984 resultados para Graphic humour


Relevância:

20.00% 20.00%

Publicador:

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This is a study of graphic information designed for Future Books/Future magazine (UK) and Fortune magazine (USA) in the years immediately after the Second World War. It highlights work made by the Isotype Institute for Future, which is then situated against contributions by Abram Games and F. H. K. Henrion. Similar work in Fortune under the art editorship of Will Burtin is discussed in a parallel account, drawing on examples by him and by others including György Kepes, Matthew Liebowitz, Alex Steinweiss and Ladislav Sutnar. Attention is drawn to links and relationships between to the two periodicals and the graphic information published in both. Further comparisons are made between underlying editorial and design strategies pursued by Otto Neurath (Isotype Institute) and Will Burtin. An argument is made for recognising the little-known innovations of Future alongside the long-acknowledged innovations of Fortune.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The study investigated early years teachers’ understanding and use of graphic symbols, defined as the visual representation(s) used to communicate one or more “linguistic” concepts, which can be used to facilitate science learning. The study was conducted in Cyprus where six early years teachers were observed and interviewed. The results indicate that the teachers had a good understanding of the role of symbols, but demonstrated a lack of understanding in regards to graphic symbols specifically. None of the teachers employed them in their observed science lesson, although some of them claimed that they did so. Findings suggest a gap in participants’ acquaintance with the terminology regarding different types of symbols and a lack of awareness about the use and availability of graphic symbols for the support of learning. There is a need to inform and train early years teachers about graphic symbols and their potential applications in supporting children’s learning.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The degree project has been implemented abroad in Brisbane, Australia. A literature study has beenperformed parallel to the practical work within the subject »Corporate identity through graphicaldesign«. In this study deeper research has been made concerning the establishment and manifestationof a corporate identity and its program. The knowledge given from this study has been put into practicethrough two larger projects.The first project was carried out at De Pasquale, advertising agency in Brisbane, where a corporateidentity program was designed for a new company. The company is a fitness centre, called KnockoutFitness, which specializes in different types of boxing training sessions such as Boxing, Thai Bow andBoxercise but also Aqua aerobics. They needed a full corporate identity program including a logotype,business card, letter paper-paper and address labels.The second project was carried out at Queensland University of Technology in Brisbane. A promotioncampaign was designed for the Department of Visual Arts, which included two information folders andone advertisement. The purpose of the campaign was to promote both the undergraduate and postgraduatecourses offered within the department.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Syftet med denna studie var att undersöka hur digitala nomader utövar sitt yrke som grafiska designers, varför de valde att bli digitala nomader samt vilka fördelar och nackdelar som finns. Totalt intervjuades 10 före detta och nuvarande digitala nomader via email och svaren sammanställdes och analyserades för att finna teman och sammanhang. Resultatet visar att deltagarna valde en digital nomadisk livsstil främst på grund av den frihet det innebär. De är även helt beroende av internet, då det är den grundläggande teknologin som möjliggör distansarbete. Att vara digital nomad verkar inte ha en negativ inverkan på den grafiska designprocessen och alla verktyg som behövs anser de finns tillgängliga digitalt. Den del av det traditionella designyrket på en byrå som deltagarna i studien saknade mest var kreativa diskussioner med kollegor.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

For over a decade the graphic calculator has been promoted not only as a computational tool but also as a thinking tool — for example, as an aid to enhance conceptual understanding, as a problem-solving tool and as a means of enabling students to engage in meaningful investigations. However, research studies focusing on these aspects have shown mixed results and have mostly focused on graphs and functions. This paper reports on one aspect of a case study in a year 10 mathematics classroom — the role of the graphic calculator as a thinking tool. Data from observations of nine statistics lessons and interviews with the teacher and five students are analysed from three perspectives: the teacher’s intentions with respect to the use of the graphic calculator as a tool to promote conceptual understanding as opposed to procedural competence; the opportunities afforded during the lessons for student investigation; and students’ views of how the graphic calculator enhanced conceptual understanding. The results provide insights into ways in which students perceive the graphic calculator as promoting conceptual understanding, as well as some of the difficulties encountered in practice in a classroom.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

For over a decade, the graphic calculator has been promoted not only as a computational tool, but also as a thinking tool - for example, as an aid to enhance conceptual understanding, as a problem-solving tool and as a means of enabling students to engage in meaningful investigations. However, research studies focusing on these aspects have shown mixed results and have mostly focused on graphs and functions.

This paper reports on one aspect of a case study in a year 10 mathematics classroom - the role of the graphic calculator as a thinking tool. Data from observations of nine statistics lessons and interviews with the teacher and five students, are analysed from three perspective's: the teacher's intentions with respect to the use of the graphic calculator as a tool to promote conceptual understanding as opposed to procedural competence; the opportunities afforded during the lessons for student investigation; and students' views of how the graphic calculator enhanced conceptual understanding.

The results provide insights into ways in which students perceive the graphic calculator as promoting conceptual understanding, as well as some of the difficulties encountered in practice in a classroom where the teacher clearly intends to use the graphic calculator as a thinking tool.

Relevância:

20.00% 20.00%

Publicador:

Relevância:

20.00% 20.00%

Publicador:

Resumo:

As a result of declining student numbers, and poor satisfaction ratings, an introductory information systems unit was completely redeveloped. A number of innovative initiatives were designed and implemented and the unit has seen a significant improvement in student satisfaction rates. This paper describes the development of a series of graphic novels as a strategy to both increase student engagement with the unit content and enhance the attainment of learning outcomes. It also discusses how the graphic novels were used in lectures, workshops, and competitions to increase student engagement (with varying degrees of success). Students have generally found the graphic novels to be a valuable learning resource. There is a paucity of studies on the impact of graphic novels as a teaching tool, particularly within the context of higher education, and this research is a contribution to this evident gap in the literature.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Wang Nima launched baozoumanhua.com in 2008 to introduce rage comics (baozou manhua) to China after noticing its popularity in the USA. The emergence of baozou manhua signifies a new form of expression for ordinary netizens where they move from simply being consumers of comics to producers, combining image and text in a humorous way and distributing them via a wide variety of communication tools. This paper examines how the genre of baozou manhua enables Chinese netizens to vent about their everyday experiences and frustrations of daily life. It also explores how computer software technology and the Internet have influenced contemporary Chinese visual humour by focusing on the baozoumanhua.com Internet community. Although baozou manhua is an Internet phenomenon emerging from the specific sociopolitical context of contemporary China, examining this form of expression not only sheds light on popular online culture in China and the issues Chinese netizens grapple with but also provides an understanding of how digital visual culture changes across time and space as North American rage faces circulate around the world and garner new meaning after being appropriated and reinterpreted in the ‘interpretative community’ of Chinese cyberspace.