative aspects, leading the young players to learn while having fun.

2020 ◽  
Author(s):  
Daniela Riposati ◽  
Giuliana D'Addezio ◽  
Francesca Di Laura ◽  
Valeria Misiti ◽  
Patrizia Battelli

Abstract. Part of the INGV activity is focused on the production of resources concerning Educational and Outreach projects on Geophysics and natural hazard topics. The forefront results of research activity, in fact, are periodically transferred to the public through an intense and comprehensive plan of scientific dissemination. In the past 15 years, graphic and visual communication has become an essential point of reference supporting institutional and research activities. Positive experiences are the result of a strict relationship between graphic design and scientific research, in particular the process concerning the collaborative work between designers and researchers. In projects such as the realization of museum exhibition or the production of illustrative brochures, generally designed for broad-spectrum public, the goal is to make easier the understanding and to support the scientific message, making concepts enjoyable and fruitful through the emotional involvement that visual image can arouse. The graphics and editorial products, through composition of signs and images by using different tools (colors, form, lettering) on different media (print, video, web), link to create a strong identity INGV style, in order to make them easily recognizable in Educational and Outreach projects. A project product package might include a logo or other artwork, organized text and pure design elements such as shapes and color, which unify the piece. Color is used not only to help the logo stand out from the international overview, but in our case to have a unifying outcome across all the INGV sections. A recent and stimulating experience has been the collaboration between INGV project design and its reference scientific community in order to create edu-games, products specifically designed for scientific dissemination. The edu-games have been designed to be an efficient combination of educational content and playful communicative aspects, with the aim therefore to learn while having fun.


Author(s):  
Ralph Morton ◽  
Hilary Nesi

This chapter discusses the creation of the British Telecom Correspondence Corpus (BTCC), a searchable database of letters taken from the public archives of British Telecom (BT) that were written by nearly 400 authors on a wide variety of topics between 1853 and 1982. It first discusses some experiences working on the New Connections project, funded by Jisc (formerly the Joint Information Systems Committee) and a collaboration between Coventry University, BT Heritage, and The National Archives, focusing particularly on the methodological issues encountered. The corpus was created to address a gap in existing corpus resources, and so that researchers (primarily linguists) could access and, crucially, engage with the language of the letters. Since the completion of the BTCC there have been efforts to expand the corpus to include correspondence written to and from the Post Office, an institution with many historical links to BT. This chapter addresses issues surrounding institutional collaboration in both phases of this ongoing research.


2021 ◽  
Author(s):  
Valeria Misiti ◽  
Daniela Riposati ◽  
Francesca Di Laura ◽  
Patrizia Battelli ◽  
Massimo Crescimbene

<p>One of the primary activity of the Istituto Nazionale di Geofisica e Vulcanologia (INGV) is the production of resources concerning educational and outreach projects in geophysics and natural hazard topics. This activity is aimed at transferring, periodically, results at the forefront of ongoing research to the public through an intense and comprehensive plan for scientific dissemination. Over the past few years, much attention has also been devoted to the production of scientific games or edu-games, which is an efficient combination of educational content and playful communicative aspects, designed with the aim of letting children and youngsters learn while having fun. It has been demonstrated, in fact, that learning through games and, in this case, through drawing stimulates further contacts in the brain and is therefore simpler for both people with disabilities but also for those without.</p><p>In the last two years we presented two games (Escape Volcano and GeoTrivial) and, in light of the achieved success, we decided to propose a new game: VISUAL GEOGAME. Is a revisited Visual game based on earth sciences considered in its entirety (i.e. geology, seismology, volcanology, space earth etc.etc.)</p><p>The main purpose was to create a game which might be specifically dedicated to students requiring learning support: hence the choice of the Visual Game. Scholastic inclusion is very important especially in this period during which the use of technology overrides human contact. The drawing is a quick learning method and, above all the team games are essential for inclusion of people with disabilities.</p><p>The game is very simple: participants are divided into teams of at least 2 people for a maximum of 4 teams. Tokens are placed face down on the billboard and each has a different score signed on.</p><p>Each team must choose a marker and place it into starting box. They draw a card from the deck and on the basis of the category repredented on the card they have to draw it. There are 3 categories: 1) glossary (move 1 position); 2) tools of the trade (move 2 position); 3) places (move 3 position). If the team guess the draw, the will move as much as is the category score and keep the token.</p><p>Morover, on the billboard there are bonus boxes. Is the team fall in one of it they have to draw an action. If the guess they can decide to back an opponent team of their choice.</p><p>IF YOU CAN DRAW IT, YOU CAN LEARN IT!!</p>


2018 ◽  
pp. 64-68
Author(s):  
George V. Boos ◽  
Elena Yu. Matveeva

The problematic aspects related to the implementation of energy saving policy in the budget sphere are examined in the article. The factors hindering the mass and effective implementation of energysaving measures are highlighted in the article. Among these factors, there is the technical complexity of energysaving projects, the presence of innovative and investment risks, problems with the financial provision of costs in the face of increasing debt burden in most public budgets. The article concludes that in these circumstances only the energy service contract is a tool that allows implementing energy­saving measures without the first participation of budgetary funds in financing and allows transferring the risks of making technically inefficient decisions directly to the investor. In the article, the authors substantiate the importance of the institutional development of energy services directly in the public sector and analyze the measures of the comprehensive plan to improve the energy efficiency of the economy of the Russian Federation aimed at expanding the scope of energy service contracts in the public sector.


Author(s):  
Ika Yulianti

Ramayana story has been widely known in Indonesian society since centuries ago. This story has been disseminated from generation to generation. The story is familiar to the public in the form of this kakawin often staged in the form of performing arts, dramatari, puppet performances, as well as in the form of puppet or sculpture. Ramayana story has a lot of episodes, but in the creation of this animated video work taking Shinta kidnapping episode. This animated video works explored the form of characters and stories, as well as collaborate with dance, heater and musical arts. Kidnapping of Shinta’s story became the basis of the principal narrative in the creation of animated video with the theme of Ramayana episode kidnapping Shinta ‘Langen Katresnan’ which then developed in accordance with the ideas and concepts. It also supports the creation of new work that promotes originality of the work. This animated video works using two-dimensional techniques. This is actually a reference to that puppet animation that was first recognized by earlier ancestors.Keywords: puppet, Ramayana, animation


2020 ◽  
Vol 2 (1) ◽  
pp. 52
Author(s):  
Sholeha Rosalia ◽  
Yosi Wulandari

Alif means the first, saying the Supreme Life and is Sturdy and has the element of fire and Alif is formed from Ulfah (closeness) ta'lif (formation). With this letter Allah mementa'lif (unite) His creation with the foundation of monotheism and ma'rifah belief in appreciation of faith and monotheism. Therefore, Alif opens certain meanings and definitions of shapes and colors that are in other letters. Then be Alif as "Kiswah" (clothes) for different messages. That is a will. "IQRO" is a revelation that was first passed down to the Prophet Muhammad. Saw. Read it, which starts with the letter Alif and ends with the letter Alif. The creation of a poem is influenced by the environment and the self-reflection of a poet where according to the poet's origin, in comparing in particular Alif's poetry from the two poets. The object of this research is the poetry of Zikir by D. Zawawi Imron and Sajak Alif by Ahmadun Yosi Herfanda. This study uses a comparative method and sociology of literature. Through a comparative study of literature between the poetry of Zikir D. Zawawi Imron and Sajak Alif Ahmadun Yosi Herfanda, it is hoped that the public can know the meaning of Alif according to the poet's view. With this research, the Indonesian people can accept different views on the meaning of Alif in accordance with their respective understanding without having to look for what is right and wrong. The purpose in Alif is like a life, in the form of letters like a body, a tree that is cut to the root, from the heart is split to the seeds, then from the seeds are split so that nothing is the essence of life. So, it is clear that Alif is the most important and Supreme letter. Talking about the meaning of Alif as the first letter revealed on earth. After the letter Alif was revealed, 28 other Hijaiyah letters were born. The letter Alif is made the beginning of His book and the opening letter. Other letters are from Alif and appear on him.


Author(s):  
Azhari Amri

Film Unyil puppet comes not just part of the entertainment world that can be enjoyed by people from the side of the story, music, and dialogue. However, there is more value in it which is a manifestation of the creator that can be absorbed into the charge for the benefit of educating the children of Indonesia to the public at large. The Unyil puppet created by the father of Drs. Suyadi is one of the works that are now widely known by the whole people of Indonesia. The process of creating a puppet Unyil done with simple materials and formation of character especially adapted to the realities of the existing rural region. Through this process, this research leads to the design process is fundamentally educational puppet inspired by the creation of Si Unyil puppet. The difference is the inspiring character created in this study is on the characters that exist in urban life, especially the city of Jakarta. Thus the results of this study are the pattern of how to shape the design of products through the creation of the puppet with the approach of urban culture.


2019 ◽  
Vol 4 (11) ◽  
pp. 219
Author(s):  
Cigdem Canbay Turkyilmaz

There is a close relationship between the creation of urban spaces and ergonomics. To make new stimulating and satisfying urban spaces, ergonomics criteria should consider. In this study, two main urban squares from Istanbul examined. Selected urban squares evaluated by site observation according to the classified ergonomics criteria. Strong and weak points of chosen squares discussed and some suggestions proposed. The results demonstrated the fact that urban equipment meets the individual ergonomic criteria are not sufficient in the use of both squares, and they need to be re-planned.Keywords: Ergomomics; urban squares, IstanbuleISSN: 2398-4287 © 2019. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia.DOI: https://doi.org/10.21834/e-bpj.v4i11.1695 .


Author(s):  
Sabyasachi Bhattacharya

The archives are generally sites where historians conduct research into our past. Seldom are they objects of research. Sabyasachi Bhattacharya traces the path that led to the creation of a central archive in India, from the setting up of the Imperial Record Department, the precursor of the National Archives of India, and the Indian Historical Records Commission, to the framing of archival policies and the change in those policies over the years. In the last two decades of colonial rule in India, there were anticipations of freedom in many areas of the public sphere. These were felt in the domain of archiving as well, chiefly in the form of reversal of earlier policies. From this perspective, Bhattacharya explores the relation between knowledge and power and discusses how the World Wars and the decline of Britain, among other factors, effected a transition from a Eurocentric and disparaging approach to India towards a more liberal and less ethnocentric one.


2021 ◽  
pp. 101269022110141
Author(s):  
Eunhye Yoo

This study explores the influence and sociocultural meaning of self-management of South Korean sports stars in the context of their social media activity. The study utilizes netnography to analyze social media posts to determine the meaning of sports stars’ self-management. Data were collected through in-depth interviews with study participants. Ten South Korean sports stars, who are active users of Instagram, were selected as the study participants. Photographs, videos, and stories from their accounts—around 1800 posts in total—were analyzed. The results indicated that the sports stars attempted to share their daily lives on social media to build a close relationship with the public. Moreover, they used their accounts to publicize their commercialized selves and to promote their sponsors. They uploaded only strictly composed and curated posts on their accounts as a form of self-censorship. Finally, it was determined that digital labor was used for self-management on social media, where there is no distinction between public and private territory. A sports star has become a self-living commercial today, and self-management is now a prerequisite for survival. Thus, self-management on social media has become a requirement for sports stars.


Sign in / Sign up

Export Citation Format

Share Document