visual communication design
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2022 ◽  
Vol 2022 ◽  
pp. 1-11
Cong Ma ◽  
Wonjun Chung

With the development of wireless communication technology, video and multimedia have become an integral part of visual communication design. Designers want higher interactivity, diversity, humanization, and plurality of attributes in the process of visual communication. This makes the process of visual communication have high requirements for the quality and real-time data transmission. To address the problem of transmitting HD video in a heterogeneous wireless network with multiple concurrent streams to improve the transmission rate and thus enhance the user experience, with the optimization goal of minimizing the system transmission delay and the delay difference between paths, the video sender and receiver are jointly considered, and the video transmission rate and the cache size at the receiver are adaptively adjusted to improve the user experience, and a cooperative wireless communication video transmission based on the control model for video transmission based on cooperative wireless communication is established, and video streams with self-similarity and long correlation are studied based on Pareto distribution and P / P / l queuing theory, based on which an adaptive streaming decision method for video streams in heterogeneous wireless networks is proposed. Simulation results show that the proposed multistream concurrent adaptive transmission control method for heterogeneous networks is superior in terms of delay and packet loss rate compared with the general load balancing streaming decision method, in terms of transmission efficiency and accuracy.

2022 ◽  
Vol 4 (3) ◽  
pp. 474-498
Tsania Putri Mahisa ◽  
Insanul Qisti Barriyah ◽  
Septi Asri Finanda ◽  
Moh. Rusnoto Susanto

This writing aims to (1) describe children's games as ideas or inspiration for the creation of a work of Pop Up Books (2) describe the depiction of the form and process of making Visual Communication Design in the form of a three-dimensional Pop-up Book that elevates Lombok NTB's Traditional Children's Games in order to remain maintain and preserve the local wisdom of the archipelago through children's games. The methods used in the creation of this artwork include exploration and experimentation. In this case, the exploration was carried out by searching for libraries, pictures and all information related to the theme that I took, namely traditional games for children from Lombok, NTB. Then in terms of this exploration, do a sketch activity, which is then visualized in several uses of several bitmap-based applications such as Ibis applications on mobile phones and Coreldraw applications using laptops. The work is done by starting from making a sketch, then designing, printing, then cutting and pasting until finally it becomes a Pop-up book.     The results of the discussion and creation are as follows: 1. The theme of the work presented in: Final Project is Traditional Children's Games in Lombok NTB, with the title "Designing Pop-up Books for Traditional Children's Games as Preservation of Local Wisdom in Lombok NTB". 2. These Visual Communication Designs visualize a collaborative design of Ibis and Coreldraw applications and then the results are printed using an albartos paper machine and create a work called Pop-up Book. 3. The number of book pages created is 11 pages consisting of 1 opening page, 9 Pop-up game pages, and 1 closing page along with front and back covers, with a manufacturing period of 4 months in 2021 starting from July-October.  Keywords: Children's traditional games, Pop-up Books, Local wisdom.

2022 ◽  
Vol 2022 ◽  
pp. 1-8
Gao Chaomeng ◽  
Wang Yonggang

With the continuous development of China’s social economy, the competitiveness of brand market is gradually increasing. In order to improve their own level in brand building, major enterprises gradually explore and study visual communication design. Brand visual design has also received more and more attention. Building a complete and rich visual design system can improve the brand level and attract users to consume. Based on the abovementioned situation, this paper proposes to use collaborative filtering algorithm to analyze and study brand visual design. Firstly, a solution is proposed to solve the problem of low accuracy of general recommendation algorithm in brand goods. Collaborative filtering algorithm is used to analyze the visual communication design process of enterprise brand. Research on personalized image design according to consumers’ trust and recognition of brand design is conducted. In traditional craft brand visual design, we mainly study the impact of image design on consumer behavior. The brand loyalty model is used to predict and analyze the visual design effect. Also, the user’s evaluation coefficient is taken as the expression of brand visual design recognition. Finally, the collaborative filtering algorithm is optimized to improve the consumer similarity based on the original algorithm. The results show that the brand visual design using collaborative filtering algorithm can help enterprises obtain greater benefits in their own brand construction. It provides effective data help in the development of traditional craft brands.

2022 ◽  
Vol 6 (2) ◽  
pp. 13-23
Agung Setiawan Sutadi

The world of work is a place of intense competition for each college graduate. Students are faced with developing new solutions to these problems/challenges so they need to practice identifying entrepreneurial opportunities so that the problem of the difficulty of competing in the world of work can be resolved with the emergence of new jobs. In the VCD department in the Visual Study subject using design thinking method as a study material in learning material with the aim of students being able to create a visual communication design that answers existing problems, so that ultimately students have a frame of mind in solving problems in running a business or facing client problems. Based on the results of data processing, the results show that there is a positive influence between design thinking methods on entrepreneurial motivation. Therefore, the role of design thinking methods in influencing student motivation to become entrepreneurs deserves further study.   Keywords: Design, Design Thinking, Visual Study, Entrepreneur, Motivation

2022 ◽  
Vol 2146 (1) ◽  
pp. 012029
Runping Lai

Abstract The SVR image marine-continental segmentation algorithm on account of ameliorated CV model can segment the marine-continental image efficiently, and compare the image results with the original model, so as to continuously iterate the effectiveness of image segmentation. On account of this, this paper first analyses the concept and main methods of SAR image marine-continental segmentation algorithm, then studies the SAR image marine-continental segmentation algorithm on account of ameliorated CV model, and finally gives the process and effect analysis of SAR image marine-continental segmentation on account of ameliorated CV model.

2021 ◽  
Vol 6 (3) ◽  
pp. 225-235
Miftachul Robherta ◽  
Admaja Dwi Herlambang ◽  
Satrio Hadi Wijoyo

Learning activities during the COVID-19 pandemic has been making students are not able to be active than before the pandemic, and their learning outcomes somehow become less than optimal. This phenomenon tends to happen because the teachers only deliver the course material briefly then give assignments to students in the end of online class session. Therefore, this present study aimed to analyze the differences of students' learning outcomes and instructional interaction on the course of Videography by applying the method differences of PjBL with PBL. This present study applied Quasi Experiment research method by using Nonequivalent Control Group Design. The subject of this present study involved students of grade XI from department of Visual Communication Design, SMK Negeri 1 Purwosari. Hence, its research sample was categorized as population member since there was only one group within the class of DKV Department. Furthermore, the data collection techniques included questionnaire non test of instructional interaction and test results of learning questions pre test and post test. This present study also applied independent t test as the data analyzing technique. Eventually, the results showed that PjBL method was more appropriate in term of learning outcomes than PBL method in which it was evidenced with the hypothesis test result was less than significant level of 0.05. Additionally, PBL was more appropriate in term of instructional interaction than PjBL method that was showed by hypothesis test result which was less than significant level of 0.05.

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