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  • Book  (6)
  • Berlin International  (6)
  • Bibliothek im Kontor
  • Geheimes Staatsarchiv
  • Tibus, Alexander
  • 1
    Book
    Book
    Berlin, Germany :Berlin International University of Applied Sciences,
    UID:
    kobvindex_INT0004856
    Format: vii, 122 pages : , illustrations ; , cm.
    Content: MACHINE-GENERATED SUMMARY NOTE: "Touch can trigger memories and emotions deep in one's brain. Physical touch is a basic human need and without realising one is constantly in touch with its surrounding. Many emotional communication channels have been conducted decoding emotions such as anger, sadness, happiness and fear just through physical touch. The main elements for graphic design are highlighted as colour, shape, typography and digital textures. In design actual physical material textures are associated with graphically designed products like packaging, print advertisements, brochures, corporate identity etc. Through the physical feel of material textures, messages can be communicated and ‘felt’ at a faster rate than using visuals textures and can result in less text used. The role of material textures is to communicate the message of the brand at a much more personal and closer level with the consumer resulting in quick feedbacks and reactions. A brand also needs to stand out and offer this experience on the first encounter with the user to expand and establish a connection with their customers. The first interaction a potential customer has with a brand through any medium like an advertisement or a product on a shelf sets the mood and future thought process to become a customer eventually. It is necessary for designers and the brands to understand and study such tactile sensations. Material textures, used on different packaging or print media, can convey a message and can provoke a pattern of emotions that the user is supposed to feel through these sensational elements. Understanding of sensations can aid the designer to predict the emotional attraction towards the brand and simultaneously dodge those that are unwanted, such as emotions of distaste in response towards a certain design. The design sets a guide and tool kit to decode and understand some material textures which can communicate messages, trigger feelings or memories associated with certain textures and existing materials. Some materials can be perceived differently but can trigger the same emotions, only the touch on fingers in either pleasant or unpleasant."
    Note: DISSERTATION NOTE: submitted as bachelor thesis in Graphic Design, Berlin International University of Applied Sciences, 2020. , MACHINE-GENERATED CONTENTS NOTE: Abstract -- Introduction -- Touch : The sense of touch ; Communication through touch -- Material texture : Material texture ; Material texture in graphic design ; Material texture communication -- Survey : Survey ; Survey data -- Texture in design : Textures implemented in graphic design -- Experiment : Experiment ; Experiment results ; Analysis -- Discussion -- Conclusion -- Project -- References ; Further readings -- List of figures -- Appendices : Google survey form ; Google survey data ; Experiment interviews ; Experiment survey forms.
    Language: English
    Keywords: Academic theses ; Academic theses
    URL: FULL
    URL: FULL
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  • 2
    UID:
    kobvindex_INT5523
    Format: 62 pages : , illustrations ; , 30 x 21 cm.
    Content: MACHINE-GENERATED SUMMARY NOTE : In the world of news and journalism, we are used to receive stories through the combination of text and image. If it is a breaking story, an interview with a public figure or a long read covering a wide topic, image and text play together. Looking at ex- amples throughout history, the images are often in black and white. Jürg Wittwer and Jessica Holom states in their book, Talking through Pictures: A Be- ginner's Guide to Photojournalism that; "Technology has evolved. Coloured photos have replaced black- and-white ones" (Holom and Wittwer 2016, 6). However, black and white photography still occur in contemporary journalistic publications. Looking at newspapers and magazines today, the use of black and white may vary. This thesis will explore the mechanisms behind how publications and photographers view black and white pho- tography and what role it plays in contemporary journalistic publications. Furthermore, if there are any guidelines for when it is being used and if there are, who is in charge of this. Through case study analysis and interviews with contributors to this field the goal is to gain an understanding of what mechanisms or reasons lay behind the choice to use black and white. This thesis intends to be useful for editorial designers, photographers and also people working visually within journalistic publications.
    Note: DISSERTATION NOTE : submitted as b-gd Berlin International University of Applied Sciences, 2021 , MACHINE-GENERATED CONTENTS NOTE : 1 Introduction 8 1.1 Scope 8 1.2 Methodology 8 2 Background 10 2.1 Photography and Photojournalism 10 2.2 Editorial Design and Newspaper Magazines 13 2.3. Black and White in Educational Institutions 15 3 Black and white and Colour Photography 16 3.1 The Beginning 16 3.2 Digital Revolution and Photo Editing 16 4 Case study 18 4.1 Scope 18 4.2 The magazines 18 4.2.1 New York Times Magazine 18 4.2.2 VG Helg 18 4.2.3 D2 19 4.2.4 SZ Magazin 20 4.2.5 Zeit Magazin 20 4.3 Findings 20 5 Interviews 22 5.1 Interview Guide 22 5.2 Photo Editors 22 5.3 Photographers 23 6. Discussion 24 7 Conclusion 25 8 Design Project 26 9 References 32 9.1 Images 34 10 Appendix 36 10.1 Case study 36 10.2 Oral Interviews 48 10.3 Email Interviews 55 10.4 Notes Interviews 58
    Language: English
    Keywords: Academic theses ; Academic theses
    URL: FULL
    URL: FULL
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  • 3
    UID:
    kobvindex_INT61058
    Format: 65 pages : , illustrations ; , 42 × 25.51 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: graphic design plays a significant role in influencing individuals' choices and emotions. Brand identity, as the essence of how a product or service is perceived, is a crucial aspect of creating a lasting emotional bond between the customer and the brand. Sports clubs, like basketball teams, also carry brand value, and their brand identities can unify team members and management. This thesis aims to examine the impact of brand identity on the internal dynamics between team members and coaches, using the berlin-based amateur basketball team "berliner sport club basketball" (bsc basketball) as a case study. The research combines theoretical and practical elements. The theoretical part explores brand identity design, the relation between design and emotions, and basketball team dynamics. The practical part involves a design project to rebrand bsc basketball, informed by primary research through surveys, interviews, and conversations with team players and the coach. The design process started with a visual rebranding request, but during observation, deeper problems within the team relations were identified. The project expanded to address these issues, and theoretical research guided the strategy in constructing the brand identity. This thesis aims to find solutions to bsc basketball's internal problems by exploring the impact of graphic design and brand identity on team dynamics. Keywords: graphic design, brand identity, basketball team, team dynamics, emotional impact, design project.
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design and Visual Communication, Berlin International University of Applied Sciences, 2022. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents introduction 1.1 Motivation and Aim 1.2 Methodology brand Identity and Psychology 2.1 Brand Identity Design 2.2 Design and Emotions 2.3 Approaches and Strategies basketball Club and Relations 3.1 Basketball 3.2 Team 3.3 Team Player 3.4 Coaching 3.5 Berliner Sc Basketball project 4.1 Client Brief 4.2 Requirement Definition 4.3 Design Brief 4.4 Strategy 4.5 Outcome conclusion figures bibliography
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 4
    UID:
    kobvindex_INT5464
    Format: 49 pages : , illustrations ; , 30 x 21 cm.
    Content: In a period of a degenerative and subversive political regime, the main pre-war centres for modernism and the avant-garde were reflected in Czechoslovakia, with the desire to make "independent" or "experimental" films that has extended from early to contemporary filmmaking (Hames 2009, 144). Most radical directors emerged during the 1960s, amongst them was Věra Chytilová, becoming among the foremost feminist directors at the time, with the desire of breaking the common hegemonic norms of society and cinema (Hames 2009). This came to suggest an alternative perspective of the subject, referring to the woman as the principal creator, with a distinguished voice and gaze, consequently challenging polarities within a man dominated industry. This thesis explores how the identity and experience of a woman was shaped and portrayed during the Czech New Wave, through definitions and occurrences that led to a progressive narration that helped to increase awareness and break out of the submissive woman stereotype in cinema. The thesis uses an analytical approach by looking at the opening sequences of the objects of study selected, as well as the context that these operate in, by addressing political and artistic concerns. The thesis acknowledges the contribution of women filmmakers within the global cultural sphere, considering their visibility and marginalisation within the industry. This study contributes to existent literature, research, and actions that aim to encourage current initiatives and measurements to change this cultural sector. It is equally important to be aware that this thesis is written by someone that is not conforming into the binary gender categories of man and woman, regardless of their sex assigned at birth.
    Note: DISSERTATION NOTE: submitted as bachelor thesis in Graphic Design and Visual Communication, Berlin International University of Applied Sciences, 2021 , 1. Terminology 12 2. Introduction 14 3. Methodology and Objects Of Study 15 4. The Gaze And Identity Of A Woman In Contemporary Cinema 16 5. The Czech New Wave 20 5. 1. Early Experimental Czech Cinema 20 5. 2. Resurrecting The Traditions Of The Avant-Garde:The New Wave 21 5. 3. The Experience Of The Absurd: Ester Krumbachóva 23 6. Overtures As A Political Reform 24 6. 1. The Context Of Feminist Counter-Cinema: Chytilová's Progressive Narratives 25 6. 1. 1. The Anarchic Core of Daisies, 1966 26 6. 1. 2. Superficial Attributes To Femininity In Ceiling, 1962 28 7. The Tyranny Of Our Own Expectations 30 7. 1. Explicit Parallels In Valerie and Her Week of Wonders, 1970 30 8. Conclusion 33 9. Design Project - Dearest, Darling, Dead 34 10. Appendix 40 10.1 Virtual Discussions Notes 40 11. Bibliography 44 12. References 48 12. 1. List of Figures 48 12. 2. Films Cited 49
    Language: English
    Keywords: Academic theses ; Academic theses
    URL: FULL
    URL: FULL
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  • 5
    UID:
    kobvindex_INT5455
    Format: 117 pages : , illustrations ; , 30 x 21 cm.
    Content: Video games are a popular and diverse medium that include elements of story- telling, gameplay, world design, and interactivity. With improved technology, increased affordability and accessibility, and stronger computing potential, video games have surged in popularity since the 1970s-so much so that in 2020, it was estimated that there were at least 2.7 billion gamers worldwide. Observing the significant global suc- cess of video games, a critical and thought-provoking question of game design comes to mind; How have game designers developed such critically-acclaimed and well-designed games? How do they guide and immerse the player in vast, virtual 3D worlds? First and foremost, it is imperative to provide the player with a basic incentive to play and a sense of purpose and direction. Where do you want to take your player and why? How are the visuals implemented in the game's environment to give the player spatial awareness (or lack thereof)? How are visuals and sounds designed to tell a story and project a strong and convincing world? These are important questions that must be addressed in game design. My focus will be centered on how storytelling, design pat- terns, visual elements, and sound design are used to guide players in an interactive, open world and its various obstacles. This is a matter of semiotics (the study and interpretation of signs and symbols) and game design. Two games will be studied for this thesis in terms of gameplay; The Legend of Zelda: Breath of the Wild (Nintendo, 2017) and Ghost of Tsushima (Sucker Punch Studios, 2020), both of which are open-world, action-adventure games. Other video games will be mentioned as well throughout this thesis.
    Note: DISSERTATION NOTE: submitted as bachelor thesis in Graphic Design and Visual Communication, Berlin International University of Applied Sciences, 2021 , 0.1 Glossary ............................................................................................................. 2 1. Introduction .................................................................................................. 3 1.1 The Rise of Open-World Game Design ............................................................... 4 1.2 Problem Statement and Aim .............................................................................. 6 1.3 Methodology ..................................................................................................... 8 2. Game World Design ................................................................................. 10 2.1 Shaping Gameplay with the Narrative and World Design .............................. 10 Breath of the Wild: Game Narrative Analysis ........................................................ 12 Ghost of Tsushima: Game Narrative Analysis ........................................................ 16 2.2 The Unity of Image and Sound in World Design ............................................. 20 3. Game Mechanics ..................................................................................... 23 3.1 As Tools for the Player .................................................................................... 23 3.2 Mechanics in World Design ............................................................................ 25 3.3 Combat Mechanics ......................................................................................... 26 4. Guiding Players with UX/UI Design .................................................. 29 4.1 User Interfaces: Tracking Goals and Navigation ............................................ 29 4.2 Merging UI Design and Game Mechanics ..................................................... 33 5. Bachelor Design Project ........................................................................ 35 5.1 Background and Purpose .............................................................................. 35 5.2 Development and Technical Journey ............................................................. 36 5.3 The Outcome ................................................................................................. 38 6. Conclusion .................................................................................................. 41 Appendix 1: Bibliography .......................................................................... 43 1.1 Books .............................................................................................................. 43 1.2 Websites ......................................................................................................... 43 1.3 Figures and Images ............................................................................................... 45 Appendix 2: Research Outcomes ............................................................ 53 2.1 Player Observation Analyses ............................................................................. 53 2.2 Survey Research Results ................................................................................. 67 Breath of the Wild ................................................................................................ 67 Ghost of Tsushima ................................................................................................ 91 Appendix 3: Acknowledgements .......................................................... 114
    Language: English
    Keywords: Academic theses ; Academic theses
    URL: FULL
    URL: FULL
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  • 6
    Book
    Book
    Berlin, Germany :Berlin International University of Applied Sciences,
    UID:
    kobvindex_INT5463
    Format: 71 pages : , illustrations ; , 30 x 21 cm.
    Content: In the fast-paced world we live in, efficiency and commodity have become a primordial aspect of life. New developments and innovations take us towards a world that transforms vital needs like eating, a simple yet sometimes harmful choice-like de- livery, vending machines, and processed foods conserved by outstanding amounts of sodium. Buying food in a supermarket today is very different from what our great grandparents were accustomed to. Food and nutrients have been broken down into additives mixed with powdered milk and vitamin B12. It is not a surprise that 41 mil- lion people die each year from non-com- municable diseases (NCDs) triggered primarily by unhealthy nutrition, tobacco, alcohol, and lack of physical activity (WHO 2021). Due to this, governments are imple- menting front-of-package labeling (FOP, FOPL) systems to aid customers in under- standing which products are healthier and less harmful to decrease NCDs. Gradually countries around the world include them in packaged foods, and recently Uruguay did also. Graphic design is a discipline which consists in communicating a message through visual elements. Packaging design is the discipline that creates a container relevant for the product contained inside. Decree No 272/018 regulates all packaged food sold in the Uruguayan territory by placing a black octagon that states that the determinate product contains excess sugar, fat, saturated fat, or sodium quan- tities. These black octagons are placed on the front face of the package to warn consumers about the harmful amounts of specific ingredients. This thesis focuses on the changes that packaging design and designers have encountered when the Decree was estab- lished. Most importantly, I aim to under- stand the challenges specific packaging design elements have faced now that excess FOP labels are implemented on packaged food in Uruguay.
    Note: DISSERTATION NOTE: submitted as bachelor thesis in Graphic Design and Visual Communication, Berlin International University of Applied Sciences, 2021 , 1. INTRODUCTION 10 12 1.2. METHODOLOGY 14 1.3. SCOPE AND LIMITATIONS 1.4. THESIS OUTLINE 16 15 2. THEORETICAL FRAMEWORK 2.1. NCDS IN URUGUAY 2.2. DECREE No 272/018 3. DESIGN 24 3.1. PACKAGING DESIGN 3.2. PACKAGING DESIGN HISTORY 3.3. PACKAGING DESIGN AS MEANS TO MAKE A PROFIT 3.4. ELEMENTS OF PACKAGING DESIGN 3.5. DECREE No 120/019 GENERIC TOBACCO PACKAGING 4. ANALYSIS 38 5. CONCLUSION 46 6. BACHELOR DESIGN PROJECT 48 7. BIBLIOGRAPHY 54 8. APPENDIX 60
    Language: English
    Keywords: Academic theses ; Academic theses
    URL: FULL
    URL: FULL
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