Department: Industrial, Interior and Visual Communic Design ![Remove this limiter [clear]](close-x.png)
7 matches in the database.
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1.
Bain, Matthew N.
Real Time Music Visualization: A Study in the Visual Extension of Music.
Degree: MFA, Industrial, Interior and Visual Communic Design, 2008, Ohio State University
► This work documents a design-led process of discovery for artistic development of…
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▼ This work documents a design-led process of discovery for artistic development of real time 3D animations functioning as a visual extension to a live music performance. Musical dynamics, patterns, and themes are transposed into a visual form that develops over time through a carefully orchestrated process driven by the artist and the computer. Historical animations by Fischinger, Whitney, and "light organ" projections by Wilfred inform the work's conceptual development. Various systems automate camera controls, audio analysis, and layers of motion in addition to providing the artist with a unique set of controls that demonstrate the effectiveness of the computer as a visual instrument for the artist. The complete system balances artistic responses, live multi-channel audio input, and computer control systems to orchestrate a real time visualization of a live music performance. The artist's sensibilities and the computer's generative capabilities combine to create a visually-focused member in the performing music ensemble.
Advisors/Committee Members: Price, Alan.
Subjects: Fine Arts; Music
Keywords: music visualization 3D animation visual real time performance
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2.
Craft, Brandan.
Why Branding Can Increase a Professional Athlete's Value: A Rationale for Designer Engagement.
Degree: MFA, Industrial, Interior and Visual Communic Design, 2008, Ohio State University
► Brands allow consumers to make choices. They help them differentiate one individual,…
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▼ Brands allow consumers to make choices. They help them differentiate one individual, business, or product from the other by delivering a promise that leads to expectations and perceptions. The value of a brand is measured by this perception. What the consumer perceives a business to be, not the business's perception, is that business's brand. Designers play a large part in influencing this perception by creating brand identity systems that become the tangible expression of a business's identity. There is an opportunity for designers to play a larger role in a business's success by capitalizing on the increasing reliance on branding to assist in wealth generation. Professional athletes are small businesses. They are distinct individuals that ultimately rely on their fans to build wealth. The fan's perception of an athlete, that athlete's brand, influences the differentiation of one player from another. The decision to invest in the brand, whether it is to watch a game on television, buy tickets to the game, or purchase a player's jersey after the game, rests on this perception. Designers can help professional athletes formulate strategies to positively influence their brand. Strong branding could go a long way in increasing an athlete's off-the-field opportunities. Since the career span of a professional athlete is relatively short, shared productivity between athletes and designers could generate increased, and more sustainable income for athletes. Designers could also benefit from these increased opportunities. If brands allow consumer's to make choices, designers influence what choices these consumers make with keen knowledge of consumer behavior and sound design principals.
Advisors/Committee Members: Stone, R. Brian.
Subjects: Design; Marketing
Keywords: brand; brands; athlete; professional athlete; virtual team; designer; brand value
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4.
Murnieks, Andre Christopher.
Mediating an experience: an approach to designing a compelling synchronous, distant, virtual communication environment.
Degree: MFA, Industrial, Interior and Visual Communic Design, 2005, Ohio State University
► The current state of on-line, synchronous communication environments support an idealistic but…
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▼ The current state of on-line, synchronous communication environments support an idealistic but unrealistic metaphor for the way people interact during a typical presentation. Available solutions purport simultaneous input from all parties involved rather than a presenter-to-attendee model analogous to a group presentation or classroom setting. Independent of the specific context, whether it be education or business, the intent of this inquiry and concept development is to challenge current models of on-line, synchronous communication and conduct practical research to create a model that defines a rich, one-to-many experience. The end result is a new communication model that employs design rationale and process to improve the state of real world, on-line collaboration. On-line technologies enable users to communicate in entirely new ways and, most significantly, from remote locations. Often a new technology is first expressed as a crude collection of tools—design and human factors are forgotten. Presented here are the user’s expectations, needs and desires, the adaptation of traditional and familiar communication mediums, and the exploitation of current technologies to serve design sensibilities. To illustrate the usability of the model and the dynamics of the experience, the results of an experiment employing a designed prototype are analyzed. The results indicate that a carefully designed virtual environment can compensate for the lack of physical collocation for a medium-sized university lecture. From a multi-disciplinary perspective, the prototype is evaluated based on a proposed set of criteria for designing a synchronous, on-line experience.
Advisors/Committee Members: Stone, R. Brian.
Keywords: experience design; synchronous distant presentation; synchronous communication environment; distance education; distance communication; distance collaboration
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6.
Pereira-de-Araujo, Joao Lucas.
Promoting residential energy conservation throught real-time consumption feedback.
Degree: MFA, Industrial, Interior and Visual Communic Design, 2006, Ohio State University
► The consumer’s perception of energy conservation actions results are very inaccurate. Energy…
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▼ The consumer’s perception of energy conservation actions results are very inaccurate. Energy Consumption Display have increasingly become an area of research and development, but there is still a need for investigation on its application in user-oriented products. In this document, we investigate how to develop, from a product and interaction design standpoint, appliances that will give feedback related to energy consumption. The study focused on one specific product, the room air conditioning. The goal was to provide information that would stimulate more efficient use of the air conditioner. Information from many fields informed the development of this product. Initial concepts were presented to focus groups, along with scenarios. The results from the generative research served as basis for a refined Product Requirements list. The final product includes the interface developed for the air conditioner and a few possible applications.
Advisors/Committee Members: Mayo, Noel.
Keywords: Energy Consumption Display; Consumption Feedback; Interaction Design
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