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EN
Examples of unusual and unconventional graphic solutions which we can often find in the times of fast developing computer technology are discussed in the article. Many of them are suggested by various GIS programs, few of them may be found in the press or on the Internet. This means that their users are people who are not associated with cartography and who are not familiar with the framework of cartographic methods.
EN
The Learning Activity Management System (LAMS) provides a web-based environment for the creation, sharing, running and monitoring of Learning Designs. A central feature of LAMS is the visual authoring environment, where educators use a drag-and-drop environment to create sequences of learning activities. The visualisation is based on boxes representing discrete activity tools (forum, chat, quiz, content, etc.) which are connected together using arrowed lines to indicate the flow of tasks. This visual approach to authoring of Learning Design has both strengths and weaknesses: in terms of strengths, it has provided a common visual language among LAMS users for rapid adoption and sharing of instructional strategies, and a useful framework for simple linear pedagogical approaches; in terms of weaknesses, the visual simplification necessarily limits the amount of information that can be conveyed about a complex instructional design, especially those designs not easily adapted to a linear format (eg, spiral pedagogies). This paper describes the assumptions behind the LAMS visual authoring environment at the levels of both educational theory and software design, together with a review of implementation experiences among educators, including experiences from the LAMS Community. The paper concludes with reflection on future directions for visualisation of Learning Design, particularly in the area of annotation and time-based visualisation.
XX
The purpose of this article is to present and critically evaluate various forms of representation of the past based on the material remains of the past, proposed in professional archeology and by non-academic groups interested in the past. The strategies of representation allow the conceptualisation, interpretation and understanding of various aspects of life in the past and respond to the needs of the individuals and groups that create them. In particular, I analysed various forms of narrativisation, visualisation, and means of experiencing the past that are present in archeology and in the public sphere.
EN
Archaeology deals with many narratives, on a number of different levels. The most important is that of the narrative itself: archaeologists want to tell a story. Thus we frame our arguments within a narrative structure, with a beginning and an ending; we present our evidence and our conclusions, and link them all with arguments that are intended to show how the conclusions derive from the evidence. Archaeological narratives have long been concerned chronologies: the narration of events in the order that they occurred. To some degree this narrative benefi ted from one derived from geology, which equated time and space stratigraphically. The limitations of such approaches become obvious when we want to know more than just the sequence of events within the limited contexts of an individual site, and try to extrapolate those into regional analyses or those “universal laws of human behaviour” processualists claimed it was our task to uncover. Attempts at equating time and space are hindered to the extent that things cannot be related to one another in time as they are in space. In space things can be “near” one another, and we can model proximity in GIS. But how do we compare anything that is dated to around 350 AD, ca. 4th c. BC, “late Bronze Age,” etc.? “Free text” entry of the temporal “location” of an object, site or context does not suffi ce for modelling complex semantic structures in a database. This paper explores a solution for dealing with such problems of conceptualising and modelling temporal proximity.
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EN
Popular belief about contemporary visual culture says that it is a space of either disinformation or communication chaos. Many humanities scholars are very critical about so called pictorial turn in culture, although the use of this term in this context is actually inappropriate, as pictorial turn was originally used to name the birth of visual studies as a separate academic field. The paper studies some other common misunderstandings about using images in scholarly communication and teaching and also presents some basic ideas how those may be overcome. The article presents the graphic designer's point of view, which seems to be supplementary, but in fact is needful in rapidly changing humanities.
EN
In this paper I will pose a challenge to digital heritage visualisation that takes as its starting point the weirdness of the digital world in comparison to everyday experience. Related to this is the apparent inability for digital objects to benefit from or acquire aura from their originals. I contend that, unless mitigated, these properties will cause a continuing lack of engagement with digital heritage visualisation beyond the professional and academic circles in which they are created. Contrary to expectations, I will argue digital objects can indeed manifest an auratic quality and that this is in fact fundamental to how they are received by various audiences. I contend that both aura and the intimate relationship between digital representation, aesthetics and the creative imagination need to be understood and embraced in practice. Finally, I will suggest some ways of addressing the challenge by looking at modes of co-production, physical replication and aesthetic quality.
Raport
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2017
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vol. 12
239-250
EN
One of the tasks of the project presented in this paper was to document, reconstruct in 3D, and visualize a collection of Neolithic pottery from the area of Lesser Poland. The digitization was performed using a structured-light scanner and, in two cases, photogrammetric software. The reconstructions were modelled on the basis of digital representations of scans of original fragments by adding successive layers of the reconstructed shape directly onto the recorded artefact. Apart from preparation of source files for sharing, a number of visualisations were made, including renders and 3D animations.
EN
Research on the aesthetics of organisations, conducted for several decades, has led to organisations being no longer regarded as aesthetically neutral entities, but as forms of expression, susceptible to several aspects of human perception, interpretation and reaction. This approach can be of particular importance for supporting creativity, innovativeness, knowledge conversion, and for critical reflection on the theory of management and managerial practice. In order to take full advantage of the potential of this cognitive perspective, one should turn to applied practices (e.g. the work of designers and artists) combined with theory (of perception, design or art), which have thus far remained beyond the purview of mainstream organisation and management theory.
Mäetagused
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2012
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vol. 52
123-140
EN
This article focuses on the role of visual imagery in language understanding. It is commonly held that the use of phraseologisms is most characteristic to spoken language. However, today we are faced with a situation where the usage of written and oral language has blended (in e-mails, on-line communication, social network) on the Internet. Creative use of expressions, even if manifested in an exaggerated or inappropriate manner, may lead to interesting figures of speech. I am going to concentrate on a subgenre of so-called Internet memes – demotivational posters or manipulated photos which contain figurative expressions. Clearly, it is the creative context of the Internet that has given new life to figurative expressions. People are interpreting phraseologisms differently from a traditional vis-à-vis conversation when being engaged in spontaneous virtual communication. In addition, the iconic nature of the motivation involved in understanding figurative expressions makes it possible to use the phrases as a means of visualisation. That is why it is possible to confirm that phraseological units are remarkably more complex phenomena than simple reproducible linguistic units that do not contain metaphors.
Ethnologia Actualis
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2014
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vol. 14
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issue 1
60-77
EN
Ethnology and cultural anthropology are characterized by the field research and ethnographic collection of material. Recording and transcription seem to be issues of ethnoscience that have already been resolved many years ago. The relevance of their use in science, e.g. by intercultural comparison,was getting lost with the use of more illustrative and available photo and film recording. Later on, the complicated schemes of interpretation of the empirical knowledge were a burden for the disciplines themselves; they were literally overloaded by sign systems. The issues have been methodologically addressed by resignation to the descriptive documentation. This paper is pointed at the methodological discourse of the visual documentation, visual data analysis and interpretation in research of the cultural heritage.
EN
Modern virtual reality (VR) technology has a growing impact on further areas of the new digital economy. This is possible due to the declining prices of electronic components, the rapid implementation of new technologies in the market of goods and services and the increasing availability of advanced devices that use the emerging new technology. The purpose of this article is to present the potential of using VR technology in the real estate market. The article identifies solutions that are already successfully operating in the market as well as examples of possibilities for the future use of this technology. The main advantage of using VR in the real estate market is innovation and a multi-sensory form of presenting offers. The presented results of the studies concern the potential of VR technology (the impression that the technology exerts on users, ease of use, functionality of the equipment, the reality of the evoked feelings, possible areas of application). These results are also part of a larger study on VR equipment, which consisted of several stages.
Mäetagused
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2012
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vol. 52
141-160
EN
The analysis of new media, i.e. Internet, is a serious problem for logocentric communication studies. Usually, only the verbal aspect of genres is described, while other qualities are seen as marginal phenomena. In this paper I want to discuss the practice of visualising idioms in Internet humour. Even a cursory glance at the new media shows two prominent trends: 1) idioms appear in various types of new media texts but tend to dominate in those with a creative function, 2) idioms are spontaneously visualised, i.e. communication partners translate them into visual language. The paper presents results of empirical studies performed on a corpus of demotivators containing idioms. It shows that creative texts, especially humorous ones, subject idioms to different visual transformations. Visual translation may involve the structure of an idiom (individual words) making the visualisation literal, or its metaphoric meaning, in which case the visualisation is figurative (in its two variants – exemplifying or reinterpreting). From the cultural perspective, is it notable that idioms are not very frequent in Internet humour. Demotivators cited idioms in only 1.5% of all demotivating messages in Polish-language Internet. It seems that Internet users have probably found other visual carriers of figurative meaning. Discovering their social status might be the key to understanding the new culture – the culture of the web.
EN
Nominal data, due to their nature, are often analysed statistically in a quite limited and traditional way. Usually they come from open-ended or simple/multiple choice questions. In typical research projects, such data are often presented in the form of more or less complex tables (including contingency tables) and standard charts. The author’s experience shows that such a visualisation is perceived as boring, especially by younger people, accustomed to the presentation of content in the form of infographics. The article presents examples of data analysis and a visualisation of the nominal data based on the results of the author’s research, including theoretical reflections on the techniques and tools used. The starting point is the raw text data from the responses to the open-ended questions subjected to analyses of the frequency of words and expressions, including its visualisation through word clouds. The next step is categorization and tabulation at the level of individual variables including the visualisation of categories, to assess the contingency between two nominal variables (or the nominal and the ordinal one), including visualising the relationships via chord diagrams and the correspondence analysis.
14
63%
EN
Modern visualisation techniques offer great opportunities for visualising trace evidence, both fingerprint and footwear impression evidence. However, in the case of the latter, opportunities presented by these techniques are used only to a small extent. This article is addressed to forensic technicians and experts in the field of footwear impression evidence and fingerprints examination. It aims to present and organise information about contrasting, visualising, and collecting the most common footwear impression evidence: three-dimensional impression, impressions of dry origin (i.e. left with dust) and of wet origin (i.e. left with mud/soil, blood or urine) number of visualised and collected footwear impression evidence
PL
Współczesne techniki wizualizacji dają bardzo duże możliwości ujawniania śladów, zarówno dermatoskopijnych, jak i traseologicznych. Jednak w przypadku tych drugich możliwości te są wykorzystywane tylko w niewielkim stopniu. Niniejszy artykuł skierowany jest do techników kryminalistyki oraz biegłych z dziedziny traseologii i daktyloskopii i ma na celu przybliżenie oraz usystematyzowanie wiedzy dotyczącej kontrastowania, ujawniania i zabezpieczania najczęściej spotykanych śladów traseologicznych: śladów wgłębionych, „suchych” – pyłowych oraz „mokrych” – pozostawionych błotem/glebą, krwią lub moczem na podłożach różnego typu. Autorzy liczą, że zebrana w artykule wiedza pomoże zwiększyć liczbę ujawnianych i zabezpieczanych śladów traseologicznych.
EN
One of the basic reasons for Maurice Merleau-Ponty’s critique of Edmund Husserl’s Wesenschau is represented by what has been defined as the “ambiguity” of the perceiver-perceived relationship, which is the theme of the “phenomenology of perception” developed by the French philosopher. Such ambiguity is in effect constitutive of fundamental perceptive-cognitive relationships; and—in the mature thought of Merleau- Ponty—it also extends, from an ontological point of view, to the “chair du monde” in which being and non-being, visible and invisible, are but two sides of the same “reality.” In this contribution we try to highlight the ambiguous characteristics of corporeal intentionality which render it incompatible with visual perception. And we propose both the necessity and the possibility of eliminating this incompatibility with a new phenomenological approach, which is also consistent with scientific “visualisation.”
Forum Pedagogiczne
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2020
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vol. 10
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issue 2
289-302
EN
The purpose of the article is to report ways young people self-present on Facebook. Based on the theory by Jean Baudrillard's simulacrum, it was assumed that these presentations serve to simulate creating your own identity. The study used the online-resource method, with a particular emphasis on visual ethnography. The presented research is part of the problems related to building the identity of contemporary youth and trends of post-modern culture. It has been shown that visual content is not only an element of young people detachment from reality, but it is also fictitious. This is especially evident in the virtual forms of activity and content young people post online.
PL
Celem artykułu jest przedstawienie sposobów wizualnej prezentacji siebie przez młodych ludzi na profilu Facebook. Na podstawie teorii symulakry Jeana Baudrillarda założono, że prezentacje te służą symulacyjnemu tworzeniu własnej tożsamości. W badaniu posłużono się metodą netnograficzną, ze szczególnym uwzględnieniem etnografii wizualnej. Zaprezentowane badania wpisują się w problematykę związaną z budowaniem tożsamości współczesnej młodzieży i trendami kultury ponowoczesnej. Wykazano, że treści wizualne stanowią nie tylko oderwany od rzeczywistości element kreowania siebie przez młodych ludzi, lecz także obraz fikcyjnej rzeczywistości. Uwidocznia się to zwłaszcza w wirtualnych formach aktywności i treściach zamieszczanych przez młode osoby w internecie.
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