Karen Robson, Kirk Plangger, Jan H. Kietzmann
et al.
There is growing interest in how gamification—defined as the application of game design principles in non-gaming contexts—can be used in business. However, academic research and management practice have paid little attention to the challenges of how best to design, implement, manage, and optimize gamification strategies. To advance understanding of gamification, this article defines what it is and explains how it prompts managers to think about business practice in new and innovative ways. Drawing upon the game design literature, we present a framework of three gamification principles—mechanics, dynamics, and emotions (MDE)—to explain how gamified experiences can be created. We then provide an extended illustration of gamification and conclude with ideas for future research and application opportunities.
Traditional usability guidelines recommend that interactive systems minimize user surprise, yet surprise plays a key role in artists’ creative experience. Digital art tools thus face the challenge of balancing control and surprise. We present L.ink, a digital illustration tool that empowers expert and novice artists to draw with controllable yet unpredictable procedural growth styles powered by L-systems. Unpredictability is achieved with a real-time interactive ink growth effect, while user control is provided by a rule editor with live visual preview. L.ink’s design builds on a model of drawing as a continuous feedback loop between the artist and their medium. Through a formative study with an early prototype version of the system, we identify three types of surprise and adapt our design with a strategy for mitigating unwanted surprise. This work has the potential to influence future efforts towards empowering artists working with unpredictable mediums.
This year too, UID promoted a new doctoral workshop which, as usual, focused on a specific theme, that is, an intensive training activity carried out over the course of a week, and in which doctoral students from various parts of Italy participated and were guided during the study days by various professors. [read more]
What do Ignacio Minaverry and Ciro Berliac’s trajectories say about comics in contemporary Argentina? By crossreferencing their body of work with the discourses surrounding them, this article explores both as a blueprint for two different positioning strategies within the comics field. Growing up in thee arly 1990s, they were both brought up in a time of daunting change, as the remains of a once-mighty national comic industry finally disappeared and a nascent (imported) comic book shop circuit exposed them to new graphic narratives, such as manga. After publishing what was labeled as the “first Argentinian manga”, Minaverry “edited” his own biography/bibliography and phased out any overt “mangaesque” traits in his cartooning in order to fit into a field increasingly geared towards the graphic novel, and was rewarded for it. In contrast, Berliac publicly “transitioned” from cartoonist to “mangaka” in defiance of what he understood was the chauvinist establishment of Argentinean “national comics” in a (successful) bid to gain notoriety. As conclusion, contrasting both trajectories reveals the importance of the discursive and material tensions between "national" and foreign in a peripheral comics field, playing a hefty role in its mechanics of gatekeeping and the distribution of symbolic capital.
Drawing. Design. Illustration, Literature (General)
Este artículo aborda la relación entre arte, ciencia y tecnología a través de una escritura híbrida entre los tres campos, y contextualiza el proyecto Myco Resilience Fiction como caso de estudio. Este trabajo, desarrollado en colaboración entre los investigadores del laboratorio de micología de la Universidad Católica de Lovaina y artistas docentes de la Universidad de las Artes, examina la simbiosis, una estrecha relación entre dos o más organismos que se caracteriza por presentar un beneficio mutuo. El proyecto presenta a los hongos micorrízicos arbusculares (HMA), que son simbiontes obligados de las plantas para cumplir su ciclo de vida. La escritura de este artículo a dos manos presenta también una forma de simbiosis en la producción y reflexión sobre el proyecto. En ese sentido, es un ejemplo de escritura divergente que traspasa el formato disciplinar. Aquí se plantea que el ser humano puede aprender de las interacciones e intercambios en mutuo beneficio que se dan a nivel microscópico.
Drawing. Design. Illustration, Communication. Mass media
Carla Binucci, Henry Förster, Julia Katheder
et al.
Partial edge drawings (PED) of graphs avoid edge crossings by subdividing each edge into three parts and representing only its stubs, i.e., the parts incident to the end-nodes. The morphing edge drawing model (MED) extends the PED drawing style by animations that smoothly morph each edge between its representation as stubs and the one as a fully drawn segment while avoiding new crossings. Participants of a previous study on MED (Misue and Akasaka, GD19) reported eye straining caused by the animation. We conducted a user study to evaluate how this effect is influenced by varying animation speed and animation dynamic by considering an easing technique that is commonly used in web design. Our results provide indications that the easing technique may help users in executing topology-based tasks accurately. The participants also expressed appreciation for the easing and a preference for a slow animation speed.
Our goal is to visualize an additional data dimension of a tree with multifaceted data through superimposition on vertical strips, which we call columns. Specifically, we extend upward drawings of unordered rooted trees where vertices have assigned heights by mapping each vertex to a column. Under an orthogonal drawing style and with every subtree within a column drawn planar, we consider different natural variants concerning the arrangement of subtrees within a column. We show that minimizing the number of crossings in such a drawing can be achieved in fixed-parameter tractable (FPT) time in the maximum vertex degree $Δ$ for the most restrictive variant, while becoming NP-hard (even to approximate) already for a slightly relaxed variant. However, we provide an FPT algorithm in the number of crossings plus $Δ$, and an FPT-approximation algorithm in $Δ$ via a reduction to feedback arc set.
Carolina Haase, Philipp Kindermann, William J. Lenhart
et al.
A pair $\langle G_0, G_1 \rangle$ of graphs admits a mutual witness proximity drawing $\langle Γ_0, Γ_1 \rangle$ when: (i) $Γ_i$ represents $G_i$, and (ii) there is an edge $(u,v)$ in $Γ_i$ if and only if there is no vertex $w$ in $Γ_{1-i}$ that is ``too close'' to both $u$ and $v$ ($i=0,1$). In this paper, we consider infinitely many definitions of closeness by adopting the $β$-proximity rule for any $β\in [1,\infty]$ and study pairs of isomorphic trees that admit a mutual witness $β$-proximity drawing. Specifically, we show that every two isomorphic trees admit a mutual witness $β$-proximity drawing for any $β\in [1,\infty]$. The constructive technique can be made ``robust'': For some tree pairs we can suitably prune linearly many leaves from one of the two trees and still retain their mutual witness $β$-proximity drawability. Notably, in the special case of isomorphic caterpillars and $β=1$, we construct linearly separable mutual witness Gabriel drawings.
Indriana Anggun Febriant, A. S. Widodo, Ahmad Faizin
Studies recently focused on the important roles of graphic design elements in drawing consumers’ attention. The present study focuses on finding out the effectiveness of graphic design elements and colors of canned coffee packaging in consumers' decision-making process. This study was performed in two stages. The first stage included making graphic design elements: image, shape, and typography. In the second stage, the values were modified to see which color was the most attractive to the consumer by distributing questionnaires to 135 respondents. The study demonstrates the importance of packaging visuals, implying the need for attractive graphic design elements. Regarding the image, respondents preferred the photograph over the illustration. Meanwhile, regarding shape, respondents preferred fluid rather than pattern, and regarding typography, they preferred display over text. To conclude, respondents preferred light-colored photography, pattern and display. This result could be used as a reference in designing beverage packaging.
We present findings from design research on disclosure at the intersection of data visualization, digital storytelling, and feminism. While there is an increased awareness of power structures in data science, computing, and design, there is little design research to confront these. This work explores the potential of disclosing context information of data stories, i.e., digital storytelling formats utilizing data visualizations, to enable critical-feminist readings of and reflections on these stories. Drawing from a growing body of feminist scholarship in human-computer interaction, data science, and beyond, we identify key aspects and forms of disclosure for embedding them into visual data story interfaces. We devise and validate these aspects and forms within a case study: a Web-based scrollytelling article explaining the feminist concept of intersectionality using a combination of animated illustration, data visualization, and text. With this work, we demonstrate and discuss the potentials and pitfalls of disclosure practices in data storytelling.
Abstract Radiomics has increasingly been investigated as a potential biomarker in quantitative imaging to facilitate personalized diagnosis and treatment of head and neck cancer (HNC), a group of malignancies associated with high heterogeneity. However, the feature reliability of radiomics is a major obstacle to its broad validity and generality in application to the highly heterogeneous head and neck (HN) tissues. In particular, feature repeatability of radiomics in magnetic resonance imaging (MRI) acquisition, which is considered a crucial confounding factor of radiomics feature reliability, is still sparsely investigated. This study prospectively investigated the acquisition repeatability of 93 MRI radiomics features in ten HN tissues of 15 healthy volunteers, aiming for potential magnetic resonance-guided radiotherapy (MRgRT) treatment of HNC. Each subject underwent four MRI acquisitions with MRgRT treatment position and immobilization using two pulse sequences of 3D T1-weighed turbo spin-echo and 3D T2-weighed turbo spin-echo on a 1.5 T MRI simulator. The repeatability of radiomics feature acquisition was evaluated in terms of the intraclass correlation coefficient (ICC), whereas within-subject acquisition variability was evaluated in terms of the coefficient of variation (CV). The results showed that MRI radiomics features exhibited heterogeneous acquisition variability and uncertainty dependent on feature types, tissues, and pulse sequences. Only a small fraction of features showed excellent acquisition repeatability (ICC > 0.9) and low within-subject variability. Multiple MRI scans improved the accuracy and confidence of the identification of reliable features concerning MRI acquisition compared to simple test-retest repeated scans. This study contributes to the literature on the reliability of radiomics features with respect to MRI acquisition and the selection of reliable radiomics features for use in modeling in future HNC MRgRT applications.
Drawing. Design. Illustration, Computer applications to medicine. Medical informatics
Denis Bienroth, Hieu T. Nim, Dimitar Garkov
et al.
Abstract Spatially resolved transcriptomics is an emerging class of high-throughput technologies that enable biologists to systematically investigate the expression of genes along with spatial information. Upon data acquisition, one major hurdle is the subsequent interpretation and visualization of the datasets acquired. To address this challenge, VR-Cardiomics is presented, which is a novel data visualization system with interactive functionalities designed to help biologists interpret spatially resolved transcriptomic datasets. By implementing the system in two separate immersive environments, fish tank virtual reality (FTVR) and head-mounted display virtual reality (HMD-VR), biologists can interact with the data in novel ways not previously possible, such as visually exploring the gene expression patterns of an organ, and comparing genes based on their 3D expression profiles. Further, a biologist-driven use-case is presented, in which immersive environments facilitate biologists to explore and compare the heart expression profiles of different genes.
Drawing. Design. Illustration, Computer applications to medicine. Medical informatics
Morphing edge drawing (MED), a graph drawing technique, is a dynamic extension of partial edge drawing (PED), where partially drawn edges (stubs) are repeatedly stretched and shrunk by morphing. Previous experimental evaluations have shown that the reading time with MED may be shorter than that with PED. The morphing scheduling method limits visual clutter by avoiding crossings between stubs. However, as the number of intersections increases, the overall morphing cycle tends to lengthen in this method, which is likely to have a negative effect on the reading time. In this paper, improved scheduling methods are presented to address this issue. The first method shortens the duration of a single cycle by overlapping a part of the current cycle with the succeeding one. The second method duplicates every morph by the allowable number of times in one cycle. The third method permits a specific number of simultaneous crossings per edge. The effective performances of these methods are demonstrated through experimental evaluations.
Alfredo García, Javier Tejel, Birgit Vogtenhuber
et al.
Simple drawings are drawings of graphs in the plane or on the sphere such that vertices are distinct points, edges are Jordan arcs connecting their endpoints, and edges intersect at most once (either in a proper crossing or in a shared endpoint). Simple drawings are generalized twisted if there is a point $O$ such that every ray emanating from $O$ crosses every edge of the drawing at most once and there is a ray emanating from $O$ which crosses every edge exactly once. We show that all generalized twisted drawings of $K_n$ contain exactly $2n-4$ empty triangles, by this making a substantial step towards proving the conjecture that this is the case for every simple drawing of $K_n$.
Let $Γ$ be a straight-line drawing of a graph and let $u$ and $v$ be two vertices of $Γ$. The Gabriel disk of $u,v$ is the disk having $u$ and $v$ as antipodal points. A pair $\langle Γ_0,Γ_1 \rangle$ of vertex-disjoint straight-line drawings form a mutual witness Gabriel drawing when, for $i=0,1$, any two vertices $u$ and $v$ of $Γ_i$ are adjacent if and only if their Gabriel disk does not contain any vertex of $Γ_{1-i}$. We characterize the pairs $\langle G_0,G_1 \rangle $ of complete bipartite graphs that admit a mutual witness Gabriel drawing. The characterization leads to a linear time testing algorithm. We also show that when at least one of the graphs in the pair $\langle G_0, G_1 \rangle $ is complete $k$-partite with $k>2$ and all partition sets in the two graphs have size greater than one, the pair does not admit a mutual witness Gabriel drawing.
Michael A. Bekos, Martin Gronemann, Fabrizio Montecchiani
et al.
Strictly-convex straight-line drawings of $3$-connected planar graphs in small area form a classical research topic in Graph Drawing. Currently, the best-known area bound for such drawings is $O(n^2) \times O(n^2)$, as shown by Bárány and Rote by means of a sophisticated technique based on perturbing (non-strictly) convex drawings. Unfortunately, the hidden constants in such area bound are in the $10^4$ order. We present a new and easy-to-implement technique that yields strictly-convex straight-line planar drawings of $3$-connected planar graphs on an integer grid of size $2(n-1) \times (5n^3-4n^2)$.
The existence of COVID-19 has caused many problems in various fields, one of which is the world of education. Students are required to study remotely so that there is a need for innovation in learning media so that learning materials can still be accepted by students. The purpose of this research is to create digital image learning media as a support for illustration courses in animation study programs where digital drawing skills are needed. The learning media is packaged in an Android-based application to make it easier for students to access because Android is currently often used by students. The method used in building this application is the waterfall method. As for the software needed to build this application, it uses Google sites technology, appsgeyser for navigation and content and Adobe Photopea for design. The result of this research is the creation of digital image learning media applications as a support for illustration courses that can be accessed easily by students. At this stage of testing this application using the black box method to test the program's functionality and also conduct a feasibility test. For the test results, all features can function properly and for the feasibility value, it gets a score of 87% or falls into the very feasible category.
Los estudios que aquí se refieren coinciden con un enfoque postestructuralista. Analizan los sentidos y formas que han caracterizado distintas tradiciones discursivas, además de que cuestionan la influencia de estas en la configuración identitaria de diversos grupos sociales. Ante ello, este dossier se encuentra protagonizado por análisis epistémicos, fundamentados en teoría crítica de perspectiva feminista, interseccional y decolonial, lo cual aporta nuevas y diversas formas de comprender la historia y la actualidad. Este volumen comprende cinco aportaciones temáticas referentes al contexto latinoamericano.