photo editing
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2021 ◽  
Vol 13 (4) ◽  
pp. 32
Author(s):  
Michal Cohen ◽  
Yael Latzer

Background: The development of eating disorders (EDs) and disordered eating pathology (DEP) is related to a complex interplay of various factors, with the media being a main risk factor. The high comorbidity related to EDs and DEP highlights the importance of preventive interventions and requires additional prevention strategies that create opportunities for policy changes, while targeting media influences. In 2012, Israel initiated the “models’ law”, setting limits on both the employment of underweight models and the use of photo editing. This study examined the impact of the models’ law on body dissatisfaction, DEP, and EDs among young women in Israel. Methods: The study included two parts: self-report questionnaires and a telephone interview. The sample of 203 women was divided into two age groups, 81 women aged 18-24 and 122 women aged 25-35-that completed both parts of the study. Results: The models’ law had significantly higher impact on younger as opposed to older participants. Yet younger participants were found to have higher levels of DEP than the older participants. Additionally, participants who were highly supportive of the law had lower levels of DEP. Conclusion: The results indicate that younger participants had higher levels of DEP and were more influenced by the thin ideal and the media. Thus, these results highlight the importance of implementing prevention programs at younger ages and expanding the spectrum of prevention programs to the field of policy change, using legislation.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-23
Author(s):  
Tim Naglé ◽  
Scott Bateman ◽  
Max V. Birk

Designers of instructional software use gamification to help motivate and engage learners. Typically focusing on gamifying a single task, designers aim to provide a straightforward path through learning. In contrast, video games frequently provide optional secondary tasks using collectibles. Collectibles-like coins-are secondary, non-essential goals that encourage players to selectively take on additional challenges and engage more with a game. While research supports the idea that by increasing engagement learning can be improved, exactly how collectibles-an extremely common element in games-might be employed in gamified learning and how it might affect the play experience is underexplored. We present the results of a study comparing a gamified photo-editing training game that uses collectibles to one without collectibles. Our results show that learners choose to engage more when collectibles are present, and that this has a positive effect on software skills applied to a representative out-of-game challenge. Our findings provide a nuanced view of the tradeoffs in motivation and experience when collectibles are used.


2021 ◽  
Vol 2 (2) ◽  
pp. 128-142
Author(s):  
Abda Billah Faza Muhammadkan Bastian ◽  
Wulan Anggraeni

In the digital age 4.0, the use of social media for educational purposes needs to be done by educational institutions. Thus, the process of communication and coordination can occur optimally. The purpose of this research is to study the use of Instagram media in KB Al-Azkia. The Al-Azkia KB Public Relations Section carries out management that starts from the planning, implementation and evaluation relating to the use of Instagram media. This research is a qualitative research based on field research. The study was conducted at KB Al-Azkia by obtaining data through observation, interviews and documentation relating to the use of Instagram media. The data validity test is done by triangulation techniques by comparing interview data with observations on Instagram media. The results showed that: firstly, the utilization of the Instagram media began to introduce the Al-Azkia KB institution to the public, so that it could attract students to study there. Secondly, as time goes by, Instagram media is used to report activities to parents and students' assignment results, which they then provide feedback in the form of comments or likes. In this case, the relationship between school and parents of students is increasing Third, management in utilizing Instagram media runs with both starts from the planning, implementation and evaluation. Fourth, KB al-Azkia in uploading photos is always accompanied by good and interesting literacy in Instagram media. Fifth, KB Al-Azkia also utilizes features on Instagram, such as hashtags / labels, geotaging, aroba and photo editing


JUDIMAS ◽  
2021 ◽  
Vol 2 (1) ◽  
pp. 53
Author(s):  
Rofiqoh Dewi ◽  
Wiwi Verina ◽  
Muhammad Barkah Akbar

Graphic Design is currently one of the few software that has been widely used for the development of knowledge because it is very easy to use in various aspects of work. Jobs by utilizing graphic design have a very large opportunity to be used by students with the current pandemic conditions, because apart from being easy to use in basic work for students, many social media users such as Instagram and Facebook want good Instagram and Facebook feeds. For this reason, it is inevitable that many social media users need photo editing services such as graduation photo editing and travel photo editing so that it can be used as a business opportunity among students to take the job because the work can be done anywhere with easily accessible tools. In today's world of work, if human resources (HR) do not have additional abilities or skills, it will be difficult to compete in obtaining work. Through this introduction, students are also expected to get to know the tools that exist in Photoshop software. With the introduction of Photoshop, it is hoped that it can provide new insights and knowledge to the students of Budi Agung Medan Private High School about making graphic design as a business opportunity.


2021 ◽  
Author(s):  
Parameswaran Nampoothiri ◽  
Sugitha N

Abstract Technological advances in the digital world have led to a tremendous growth in the popularity of digital photography in all walks of life. However, photo editing software tools are easy to use and make photo manipulation a breeze. Therefore, there is a need to find the wrong part of the image. Therefore, this work focuses on finding false images used using the copying process, better known as Copy Move Forgery Detection (CMFD). A copy of Motof spoofing basically means to hide or duplicate a place in a region by attaching certain parts of the same image to it. Initially, digital input images are pre-processed with a Gaussian filter, which is used to blur the image and reduce noise. After further development, a collection of Multi-kernel Fuzzy C-means clustering (MKFCM) was developed to classify images into multiple groups and depending on the various features, the features were extracted using the SIFT algorithm. Finally, with the help of an in-depth reading method, part of the illegal images are found. Test results show that this method is effective and efficient in detecting digital image deception and its functionality and the proposed method is shown in false images.


2021 ◽  
Author(s):  
Sabine Windmann ◽  
Patrick Stier ◽  
Lisa Steinbrück

To investigate peoples' trait attribution biases, we asked participants to generate faces of "bad guys" and "good guys" using three methods: free drawings, photo-editing, and feature assembly. In referring to research linking facial width (relative to height, fWHR) with aggressive and dominant personality traits in males, we compared fWHR displayed in the generated portraits between the two character types . We found that participants modelled emotional expressions (in particular, expression of anger and fear/friendliness), but not fWHR per se, to portray character trait. When emotional expressions were statistically controlled for, no difference in fWHR between "bad guys" and "good guys" remained. We conclude that emotion overgeneralization is a strong confound in research on fWHR.


2021 ◽  
Author(s):  
Erika Ellsworth

Generic Escape: Reframing narratives and breaking code It is dark and stormy, and you switch on the television in the 1990s. The cable signal is out so what do you see? Often times you will receive a signal that looks like a bunch of coloured bars. Other times, all you get is an electronic noisy image. Today, this noisy visual effect is often intentionally produced by manipulating, distorting, or blurring the pixel structure of an image with photo-editing software. The accidental or unintended outcome of the technological errors that produce these images somehow speaks to our subconscious need for a break from the reality of well-defined narratives and circumscribed modes of interpretation (Kane, 2016).


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