Beliefs, attitudes and behaviour can be influenced in myriad ways. History has consistently demonstrated the struggle between protagonist and antagonist to win over 'the people', often through the ...simultaneous promotion and destruction of places, icons, myths, symbols and stories. Neil Verrall, Mark Dunkley and Toby Gane, three army reserve officers, and Richard Byrne, an independent geographer, describe four interconnected ways in which hostile state actors or non-state terrorist groups might attempt to influence their target audiences as part of strategy.
Moisset et al call attention to considerations regarding the use of an emoji-based visual analog scale (VAS) in an adult population in the study by Renne et al. Even though the VAS has been ...traditionally used for children, this does not preclude the use of an emoji-based VAS in adults. A report by the Unicode Consortium estimates that 92% of the global online community uses emojis. Furthermore, a global emoji trend report by Adobe found that 90% of global users perceive emojis as a valuable tool for self-expression, and 89% believe emojis (as pictographs) facilitate easier communication across language barriers.
Visual design form is an important factor affecting users' cognition of icons, which plays an important role in visual search and the perception of the status shown by icons. In the graphical user ...interface, the icon colour is regularly used to indicate the running state of a function. The aim of this study was to investigate the effects of icon colour features on user perception and visual search performance under different background colours. There were three independent variables in the study, including background colour (white and black), icon polarity (positive and negative), and icon saturation (60, 80, and 100%). Thirty-one participants were recruited for the experiment. Task performance and eye movement results indicated that white background as well as positive polarity and 80% saturation icons brought the best performances. The findings of this study provide useful guidelines for designing more efficient and user-friendly icons and interfaces in the future.
Practitioner summary: This study was to investigate the effects of icon colour features (polarity and saturation) on user perception and visual search performance under different colour backgrounds. Task performance and eye movement results indicated that white background as well as positive polarity and 80% saturation icons brought the best performances.
The Redesigning Icons to Reduce User Confusion Satcharoen, Kleddao; Bunyanuson, Boonyawat; Siripreechawat, Panassava ...
Journal of physics. Conference series,
09/2023, Volume:
2583, Issue:
1
Journal Article
Peer reviewed
Open access
Abstract Redesigning icons to reduce user confusion was created to solve the problems of Icons that are modelled on objects that are not popular for nowadays or are confusing to convey the meaning to ...the user to gain more effectively, increased accuracy and convenience for the user. A new icon design project to reduce user confusion. It arises from researching design-related information such as Affordance theory, image processing, color and mood theory, or even in terms of pixel size Which affects the use. Bring knowledge to design icons to better solve problems and respond to the needs of the user. This was done by collecting user data through questionnaires on the website with random questions and options. To take into account the performance of icons that are designed to find a suitable design for the use of that function.
In a previous article entitled "Restaurant Food Choices by Moms: An Exploratory Study," the impact of externalities and overlapping factors on food choices was discussed. To complete the picture of ...what affects Moms' food choices at restaurants, this article examines the remaining influences: Concurrent and Confirming factors. The role of Moms in influencing others' purchase decisions was a major theme in the focus group discussions and will be explored in more detail here. One of the most relevant sections is the exploration of how health information and health icons influenced purchase intentions, which fit into the Confirming factors category. As increasing obesity and other health problems explode in the US, numerous groups are seeking ways to encourage healthier eating. One approach to this problem is to target Moms since focusing on them would not only impact their food choices, but also the choices of others in their families, particularly young children.
In this research, we examined the impact of icons' depth on user attention and search efficiency during icon recognition. First, 61 participants were asked to view an image composed of flat (2D) and ...neumorphic (3D) icons arranged in a circle, with their eye movements monitored by an eye tracker. Each participant was asked to watch the pictures carefully then complete four search tasks under the following four conditions (with suitable prompts) while viewing them: selecting a target 2D icon from among 2D icons, selecting a target 3D icon from among 3D icons, selecting a target 2D icon from among mixed 2D and 3D icons, and selecting a target 3D icon from among mixed 2D and 3D icons. The results indicated that 3D icons performed better in terms of attention distribution and attention attraction than 2D icons. There were no significant differences in terms of search time or accuracy between selecting a target 2D icon from among 2D icons and selecting a target 3D icon from among 3D icons, selecting a target 2D icon from among mixed 2D and 3D icons, and selecting a target 3D icon from among mixed 2D and 3D icons. The findings have practical significance for icon design and can provide guidance for designers, prompting them to either use 2D or 3D icons to achieve intentional visual and cognitive effects.
•The depth information of icons affects users' visual attention significantly.•Neumorphic 3D icons are better in terms of attracting attention than 2D icons.•There was no significant difference in terms of search efficiency between 2D and neumorphic 3D icons.
Artykuł stanowi analizę performatywności dwóch ikon kompozytowych w kontekście liturgicznym i w kontekście muzealnym. Ich niezwykła forma polegająca na połączeniu dwóch paneli w jedno dzieło sztuki ...jest interpretowana jako asamblaż – w ślad za użyciem tego terminu przez Victora I. Stoichitę. Jednocześnie autorka akcentuje wieloznaczność tego terminu i korzysta z teorii asamblażu jako narzędzia interpretacyjnego, by ukazać funkcjonowanie ikon w ramach asamblaży społecznych. W perspektywie tej teorii można analizować aktywne uczestnictwo ikon kompozytowych w asamblażach ludzi i nie-ludzi oraz sprawczy potencjał tkwiący w ich niezwykłej formie, by pogłębić rozumienie ich funkcjonowania w relacjach z innymi dziełami sztuki, instytucjami, ludźmi. Dzięki zastosowaniu kategorii asamblażu i ikony performatywnej do analizy dwóch przykładów ikon kompozytowych w artykule scharakteryzowano wpływ asamblażowej formy na kult i prezentację obrazów. Skupienie się na kwestii performatywności pozwoliło uwydatnić dynamikę formy asamblażowej i ikony samej w sobie. W zależności od kontekstu – performansów, w których uczestniczy, a także asamblaży, których staje się częścią – ikona będzie dziełem sztuki i/lub obrazem dewocyjnym, który przekracza sferę wartości artystycznych. W artykule poddano także refleksji asamblażowy charakter procesu badania ikon.
UCSF ChimeraX is the next‐generation interactive visualization program from the Resource for Biocomputing, Visualization, and Informatics (RBVI), following UCSF Chimera. ChimeraX brings (a) ...significant performance and graphics enhancements; (b) new implementations of Chimera's most highly used tools, many with further improvements; (c) several entirely new analysis features; (d) support for new areas such as virtual reality, light‐sheet microscopy, and medical imaging data; (e) major ease‐of‐use advances, including toolbars with icons to perform actions with a single click, basic “undo” capabilities, and more logical and consistent commands; and (f) an app store for researchers to contribute new tools. ChimeraX includes full user documentation and is free for noncommercial use, with downloads available for Windows, Linux, and macOS from https://www.rbvi.ucsf.edu/chimerax.
What are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? Rune Klevjer examines this question with a particular focus on issues of ...fictionality and realism, and their relation to cinema and Virtual Reality. Through close-up analysis and philosophical discussion, Klevjer argues that avatar-based gaming is a distinctive and dominant form of virtual self-embodiment in digital culture. This book is a revised edition of Rune Klevjer's pioneering work from 2007, featuring a new introduction by the author and afterword by Stephan Günzel, Jörg Sternagel, and Dieter Mersch.
This article analyzes the performativity of two composite icons in liturgical and museum contexts. Their unusual form, consisting of two panels combined as one work of art, is interpreted as an ...assemblage, following Victor I. Stoichita use of the term. Moreover, the multivalency of the term assemblage is used to present the icons as part of dynamic social assemblages by applying the theoretical perspective of assemblage theory. It becomes crucial in seeing them as active agents in the assemblages of humans and non-humans as well as understanding the potential of this unusual form and the way they function in various relations with other works of art, institutions, and people. Applying the categories of assemblage and performative icon to the analysis of two examples of composite icons, the article characterizes the influence of assemblage form on the veneration and presentation of icons. Focusing on the issue of performativity, agency, and affordance made it possible to highlight the dynamics of the assemblage form and the icon itself. Depending on the context—the performances in which it participates and the assemblages of which it becomes a part—the icon can be perceived as a work of art and/or a devotional image that transcends the realm of artistic values. The article also reflects on the assemblage nature of the icon research and study process.