36 resultados para VISUAL EXPLORATION
Resumo:
In this study in the field of Consumer Behavior, brand name memory of consumers with regard to verbal and visual incongruent and congruent information such as memory structure of brands was tested. Hence, four experimental groups with different constellations of verbal and visual congruity and incongruity were created to compare their brand name memory performance. The experiment was conducted in several classes with 128 students, each group with 32 participants. It was found that brands, which are presented in a congruent or moderately incongruent relation to their brand schema, result in a better brand recall than their incongruent counterparts. A difference between visual congruity and moderately incongruity could not be confirmed. In contrast to visual incongruent information, verbal incongruent information does not result in a worse brand recall performance.
Resumo:
This research addresses the problem of creating interactive experiences to encourage people to explore spaces. Besides the obvious spaces to visit, such as museums or art galleries, spaces that people visit can be, for example, a supermarket or a restaurant. As technology evolves, people become more demanding in the way they use it and expect better forms of interaction with the space that surrounds them. Interaction with the space allows information to be transmitted to the visitors in a friendly way, leading visitors to explore it and gain knowledge. Systems to provide better experiences while exploring spaces demand hardware and software that is not in the reach of every space owner either because of the cost or inconvenience of the installation, that can damage artefacts or the space environment. We propose a system adaptable to the spaces, that uses a video camera network and a wi-fi network present at the space (or that can be installed) to provide means to support interactive experiences using the visitor’s mobile device. The system is composed of an infrastructure (called vuSpot), a language grammar used to describe interactions at a space (called XploreDescription), a visual tool used to design interactive experiences (called XploreBuilder) and a tool used to create interactive experiences (called urSpace). By using XploreBuilder, a tool built of top of vuSpot, a user with little or no experience in programming can define a space and design interactive experiences. This tool generates a description of the space and of the interactions at that space (that complies with the XploreDescription grammar). These descriptions can be given to urSpace, another tool built of top of vuSpot, that creates the interactive experience application. With this system we explore new forms of interaction and use mobile devices and pico projectors to deliver additional information to the users leading to the creation of interactive experiences. The several components are presented as well as the results of the respective user tests, which were positive. The design and implementation becomes cheaper, faster, more flexible and, since it does not depend on the knowledge of a programming language, accessible for the general public.
Resumo:
In the early nineties, Mark Weiser wrote a series of seminal papers that introduced the concept of Ubiquitous Computing. According to Weiser, computers require too much attention from the user, drawing his focus from the tasks at hand. Instead of being the centre of attention, computers should be so natural that they would vanish into the human environment. Computers become not only truly pervasive but also effectively invisible and unobtrusive to the user. This requires not only for smaller, cheaper and low power consumption computers, but also for equally convenient display solutions that can be harmoniously integrated into our surroundings. With the advent of Printed Electronics, new ways to link the physical and the digital worlds became available. By combining common printing techniques such as inkjet printing with electro-optical functional inks, it is starting to be possible not only to mass-produce extremely thin, flexible and cost effective electronic circuits but also to introduce electronic functionalities into products where it was previously unavailable. Indeed, Printed Electronics is enabling the creation of novel sensing and display elements for interactive devices, free of form factor. At the same time, the rise in the availability and affordability of digital fabrication technologies, namely of 3D printers, to the average consumer is fostering a new industrial (digital) revolution and the democratisation of innovation. Nowadays, end-users are already able to custom design and manufacture on demand their own physical products, according to their own needs. In the future, they will be able to fabricate interactive digital devices with user-specific form and functionality from the comfort of their homes. This thesis explores how task-specific, low computation, interactive devices capable of presenting dynamic visual information can be created using Printed Electronics technologies, whilst following an approach based on the ideals behind Personal Fabrication. Focus is given on the use of printed electrochromic displays as a medium for delivering dynamic digital information. According to the architecture of the displays, several approaches are highlighted and categorised. Furthermore, a pictorial computation model based on extended cellular automata principles is used to programme dynamic simulation models into matrix-based electrochromic displays. Envisaged applications include the modelling of physical, chemical, biological, and environmental phenomena.
Resumo:
A argumentação centra-se na história da produção cenográfica da segunda metade do século XIX em Portugal, propondo um tratamento teórico mais abrangente, que desloque o enfoque analítico da peça de arte em si ou do carácter efémero e global da espectacularidade que tem merecido alguma atenção da historiografia contemporânea, para uma escala de cultura visual ou mesmo de visualidade, no sentido mais dilatado destas expressões. Discutindo essencialmente a problemática em torno da imagem teatral como produto do mundo oitocentista analisa-se o potencial cognitivo da série cenográfica na sua capacidade de representação e apropriações ideológicas. Para esta dialéctica concorrem as repercussões epocais do espectáculo, designadamente na regulação da vida social, na mediação de processos económicos, no combate político, e sobretudo, em modelos de percepção artística fundados nos convencionalismos cenográficos como acontece, por exemplo, na produção decorativa e arquitectónica integradas num particular campo visual ou na teatralidade actuante dos edifícios, cuja essência, em todos os casos, é devedora de uma cultura paradoxalmente centrada nos limites da caixa cénica e na infinitude emotiva do espectacular.
Resumo:
The stylistic categorization of the Estado Novo has been intensely discussed by Portuguese art historians. The square Alameda Dom Afonso Henriques in Lisbon (Alameda) can be seen as paradigmatic for the architecture of power of the Estado Novo. The Alameda forms a gardened valley between two hills. There you find two prominent and highly propagandist buildings: The Instituto Superior Técnico (IST) and the Fonte Luminosa are dedicated to modern sciences and respectively to the harmonious contribution of nature to the city. The iconography of the Alameda as well as its incorporation into the propagandist use of urban planning in the 1930s and 1940s exemplify the visual politics during Salazarism. Urban planning programs intended to create cities that would preserve the character of a traditional catholic society and at the same time answer to the need to modernize the country and evoke the image of a progressive state. Thus, public buildings and urban squares such as the Alameda contributed to design a corporate image and to the ‘spirit’ of the regime.
Resumo:
This thesis applied real options analysis to the valuation of an offshore oil exploration project, taking into consideration the several options typically faced by the management team of these projects. The real options process is developed under technical and price uncertainties, where it is considered that the mean reversion stochastic process is more adequate to describe the movement of oil price throught time. The valuation is realized to two case scenarios, being the first a simplified approach to develop the intuition of the used concepts, and the later a more complete cases that is resolved using both the binomial and trinomial processes to describe oil price movement. Real options methodology demonstrated to be capable of assessing and valuing the projects options, and of overcoming common capital budgeting methodologies flexibility limitation. The added value of the application of real options is evident, but so is the method's increased complexity, which adversely influence its widespread implementation.