Graphical Design of Absorption/Stripping Columns

2019 ◽  
pp. 227-246
Author(s):  
Alan M. Lane
Keyword(s):  
2012 ◽  
Vol 21 (1) ◽  
pp. 58-68 ◽  
Author(s):  
Sergio Moya ◽  
Dani Tost ◽  
Sergi Grau

We describe a graphical narrative editor that we have developed for the design of serious games for cognitive neurorehabilitation. The system is addressed to neuropsychologists. It is aimed at providing them an easy, user-friendly, and fast way of specifying the therapeutical contents of the rehabilitation tasks that constitute the serious games. The editor takes as input a description of the virtual task environment and the actions allowed inside. Therapists use it to describe the actions that they expect patients to do in order to fulfill the goals of the task and the behavior of the game if patients do not reach their goals. The output of the system is a complete description of the task logic. We have designed a 3D game platform that provides to the editor a description the 3D virtual environments, and that translates the task description created in the editor into the task logic. The main advantage of the system is that it is fully automatic, it allows therapists to interactively design the tasks and immediately validate them by realizing it virtually. We describe the design of the two applications and present the results of system testing.


2017 ◽  
Vol 17 (3) ◽  
pp. 257-266 ◽  
Author(s):  
Azam Majooni ◽  
Mona Masood ◽  
Amir Akhavan

The basic premise of this research is investigating the effect of layout on the comprehension and cognitive load of the viewers in the information graphics. The term ‘Layout’ refers to the arrangement and organization of the visual and textual elements in a graphical design. The experiment conducted in this study is designed based on two stories and each one of these stories is presented with two different layouts. During the experiment, eye-tracking devices are applied to collect the gaze data including the eye movement data and pupil diameter fluctuation. In the research on the modification of the layouts, contents of each story are narrated using identical visual and textual elements. The analysis of eye-tracking data provides quantitative evidence concerning the change of layout in each story and its effect on the comprehension of participants and variation of their cognitive load. In conclusion, it can be claimed that the comprehension from the zigzag form of the layout was higher with a less imposed cognitive load.


1944 ◽  
Vol 32 (5) ◽  
pp. 263-268 ◽  
Author(s):  
D.L. Shapiro
Keyword(s):  

2021 ◽  
Author(s):  
◽  
Jack J. Jiang

<p>Cycling is a memory of the past for most of us, the lack of support from the authorities on the cycling infrastructure made it difficult to attract people to cycle in the city. Urban sprawl, traffic congestion, car dependency, environmental pollution and public health concerns have pressured cities around the world to consider reintegrating cycling into the urban environment.  Design as a research method was utilised to investigate the effectiveness of design methodology and workflow for cycling infrastructure from an architecture and design perspective. Using Wellington City as a design case study, this research aimed to improve the legibility, usability and the image of cycling as a mode of transport in the city. To achieve this, a customisable graphical design framework and branding strategies were developed to structure and organise the design components within cycling infrastructure. The findings from the iterative design processes were visualised through the appropriate architectural and presentation conventions.  This research provided an unique architectural perspectives on the issues of cycling infrastructure; the results would support the transportation advisers and urban planners to further the development and integration of cycling, as a viable mode of transport, within the city.</p>


2019 ◽  
Vol 1 (2) ◽  
pp. 76
Author(s):  
Wiwiek Afifah Afifah

The research aims at developing culture-based English instructional materials (henceforth, CBEIM) for grade VII of Junior High School students and reveal its final product representation in terms of its effectiveness. The research design was a research and development. The procedure of product development consisted of conducting needs analysis, designing course grids, developing the first draft, implementing the final draft, and evaluating the final product. The product implementation consisted of the 1st tryout involving 4 students from Yogyakarta State Junior High School (henceforth, Y-SJHS) 10, the 2nd tryout involving 34 students from Y-SJHS 7, and there were 68 students involved in the 3rd tryout. They were from Y-SJHS 9 and Y-SJHS 10. The data were collected by using evaluation sheets, an English achievement test, questionnaire to measure students’ level of internalization and actualization toward culture values, and questionnaires for teachers’ responses. The data were analyzed by t-test using paired and independent sample with the gain score. The research finding reveals 1) based on the content expert validation, CBEIM was very good by the aspect of content, language, learning, culture, presentation, and graphical design, whereas based on the graphical design expert, CBEIM was good. 2) Having been implemented, the final product representation was proven to be effective. The students in the experiment classes got a higher improvement than those in the control classes. The statistical calculation of independent samples test with gain score of the English test from the two groups shows the t values of 2.931 with the p = 0.004 < 0.05, while the t-test for equality of means of culture values, t value reached 2.524 and its significance of 2-tailed reached p = 0.037 < 0.05, alpha value (α=0.05). Since the gain score is smaller than 0.05, CBEIM demonstrates that it can show a significant difference between the experiment and control classes in encouraging students to internalize and actualize the culture values.


Sign in / Sign up

Export Citation Format

Share Document