Pub Date : 2023-06-01DOI: 10.24867/jged-2023-2-015
Jayeeta Saha, Shilpi Naskar, Sayanti Maiti
This paper presents a comparatively simple approach for showthrough and strikethrough print defect detection using computer vision method. Showthrough and strikethrough are common printing problem and are typically functions of a paper’s opacity. Under normal lighting condition the visibility of printing on the reverse side of printed paper is termed as showthrough whereas the penetration of ink to the other side is termed as strikethrough. Moreover the intensity of showthrough pixel is extremely low thus it is difficult to identify the showthrough pixel from the printed area. On the other hand strikethrough is the result of penetration of ink through paper and depends on the absorbent nature of paper. Comparatively the intensity of the strikethrough pixel is higher than that of the showthrough but due to similar intensity of the ink of the printed pixel and strikethrough pixel, both overlapped with each other in the foreground of the image. These print defects can degrade the image quality as well as print production. In this study, the detection of these two print defects achieved using histogram equalization technique, to enhance the contrast between foreground and back ground pixels. A global thresholding algorithm was applied on a histogram equalized image to segment the printed area from the background of the image. Pixels in the background which are considered as showthrough and strike through pixels are identified by image subtraction. The pictorial representations of the results show the remarkable potential of the proposed technique which can be possible alternative of present subjective measures of showthrough and strikethrough.
{"title":"Showthrough and Strikethrough print defect detection using histogram equalization based computer vision method","authors":"Jayeeta Saha, Shilpi Naskar, Sayanti Maiti","doi":"10.24867/jged-2023-2-015","DOIUrl":"https://doi.org/10.24867/jged-2023-2-015","url":null,"abstract":"This paper presents a comparatively simple approach for showthrough and strikethrough print defect detection using computer vision method. Showthrough and strikethrough are common printing problem and are typically functions of a paper’s opacity. Under normal lighting condition the visibility of printing on the reverse side of printed paper is termed as showthrough whereas the penetration of ink to the other side is termed as strikethrough. Moreover the intensity of showthrough pixel is extremely low thus it is difficult to identify the showthrough pixel from the printed area. On the other hand strikethrough is the result of penetration of ink through paper and depends on the absorbent nature of paper. Comparatively the intensity of the strikethrough pixel is higher than that of the showthrough but due to similar intensity of the ink of the printed pixel and strikethrough pixel, both overlapped with each other in the foreground of the image. These print defects can degrade the image quality as well as print production. In this study, the detection of these two print defects achieved using histogram equalization technique, to enhance the contrast between foreground and back ground pixels. A global thresholding algorithm was applied on a histogram equalized image to segment the printed area from the background of the image. Pixels in the background which are considered as showthrough and strike through pixels are identified by image subtraction. The pictorial representations of the results show the remarkable potential of the proposed technique which can be possible alternative of present subjective measures of showthrough and strikethrough.","PeriodicalId":16019,"journal":{"name":"Journal of graphic engineering and design","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41611107","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-01DOI: 10.24867/jged-2023-1-019
Uroš Nedeljković, Irma Puškarević, Nace Pušnik
The portrayal of men in print advertisements has been less attentive subject in comparison to woman depiction analysis, even though research on gender advertising has increased over the last decades. This paper examines the effectiveness of print advertisements in which the visual ad register was developed at the level of the “iconogram” of a muscular mesomorph. Comparing the findings of numerous studies which indicate less affective response towards the images of nudity of the same gender, a hypothesis was proposed: the effectiveness mediator of advertisements is the verbal cue of the advertisement when a universal quantifier of muscular mesomorph is being used. In the first study, we conducted the content analysis to target the most frequent representation of a man in advertisements for health and beauty products. The second study was designed to test the proposed hypothesis using photographs from International Affective Picture System database. The stimuli were in a form of advertisements designed for the purpose of research combining IAPS images and the verbal cue. The experiment included 100 male students aged 20 to 31. Overall, our findings confirm negative response to male pictures (ads without verbal cue) when the figure is not fully dressed. However, we discover that visual register significantly affects the increase self reported positive valence ratings, in health and beauty ads for men when they are depicted as iconogram of muscular mesomorph. This study contributes to our understanding of how male consumers respond to same-sex imagery in print advertisements when there is not fully dressed muscular mesomorph depicted.
{"title":"Masculinity in advertising: The power of verbal cue","authors":"Uroš Nedeljković, Irma Puškarević, Nace Pušnik","doi":"10.24867/jged-2023-1-019","DOIUrl":"https://doi.org/10.24867/jged-2023-1-019","url":null,"abstract":"The portrayal of men in print advertisements has been less attentive subject in comparison to woman depiction analysis, even though research on gender advertising has increased over the last decades. This paper examines the effectiveness of print advertisements in which the visual ad register was developed at the level of the “iconogram” of a muscular mesomorph. Comparing the findings of numerous studies which indicate less affective response towards the images of nudity of the same gender, a hypothesis was proposed: the effectiveness mediator of advertisements is the verbal cue of the advertisement when a universal quantifier of muscular mesomorph is being used. In the first study, we conducted the content analysis to target the most frequent representation of a man in advertisements for health and beauty products. The second study was designed to test the proposed hypothesis using photographs from International Affective Picture System database. The stimuli were in a form of advertisements designed for the purpose of research combining IAPS images and the verbal cue. The experiment included 100 male students aged 20 to 31. Overall, our findings confirm negative response to male pictures (ads without verbal cue) when the figure is not fully dressed. However, we discover that visual register significantly affects the increase self reported positive valence ratings, in health and beauty ads for men when they are depicted as iconogram of muscular mesomorph. This study contributes to our understanding of how male consumers respond to same-sex imagery in print advertisements when there is not fully dressed muscular mesomorph depicted.","PeriodicalId":16019,"journal":{"name":"Journal of graphic engineering and design","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46395811","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-01DOI: 10.24867/jged-2023-1-037
A. Laraqui, Mohammed Laraqui, A. Saaidi
In recent years, mosaic images have found great success thanks to the increasing development in the field of imaging as well as the technological evolution of computer systems (camera, mobile, etc.). Mosaic images are obtained by merging several images of the same scene. The process incorporates several steps, each of which requires resources and execution time depending on the size, quality and resolution of the images used. In this paper, we propose a new image mosaic method that significantly reduces the execution time. The idea is to apply the stages of registration and search for the best inliers, necessary for the calculation of the geometric transformation, to the miniature of images. This allows the minimization of the overall processing time without altering the quality of the results. The experiment, on a database of images, shows that the proposed algorithm provides rapid results compared to similar methods. Also, we have extended our method to generate 360° panoramic images.
{"title":"Fast mosaicing method based on image resizing pre-processing","authors":"A. Laraqui, Mohammed Laraqui, A. Saaidi","doi":"10.24867/jged-2023-1-037","DOIUrl":"https://doi.org/10.24867/jged-2023-1-037","url":null,"abstract":"In recent years, mosaic images have found great success thanks to the increasing development in the field of imaging as well as the technological evolution of computer systems (camera, mobile, etc.). Mosaic images are obtained by merging several images of the same scene. The process incorporates several steps, each of which requires resources and execution time depending on the size, quality and resolution of the images used. In this paper, we propose a new image mosaic method that significantly reduces the execution time. The idea is to apply the stages of registration and search for the best inliers, necessary for the calculation of the geometric transformation, to the miniature of images. This allows the minimization of the overall processing time without altering the quality of the results. The experiment, on a database of images, shows that the proposed algorithm provides rapid results compared to similar methods. Also, we have extended our method to generate 360° panoramic images.","PeriodicalId":16019,"journal":{"name":"Journal of graphic engineering and design","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43392411","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-01DOI: 10.24867/jged-2023-1-029
Jure Ahtik
The goal of the study was to determine how close the eye-tracking results predicted by the AI model are to actual measurements and whether they can be used in scientific research or in real business cases. The study was based on a carefully prepared photo database of 30 photos of varying complexity and colour. The photos were shown to 110 participants (age and gender evenly distributed), and eye-tracking device (Tobii X120) was used to measure how the photos were viewed. In comparison, the same photos were tested using an AI-based application (Expoze.io). The final results show the comparison between the heatmaps and transparent gaze visualisations of the collected data with the two used measurement methods. Suggestions are made in which cases and how the two described methods should be used.
{"title":"Using artificial intelligence for predictive eye-tracking analysis to evaluate photographs","authors":"Jure Ahtik","doi":"10.24867/jged-2023-1-029","DOIUrl":"https://doi.org/10.24867/jged-2023-1-029","url":null,"abstract":"The goal of the study was to determine how close the eye-tracking results predicted by the AI model are to actual measurements and whether they can be used in scientific research or in real business cases. The study was based on a carefully prepared photo database of 30 photos of varying complexity and colour. The photos were shown to 110 participants (age and gender evenly distributed), and eye-tracking device (Tobii X120) was used to measure how the photos were viewed. In comparison, the same photos were tested using an AI-based application (Expoze.io). The final results show the comparison between the heatmaps and transparent gaze visualisations of the collected data with the two used measurement methods. Suggestions are made in which cases and how the two described methods should be used.","PeriodicalId":16019,"journal":{"name":"Journal of graphic engineering and design","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42203955","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-01DOI: 10.24867/jged-2023-1-005
M. Kamil, Sarah Aliya Shaukat
Due to a substantial impact of hazardous materials in toy design, numerous toy companies have opted for an eco-friendly toy by promoting a legacy of innovation rather than waste and degradation. Furthermore, one of the most significant polymers for being recognised as a safe toy material is Polycaprolactone (PCL). However, in Malaysia, the study of Malaysian parent’s level of awareness in buying eco-friendly toys, their behaviour in purchasing and managing toys at home, as well as the preferences of play type for their children, is not widely discussed. Thus, forty (40) Malaysian parents have participated in an online survey conducted by the research team. The result of the study found that most Malaysian parents has a low level of awareness in buying eco-friendly toys for their children, lack the skills needed in handling broken or unused toys, and have selected criteria to be considered when purchasing a toy. Furthermore, a set of semi working toy design was successfully developed using PCL as a proposal for potential future development and production. It is hoped that the outcome of this study will contribute to inspire future toy designers to account for Malaysian parent’s preferences when developing eco-friendly toys.
{"title":"The implementation of polycaprolactone (PCL) as an eco-friendly material in toy design development","authors":"M. Kamil, Sarah Aliya Shaukat","doi":"10.24867/jged-2023-1-005","DOIUrl":"https://doi.org/10.24867/jged-2023-1-005","url":null,"abstract":"Due to a substantial impact of hazardous materials in toy design, numerous toy companies have opted for an eco-friendly toy by promoting a legacy of innovation rather than waste and degradation. Furthermore, one of the most significant polymers for being recognised as a safe toy material is Polycaprolactone (PCL). However, in Malaysia, the study of Malaysian parent’s level of awareness in buying eco-friendly toys, their behaviour in purchasing and managing toys at home, as well as the preferences of play type for their children, is not widely discussed. Thus, forty (40) Malaysian parents have participated in an online survey conducted by the research team. The result of the study found that most Malaysian parents has a low level of awareness in buying eco-friendly toys for their children, lack the skills needed in handling broken or unused toys, and have selected criteria to be considered when purchasing a toy. Furthermore, a set of semi working toy design was successfully developed using PCL as a proposal for potential future development and production. It is hoped that the outcome of this study will contribute to inspire future toy designers to account for Malaysian parent’s preferences when developing eco-friendly toys.","PeriodicalId":16019,"journal":{"name":"Journal of graphic engineering and design","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45006064","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-12-01DOI: 10.24867/jged-2022-4-021
Visit Janma, Janyut Srihirun
The development of prototype stop-motion armatures for a wide variety of applications commonly involves the use of metal, stainless steel, and brass. This research aimed to design stop-motion armatures using new materials and concepts for both basic and advanced stop-motion animations and to design the armatures to be fit and relevant to the characters that were made according to physiology and flexibility in use with a variety of functions. The present research used research samples consisting of 6 experts in materials, industrial designers, and designers of animation movies. They were asked to examine, edit, and evaluate the product prototype. The instruments used in the research were in-depth interviews and questionnaires. The data were analyzed by using mean and standard deviation. The results of the research are as follows: 1) regarding the development of stop-motion armatures, there were 9 armature models; 2) based on the research, test, and experiment, the suitable material was polyamide or nylon plastic, which is flexible and durable. It was good for the movement and forming of the position of the characters firmly; 3) regarding the test of efficiency for these armatures, the overall evaluation was at a high level. The mean score was 3.52, while the standard deviation (SD) was 0.43. The design of these stop-motion armatures shows a distinctive point in that they can be produced in industrial systems with a large number of items made at the same time. Further, this production process makes the armatures able to be fully modified or adjusted according to the characters designed.
{"title":"The design and development of stop motion armature for a wide variety of applications","authors":"Visit Janma, Janyut Srihirun","doi":"10.24867/jged-2022-4-021","DOIUrl":"https://doi.org/10.24867/jged-2022-4-021","url":null,"abstract":"The development of prototype stop-motion armatures for a wide variety of applications commonly involves the use of metal, stainless steel, and brass. This research aimed to design stop-motion armatures using new materials and concepts for both basic and advanced stop-motion animations and to design the armatures to be fit and relevant to the characters that were made according to physiology and flexibility in use with a variety of functions. The present research used research samples consisting of 6 experts in materials, industrial designers, and designers of animation movies. They were asked to examine, edit, and evaluate the product prototype. The instruments used in the research were in-depth interviews and questionnaires. The data were analyzed by using mean and standard deviation. The results of the research are as follows: 1) regarding the development of stop-motion armatures, there were 9 armature models; 2) based on the research, test, and experiment, the suitable material was polyamide or nylon plastic, which is flexible and durable. It was good for the movement and forming of the position of the characters firmly; 3) regarding the test of efficiency for these armatures, the overall evaluation was at a high level. The mean score was 3.52, while the standard deviation (SD) was 0.43. The design of these stop-motion armatures shows a distinctive point in that they can be produced in industrial systems with a large number of items made at the same time. Further, this production process makes the armatures able to be fully modified or adjusted according to the characters designed.","PeriodicalId":16019,"journal":{"name":"Journal of graphic engineering and design","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48334527","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-12-01DOI: 10.24867/jged-2022-4-005
Muhammad Jameel Bin Mohamed Kamil, Gwendolyn Ho Wan Ying, Mohd Najib Bin Abdullah Sani
Adolescent mental health issues are on the rise, with rates rising from one in ten in 2011 to one in five in 2016. This issue was predicted to be one of the top causes of global disability by 2020. Hence, with the aim to develop a therapeutic toy for self-managed depression, this paper intends to elucidate the product design process based on the criteria of therapies practiced by patients to manage mild and moderate depression. Semi-structured interviews were conducted with a clinical psychologist, three licensed counsellors, and six young depressive disorder patients as a methodology for gathering empirical data, which was then followed by the design process. The result of the interview indicates a multitude of design needs in self-managed depression. Therefore, a few design criteria have been proposed and a set of the non-working models of the therapeutic toys was successfully developed as a proposal for potential future development and production. It is hoped that the outcome of the study exhibits the synchronization of the design thinking process inside the ergonomics ergo system framework in order to generate the design for the patient.
{"title":"Product design activity as a process to develop a therapeutic toys for self-managed depression among adolescents","authors":"Muhammad Jameel Bin Mohamed Kamil, Gwendolyn Ho Wan Ying, Mohd Najib Bin Abdullah Sani","doi":"10.24867/jged-2022-4-005","DOIUrl":"https://doi.org/10.24867/jged-2022-4-005","url":null,"abstract":"Adolescent mental health issues are on the rise, with rates rising from one in ten in 2011 to one in five in 2016. This issue was predicted to be one of the top causes of global disability by 2020. Hence, with the aim to develop a therapeutic toy for self-managed depression, this paper intends to elucidate the product design process based on the criteria of therapies practiced by patients to manage mild and moderate depression. Semi-structured interviews were conducted with a clinical psychologist, three licensed counsellors, and six young depressive disorder patients as a methodology for gathering empirical data, which was then followed by the design process. The result of the interview indicates a multitude of design needs in self-managed depression. Therefore, a few design criteria have been proposed and a set of the non-working models of the therapeutic toys was successfully developed as a proposal for potential future development and production. It is hoped that the outcome of the study exhibits the synchronization of the design thinking process inside the ergonomics ergo system framework in order to generate the design for the patient.","PeriodicalId":16019,"journal":{"name":"Journal of graphic engineering and design","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43575347","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-12-01DOI: 10.24867/jged-2022-4-013
A. Manavis, Lazaros Firtikiadis, T. Spahiu, N. Efkolidis, P. Kyratsis
This paper explores the creation of architectural structures through parametric design tools. The proposed methodology presents an alternative framework of using digital tools for the product design development from the design thinking point of view. The main core of the suggested design process includes a great number of theoretical issues from design identity, design language and architectural design areas. As a result, designers can develop constructions for public spaces that are based on innovative morphologies by using new digital design techniques such as computational design (Rhino3D and Grasshopper). The development of an architectural structure that aims to bring greenery into the city and increase the rest and action spaces is presented. A valuable aspect of this exploration is in positioning the proposed design framework inside - to aid in the creative process and better leverage downstream outcomes. The final steps of the proposed methodology include the production of the final architectural structure through rapid prototyping, laser cutting and engraving techniques.
{"title":"Parametric architectural design using shapes and structures","authors":"A. Manavis, Lazaros Firtikiadis, T. Spahiu, N. Efkolidis, P. Kyratsis","doi":"10.24867/jged-2022-4-013","DOIUrl":"https://doi.org/10.24867/jged-2022-4-013","url":null,"abstract":"This paper explores the creation of architectural structures through parametric design tools. The proposed methodology presents an alternative framework of using digital tools for the product design development from the design thinking point of view. The main core of the suggested design process includes a great number of theoretical issues from design identity, design language and architectural design areas. As a result, designers can develop constructions for public spaces that are based on innovative morphologies by using new digital design techniques such as computational design (Rhino3D and Grasshopper). The development of an architectural structure that aims to bring greenery into the city and increase the rest and action spaces is presented. A valuable aspect of this exploration is in positioning the proposed design framework inside - to aid in the creative process and better leverage downstream outcomes. The final steps of the proposed methodology include the production of the final architectural structure through rapid prototyping, laser cutting and engraving techniques.","PeriodicalId":16019,"journal":{"name":"Journal of graphic engineering and design","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45010461","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-09-01DOI: 10.24867/jged-2022-3-019
E. Maravelakis, A. Konstantaras, P. Kyratsis, N. Bolanakis, N. Vidakis, M. Petousis, K. Kabassi
Loss of eyesight inflicts multiple difficulties in everyday lives’ tasks affecting not just the visually impaired but also their loved ones. The sense of being depleted by the otherwise visually perceived satisfaction from attending various events becomes a burden not just in terms of joy but also in relation to accompanying parties. The aim of this research work was to provide a worthy perceived experience of attending a soccer match with the company of a friend, centered at the visually impaired person’s needs and perspective. The methodology developed was based on a holistic approach combining a number of creative tools, in order to explore, visualize and evaluate the proposed solutions, with advanced CAD modeling, rendering techniques and 3D printing technology for improved representation and prototyping of the final product. Evaluation via multi-criteria decision-making casted the developed system as quite usable, suitable for assisting the visually impaired users in absorbing valuable information regarding the real time progress of a live soccer event using the selves-developed tactile interface. That way, visually impaired people are able to use the final product with a great deal of success and “feel the view” and the “time” in a variety of cases, allowing them to better enjoy attending an entertainment event, such as soccer, with the interactive company of a friend.
{"title":"User friendly haptic tool for soccer fans with vision disabilities: Design and proof of concept","authors":"E. Maravelakis, A. Konstantaras, P. Kyratsis, N. Bolanakis, N. Vidakis, M. Petousis, K. Kabassi","doi":"10.24867/jged-2022-3-019","DOIUrl":"https://doi.org/10.24867/jged-2022-3-019","url":null,"abstract":"Loss of eyesight inflicts multiple difficulties in everyday lives’ tasks affecting not just the visually impaired but also their loved ones. The sense of being depleted by the otherwise visually perceived satisfaction from attending various events becomes a burden not just in terms of joy but also in relation to accompanying parties. The aim of this research work was to provide a worthy perceived experience of attending a soccer match with the company of a friend, centered at the visually impaired person’s needs and perspective. The methodology developed was based on a holistic approach combining a number of creative tools, in order to explore, visualize and evaluate the proposed solutions, with advanced CAD modeling, rendering techniques and 3D printing technology for improved representation and prototyping of the final product. Evaluation via multi-criteria decision-making casted the developed system as quite usable, suitable for assisting the visually impaired users in absorbing valuable information regarding the real time progress of a live soccer event using the selves-developed tactile interface. That way, visually impaired people are able to use the final product with a great deal of success and “feel the view” and the “time” in a variety of cases, allowing them to better enjoy attending an entertainment event, such as soccer, with the interactive company of a friend.","PeriodicalId":16019,"journal":{"name":"Journal of graphic engineering and design","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45185749","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-09-01DOI: 10.24867/jged-2022-3-051
Primož Weingerl, Uroš Nedeljković, Nace Pušnik
The length of a word depends on the number of characters that make it up. Since we are constantly confronted with words (information), a suitable typeface should be chosen to make reading comfortable and easy. The number of characters can affect how visible a word is and, more importantly, how quickly the word can be read and understood. For this reason, we conducted tests with five-letter words randomly displayed at the four positions on the screen. The study examined the minimum time required to recognize five-letter words. Five different typefaces (Calibri, Georgia, Swiss 721, Trebuchet, Verdana) were included in the study to determine which of the screen typefaces read the fastest. The Georgia typeface performed the best regardless of the other conditions. The time to read upper-case letters was much shorter than lower-case and sentence-case letters. For words presented in the upper positions of the screen, the recognition time was shorter than for the lower positions of the screen. Different combinations of variables showed that some were better suited for on-screen use.
{"title":"Visibility and legibility of five-letter words in different experimental conditions","authors":"Primož Weingerl, Uroš Nedeljković, Nace Pušnik","doi":"10.24867/jged-2022-3-051","DOIUrl":"https://doi.org/10.24867/jged-2022-3-051","url":null,"abstract":"The length of a word depends on the number of characters that make it up. Since we are constantly confronted with words (information), a suitable typeface should be chosen to make reading comfortable and easy. The number of characters can affect how visible a word is and, more importantly, how quickly the word can be read and understood. For this reason, we conducted tests with five-letter words randomly displayed at the four positions on the screen. The study examined the minimum time required to recognize five-letter words. Five different typefaces (Calibri, Georgia, Swiss 721, Trebuchet, Verdana) were included in the study to determine which of the screen typefaces read the fastest. The Georgia typeface performed the best regardless of the other conditions. The time to read upper-case letters was much shorter than lower-case and sentence-case letters. For words presented in the upper positions of the screen, the recognition time was shorter than for the lower positions of the screen. Different combinations of variables showed that some were better suited for on-screen use.","PeriodicalId":16019,"journal":{"name":"Journal of graphic engineering and design","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45630102","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}