Defining AI & MI

Artificial intelligence (AI)

There are a multitude of ways to look at artificial intelligence, some technical, some philosophical and some anthropologic. For example, as per Alan Touring, 

“If there is a machine behind a curtain and a human is interacting with it (by whatever means, e.g. audio or via typing etc.) and if the human feels like he/she is interacting with another human, then the machine is artificially intelligent.”

– Alan Touring (source unknown, ca 1950)

This definition is based more on the human nature of an artificial machine or algorithm and less on the processing power or problem-solving skills of said machine. It does underline the importance of human interaction with an artificial intelligence, though. Given that many consider Touring the man to invent the first computer and the fact that his quote is from the year 1950, it makes sense that processing power wasn’t his biggest concern.

However, since computer science and with it, artificial intelligence are developing at explosive speeds, modern definitions are much more concerned with the processing capabilities of such artificial algorithms:

“As per modern perspective, whenever we speak of AI, we mean machines that are capable of performing one or more of these tasks: understanding human language, performing mechanical tasks involving complex maneuvering, solving computer-based complex problems possibly involving large data in very short time and revert back with answers in human-like manner.”

– Joshi, Ameet V. Machine Learning and Artificial Intelligence. 2020. p.4

Joshi consolidates both the human and procedural aspect of AI in his definition. What I am most interested in is the aspect of an AI understanding human language, imagination and perception. AI such as DALL-E 2 have come a long way in understanding just that. How an AI becomes more intelligent with time is, apart from human input, thanks to machine learning.

Machine learning

“The term refers to a computer program that can learn to produce a behavior that is not explicitly programmed by the author of the program.”

Joshi, Ameet V. Machine Learning and Artificial Intelligence. 2020. p.5

Joshi defines, that machine learning, or MI, “refers to a computer program that can learn to produce a behavior that is not explicitly programmed by the author of the program”. There are a multitude of machine learning algorithms, as there are countless fields in which they are being used. Generally though, machine learning is based on a set of data that a program then has to understand and evaluate based on certain metrics a human may provide as well as experience from prior iterations. The program then has to produce results in the desired way, iterating on each attempt to become better at doing just that.

The level of human interaction can be used as a way to categorise the many different kinds of MI learning and training methods. According to Villar, unsupervised learning may be the best description for the kind of MI useful for image processing and media design in general. With unsupervised learning,

“no label for any input vector is provided. The objective in this case is to find the structure behind the patterns, with no supervisory or reward signal. These models analyze and deduce peculiarities or common traits in the instances so as to discover similarities and associations among the samples. Example problems are clustering and latent variable models.”

Osaba, Eneko. Artificial Intelligence:: Latest Advances, New Paradigms and Novel Applications. 2021.

This could mean understanding the associations humans form with art styles, aesthetics and visual representations of prompts in general. I do want to stress that this is speculation on my point as I didn’t yet look into machine learning for image processing specifically. This blog entry serves more as a definitive basis.

Onboarding & possible educational potential

During a chat with Alex Popkin, director of motion graphics and animation at Ingenuity Studios, an established VFX, compositing and motion graphic studio, he mentioned that he started using AI to generate explanations for media production terms he would like his team to be familiar with. As per the screenshot below, one can see that this works exceptionally well. This has the potential of speeding up on-boarding processes of employees greatly. 

Stable diffusion for Adobe Photoshop

During our conversation, Mr. Popkin also mentioned that the stable diffusion AI I mentioned in my previous entry is also available for Adobe Photoshop directly. The algorithm essentially works the same as in 3D software, but the use cases inside of Adobe Photoshop may be more general and be used for illustration prompts, concept art prompts etc. You can find out more about it here.

Datenreduktion bei Kompressionsalgorythmen

Es gab erste Experimente mit dem wiederholten neu-codieren von Audiodateien um deren Fidelity zu verringern: Wie in den Audiodateien zu erkennen kann man eine deutliche Verminderung der Klangqualität hören, nachdem der Ausschnitt des Songs 10 mal in MP3 und Flac umgewandelt wurde. Das liegt daran, dass das MP3 Format ein (verlustbehaftetes) Datenreduktionsformat darstellt (im Gegensatz z.B. zur verlustfreien Datenkompression des Flac-Formates des Ausgangsfiles).

Auch wenn die Reduktion von MP3 Formaten im nicht-wahrnehmbaren Bereich stattfinden soll, wird nach den Wiederholungen sichtbar, dass dies nicht immer vollends gelingt. Die Größe des Files verringert sich übrigens nicht mehr weiter, unabhängig von der Zahl der Wiederholungen. Ab etwa der 50. Wiederholung war keine weitere Veränderung der Audioqualität mehr wahrnehmbar, der Effekt erreicht also ein Limit.

Sustain (Oszillogramm)

Attack, Decay, Sustain und Release

Unten ist ein Oszillogramm eines perkussiven Tons. Das Niveau besteht nur für eine sehr kurze Zeit und fällt dann ab. Die Kurve, die sich um die obere Hälfte des nachfolgenden Oszillogramms legt, ist die Hüllkurve, ein Abbild des Pegels als Funktion der Zeit. Die Rolle des Hüllkurvengenerators besteht darin, Ihnen zu ermöglichen, verschiedene Hüllkurven einzustellen, um die Pegelkurve einzustellen.

Hüllkurven-Steuerungen:

  • Attack: Bestimmt, wie lange es dauert, bis der Pegel des Tons von null auf voll ansteigt.
  • Decay Bestimmt, wie lange es dauert, bis eine Note von ihrem Höhepunkt auf einen Pegel abfällt, der beibehalten wird, bis die Taste losgelassen wird.
  • Sustain: Bestimmt den Pegel, der nach Ablauf der Attack- und Decay-Zeit beibehalten wird, solange die Taste gehalten wird.
  • Release: Legt fest, wie lange es dauert, bis der Pegel vollständig abklingt, nachdem die Taste losgelassen wurde.

Sustain-Effekt als Pedal

https://www.bonedo.de/artikel/t-rex-tonebug-sustainer/

Can You Improve Your Guitar’s Sustain?

Vergleich zu den Klavierpedalen:

https://www.pianoo.de/klavierpedale-sustain-soft-sostenuto-daempferpedal/

Für jene, welche interessiert sind befinden sich hier die Handbücher zum Aufnahmeprogramm LOGIC:

Benutzerhandbuch:

https://books.apple.com/book/id967198030

Instrumente:

https://books.apple.com/book/id967203645

Effekte:

https://books.apple.com/book/id967205003

Quellen:

https://support.apple.com/de-de/guide/logicpro/lgsife419620/mac

Impact of Persuasive Techniques on consumers

For my research topic I want to dive in the world of persuasive techniques used by video productions and commercial use. Because we are pushed in directions of buying products and form an opinion about brands thinking we made up our own discussions but with persuasive techniques the industry tricked us in believing their product is the best and we need to buy that.

So let Coca cola think their product is the best drink in the world even though the drink is really bad for you because of all the sugars but still a lot of people (even me) buys it.

But persuasive techniques are not something new. The evolution of brainwashing is found in the beginnings in torture and religious conversion. And with science nowadays neuroscience is adapted in media. The book ‘Dark Persuasion” explains the gripping traces of these evaluations.

Companies use several elements within their advertising to improve the reception by the audience. At one time there was subliminal advertising in movies that showed the product in only one frame, invisible to the naked eye but noticed by the brain. This was outlawed. Here are some of the strategies used by advertisers today.

  • Repetition. Advertisers seek a certain level of frequency in ad placements to drive home their message, some to the point of irritation.
  • Sounds. Music, songs, and sounds to build pleasant positive associations with the product.
  • Colors. Used in an effort to both identify the company (with the same color used in all communications) and possibly specific to the product, and again, to create pleasant associations with the product.
  • Emotions within the ad. Emotions are also very important in decision-making. They are used to create very positive, sympathetic, or angry (political ads) emotions. This is designed to help the audience associate with, remember, and take action to purchase the product.
  • Inserts. Product placement in shows and movies. A subliminal signal promoting the product that might not be noticed by the audience. This was very popular in the 1980s and 90s.

Sources:

  • What are some “brainwash” tactics that companies use and we don’t notice that makes us more vulnerable into buying their products? (z.d.). Quora. https://www.quora.com/What-are-some-brainwash-tactics-that-companies-use-and-we-dont-notice-that-makes-us-more-vulnerable-into-buying-their-products
  • Dimsdale, J. E. (2021). Dark Persuasion: A History of Brainwashing from Pavlov to Social Media. Amsterdam University Press.
  • Magloff, L. (2019, 1 februari). Repetition as an Advertisement Technique. Small Business – Chron.com. https://smallbusiness.chron.com/repetition-advertisement-technique-24437.html
  • Mindvalley. (2020, 11 maart). How Coca Cola Lies to the World [Video]. YouTube. https://www.youtube.com/watch?v=6onQFdenV28
  • Blake, I. A. (2017, 21 november). Brainwashing-Style Techniques in Advertising. Your Business. https://yourbusiness.azcentral.com/brainwashing-techniques-advertising-8941.html
  • Ferdman, R. A. (2019, May 13). How Coca-Cola has tricked you into drinking so much of it. Chicago Tribune. https://www.chicagotribune.com/news/ct-coca-cola-soda-politics-20151005-story.html

Patterns im Graphik Design

Patterns begegnen uns oft. Sie können in der Natur auftreten, aber auch in der Kunst und im Design. Ein Pattern besteht immer aus mindestens zwei Elementen, die miteinander ein Gesamtbild bilden. Sie können aus Formen, Farben, Linien und andern Elementen entstehen, die immer wieder vorkommen. Damit bilden sie ein Gesamtbild, dass sich wiederholen lässt. Es gibt ein Gefühl von Kontinuität und Abgeschlossenheit. Im Graphik Design, kann man das erreichen indem man das Pattern immer wieder auftauchen lässt. Das kann dabei helfen, Aufmerksamkeit auf die Elemente zu ziehen und diese in Szene zu setzen. Es hilft dabei, das Gesamtbild zusammenhängend aussehen zu lassen.

Brand Identities

Patterns in der Brand Identity können ein guter Eyecatcher sein. In den Corporate Farben runden sie das Design ab und verknüpfen einzelne Elemente. Einzigartige Pattern können dazu führen, dass sich mehr Menschen für eine Brand interessieren. Das kann wiederum dazu führen, dass sich die Brand Recognition verbessert und sich mehr Menschen an die Brand erinnern. Zusätzlich kann ein Pattern einen sehr einzigartigen Wert haben, der eine Brand von anderen abhebt.

Patterns können darüber hinaus die Message des Unternehmens erzählen. So kann man einen persönlichen Bezug herstellen und diesen dem Kunden präsentieren. Die Konsistenz von Patterns eignet sich auch für Submarken und hilft bei der Beständigkeit.

Packaging

Patterns im Packaging können einer Marke und ihren Produkten einen zusammenhängenden Look verpassen. Trotzdem bieten Pattern die Grundlage, ausreichende Unterschiede aufzuweisen, was praktisch sein kann, wenn eine Brand mehr als ein Produkt anbietet (zum Beispiel verschiedene Schokoladensorten). In solchen Fällen kann ein Pattern sowohl die Brand als auch das Produkt beschreiben. Sie können dabei helfen, dass ein Produkt heraussticht und lebendig erscheint. Es grenzt sie zusätzlich von anderen ähnlichen Produkten ab

Quellen:

https://www.coreldraw.com/en/tips/graphic-design-principles/patterns/#:~:text=With%20effective%20use%20of%20patterns,create%20and%20share%20your%20designs.

https://www.indesignskills.com/inspiration/pattern-in-branding-packaging-and-graphic-design/

https://designbro.com/blog/branding/pattern-design-business-branding/

https://www.gilliantracey.com/blog/2017/5/17/using-brand-patterns

Composition of a Single Image for Visual Storytelling and Narrative Art

After looking into the basics of what to consider when creating any kind of narrative art and how to start thinking storytelling-oriented, in the past two weeks I researched the effect and meaning of one single image in narrative art and what to think about when creating one image for a narrative project with a sequence of images.

Catching the feeling of a figure or a scene

Mateu-Mestre points out that no matter how hard we try, we can never depict reality as it is. After all, our drawn landscape will be an image on paper and not a real-life scene, no matter how realistic it looks. Therefore, Mateu-Mestre explains his personal approach of trying to figure out the main characteristics and mood of the main object or figure depicted in a single image and recreating it in an abstract way. If we try to recreate every single detail of a scene we see in real life, our drawn image might show details but lose the overall mood that the real-life image radiates. He explains this concept using the face of a character as an example: instead of focusing on realistic details, he would try to make his vision blurry in order to see which features of the face stand out that give the face its characteristic expression and capture its mood. He would then focus on bringing attention to these “mood-giving” important features and not so much on details. The same principle applies to any kind of scene, not only to characters and faces. If we take a landscape as an example, we could try to make out what it is that gives this picture its atmosphere and then make these points stand out with their characteristic features in our drawing. (cf. Mateu-Mestre 2010: 18) In order to create strong impressions, we should also eliminate details that are not necessarily needed in the image (cf. Mateu-Mestre 2010: 21). This is also our natural way of seeing and perceiving things because we naturally only really perceive what information is needed by us at the moment and blend out the rest. For example, when we are searching for a friend in a crowd, we may not notice other details we see and only focus on recognizing the friends’ features. Understanding how selective vision works will also help us decide what might be important and unimportant in our scene. (cf. Mateu-Mestre 2010: 24)

So we look at things depending on what we require at the moment, and this is how we will select and highlight certain elements in our compositions as part of the visual message we want to deliver. Let’s frame and illuminate things in order to show what we need to show, how we need to show it, and, as much as we can, let’s crop out the rest.

(Mateu-Mestre 2010: 24)

Telling a story with lighting

By changing the lighting, we can change the entire meaning and mood of a scene. If we take two identical locations, depict them and only change the lighting, the two pictures will tell a completely different story. Mateu-Mestre uses a room with minimal furniture items and windows as an example. If we depict this scene well-illuminated and show many details, such as what is outside the windows, the image may radiate a calm and secure vibe because the whole scene is visible – there is nothing hidden. We may create a comfortable, light-hearted mood this way. However, we can also depict this same scene in a horror setting. If we choose to depict this same room with very dark lighting, where, naturally, many details are hidden in the darkness and there is maybe only a faint outline of the furniture, the viewers will feel this dark and mysterious mood because many details are hidden and most of the scene is unidentifiable. (cf. 2010: 19)

Mateu-Mestre also points out that it is good to not always focus on the outlines of objects as we do not perceive the outlines of objects in real life. Focusing on outlines might even stop us from drawing what we really want to express. If we stop concentrating on outlines and focus more on light and dark areas, we might be able to portray objects with more emotions depending on what we want to draw. (cf. 2010: 20)

Now, how do we actually start composing a scene?

Mateu-Mestre explains in a helpful checklist what aspects to pay attention to when composing a single image for narrative art. However, he also mentions that these guides can and should sometimes be broken depending on what exactly we want to express. Sometimes, we might have a better idea for our specific image that conveys exactly what we want it to. (cf. 2010: 24)

Choice of shot

Long or wide shot: Usually, a scenery is depicted from far away to establish a scene and show a character in their environment.

Medium shot: Medium shots are used to still show the situation but crop out information that would disrupt the main message of the image.

Close-up: In close-ups, the features of the character are clearly visible. They are used when the reaction of the character is the most important thing in the image.

Extreme close-up: Extreme close-ups are good for when the audience should “become” the character and feel very close to them.

Positioning elements

Rule of thirds: Positioning our elements using the rule of thirds will help us to get interesting and natural-looking compositions.

Symmetrical images and center position: If we position the main elements in the center in ordinary scenes, the image may feel awkward. However, the center position can be used for epic and special moments.

Staying on the same side of the line: We should avoid axis jumps in order to not make the viewers lose the sense of direction and confuse them.

Lighting

We can use lighting to direct the viewers’ attention, to create mood and visual tension.

Lines and shape language

The shape of lines, whether they are actual lines or when we are just talking about the positioning of elements in a scene, influences how we perceive the image and what emotions we assign to it. Curved shapes and curves are generally perceived as more peaceful and kinder, while straight lines and diagonals seem more assertive and harsher. We can also use lines or the positioning of elements in some kind of line to direct the viewer towards something important and bring their attention to it. We should also pay attention to anything that accidentally catches the viewers’ attention, such as a weird positioning of some element, as this distracts from what we actually want to show.

Cutting in

Sometimes, we may need to show an establishing shot of a scene and, immediately after that, a close-up of some detail in this scene to point out this specific detail. When doing this, the detail should stay in the same position in both images.

Size difference

To create visually interesting images, we can portray the main objects or characters in the scene in different sizes. This makes an image seem more dynamic. We can also depict a more important subject bigger in size, or make it seem closer and therefore bigger to also bring attention to it.

Perspective and direction

Because our eyes naturally follow lines and where they point, the vanishing point in an image will naturally be the center of attention. Where an important character in an image is looking at also affects the viewers’ attention, as we tend to look in the same direction in which we see someone looking in. Viewers expect that something important will be happening in that area. Our reading direction also influences how we perceive images. In our culture, we read from left to right. So, if whatever is happening in an image moves in the right direction, we tend to get the feeling that something positive is happening because it is the natural direction we are used to. If something seems to move from right to left, we automatically connect it to difficulty. To create a clear, well-flowing story, the direction in which a series of actions is happening should be the same in a sequence of images, unless we want to create a dramatic turn, then we can change the direction of actions to make use of this effect.

(All of the above “checklist”: cf. Mateu-Mestre 2010: 25-27)

Bibliography:

Mateu-Mestre, Marcos (2010). Framed Ink: Drawing and Composition for Visual Storytellers. Culver City, CA: Design Studio Press.

Augmented Reality Software Recherche

Seit dem ersten Blogpost hat sich meine Recherche vorwiegend auf die Software und Tools zur Erstellung von Augmented Reality beschränkt. Jetzt habe ich mich auf drei Programme beschränkt, jedoch noch nicht entschieden, welchem ich meine Aufmerksamkeit schenken möchte. Die drei Programme sind Unity, Blippar und Adobe Aero.

Einige Systeme mit denen Augmented Reality entwickelt wird:

  • Unity (free, Vollversion nicht benötigt)
  • Blippar (free)
  • Adobe Aero (free, aber nut Beta Version) 
  • Vuforia

Ein paar bekannte Anwendungen: 

  • Mesh (Microsoft)
  • Google AR
  • CoSpaces Edu

Außerdem habe ich begonnen mir Online Kurse zu suchen, mit denen ich die Fertigkeit der Augmented Reality aneignen kann. Darunter sind die folgenden:

Different media approaches and gamification 

For my further research, I will go deeper into different media approaches and ways of gathering information, as well as the importance of gamification. To get a better understanding of the topic in general, we need to take a few steps back and will focus on some term

Information

In information theory the definition of information is that the sender conveys knowledge to the receiver via an information channel. The receiver acquires knowledge through this process. This can be done through signals and codes. In most cases, the used channel is a medium. [1]

Media

“Media” is translated from latin and means “middle”. Thus, a medium in interpersonal communication is a intermediary element that may consist of speech, signs, or characters. The medium through which information is passed from one person to another. [2]

Like most other terms, a unified differentiation of “media” is not given. Scientist have set different focuses and tried to categorize media. One of the most known is from Harry Pross. He defined the variety of media in to the following categories:

Primary media: These are the media of “basic human contact”, for instance language, facial expressions, gestures and body posture, etc. Interaction partners communicate directly with each other.

Secondary media: Most of the interaction partners use technical support for communication. Posters, Books and Newspapers are some examples.

Tertiary media: Both parties need to have technical support to communicate. For example electronic mass media, radio, computers, TV’s and telecommunication.

Quaternary media: The fourth category have been extended in later stages. It means that, that both sender and receiver require an Internet connection. With this type of medium, there is no longer a classic sender-receiver role, but an interactive exchange. [3]

Media categories

A distinction is often made between analog and digital media. The terms “new media” and “interactive media” are often used here.

Analog media: the user actively interacts with analog media by turning them on and off, reading them, and so on. These are print media (media in printed form, such as books, newspapers, magazines, posters, etc.), audio cassettes, VHS tapes, CDs, records, etc.

Digital media are electronic media that react to the user. An interaction between user and medium is possible. These can be used for recording, storage, the presentation of digital content and much more. These are, for example, PCs with Internet access, tablets, computer and console games, smartphones, digital television, and many more. [4]

New media: The term has been used for a long time to describe innovations in communication technology, i.e., media that have just appeared. In the 1970s, this was the video cassette. [5]

Interactive media: Media can also be differentiated according to the participation possibilities of the users. The term interactive media therefore expresses that these media have a high degree of interactivity potential. [6]

Gamification

The implementation of game mechanics in non-game situations with the intention of improving the operations and the experiences of people engaged is referred to as “gamification.” Because it has the ability to make learning more engaging, “gamification” has recently become a buzzword in education and training. [7]

Sources

[1] https://saar.infowiss.net/projekte/ident/themen/definition-information/

[2] Publizistik- und Kommunikationswissenschaft: Ein Handbuch, Pürer Heinz (2014) 2nd Edition, p. 68

[3] Medienforschung: Film, Funk, Presse, Fernsehen. Pross, Harry (1972), p. 9

[4] Digitale Medien in der Kita. Alltagsorientierte Medienbildung in der pädagogischen Praxis, Leopold Marion (2018), p. 43

[5] Wiederkehrende Erwartungen an interaktive Medien. Schrape, Jan-Felix (2012), p. 2 http://www.medialekontrolle.de/wp-content/uploads/2012/04/Schrape-Felix-2012-4.pdf

[6] Politische Kommunikation in der Mediengesellschaft. Jarren, O.; Donges, P. (2017), p. 63

[7] Gamification and Education: A Literature Review. Caponetto, Illaria; Earp Jeffrey; Ott, Michaela (2014), p. 50

Genres of vertical Video

For several years, the share of portrait videos has been increasing not only in advertising, but also in music videos. Back in 2015, a music video in vertical format was published on Youtube by video producer Joe Avella. He justified his decision of the aspect ratio as follows: “I’m declaring that vertical video is now the future, and you better get used to it”. (Avella, 2015) For him, it was the increasing smartphone usage and in the wake of that, by promoting videos in social media apps. However, vertical format received a lot of bad feedback in the comments (Pibert, 2021).

Three years later, however, the advertising agency of Jörn Mecher and Philipp Wolff already placed the emphasis on the portrait format. They describe their decision as follows:

Mecher: […] Die junge Zielgruppe dreht ihr Handy kaum noch in den Landescape-Modus, die Screenlock-Rate nimmt immer mehr zu. Hochformat greift genau hier ein […]. Manche Formate sehen im 16:9 schöner aus, aber das ist ein subjektives Empfinden. Denn wenn ich den Fokus bereits in der Kreation auf das vertikale Video setze, clevere Winkel verwende, kann ich vieles ausgleichen […] (Wille, 2018).

Every year, the rate of mobile advertising through videos is increasing, and for example, the spending of moving ads in China has doubled, according to “China Mobile Video Advertising Research Report 2019”. Video advertising is mainly driven up by mobile advertising and vertical short video, according to the report. Vertical short video advertising is constantly in the focus of advertisers and is becoming a new form of video advertising (Yuan, 2020, 75-78).

A study by an American research institute found that 53% of the users surveyed do not use the horizontal screen to watch videos, which is roughly consistent with the author’s daily observation results. In real life, few people use the horizontal screen to watch videos, even if the vertical screen has black borders, they can’t enjoy the full-screen effect. This is because it is very troublesome to switch the vertical screen to the horizontal screen (ebd.).

From the above analysis, vertical screen display has been accepted under the influence of various habits and has become a well-known video viewing mode. At present, the short video social platforms around the world are based on this feature and introduce the full-screen vertical display technology to improve people’s viewing experience (ebd.).

According to the “Creative Guidance Manual for Vertical Screen Advertising,” the change of video from “horizontal version” to “vertical version” also reflects the change of user habits. This change is a shift in people’s acceptance of video advertising, from still scenes to horizontal video to vertical video. Physiologically, human hands can firmly grasp the vertical display design, while the horizontal display requires the help of both hands to maintain balance. The vertical screen allows users to hold the cell phone naturally, and they can record and view in a comfortable posture (ebd.).

In short video advertising with vertical screen, the user can also see the whole smartphone screen without intentionally rotating the cell phone, which will affect the user’s experience. According to the principle of preference or ratio in communication, the audience chooses the most suitable and labour-saving medium when selecting information (ebd.).

But vertical videos are not only present in advertising, but they are also already used more and more often in music videos. In general, it can be said that a new format is more likely to prevail if it can satisfy the central needs of the recipients better than an already existing one. However, in addition to being expressive, it should also address the emotional aspect so that an added value is recognizable. The platform has also evolved from classic music television channels such as MTV and Viva to the YouTube platform, where music videos are a very important genre. From the classic television, the consumption mainly changed so that the platform is mainly accessed via the smartphone, which is why it is considered the most dominant technology of the contemporary music video experience (Pibert, 2021, p.217-219).

Besides the already mentioned two genres there are others like mini biographies, news and TV shows, animated movies and others but there is not (enough) literature, or it is very hard to find.

Bibliography:

„Vertical video is the future“. Joe Avella/Business Insider, Youtube (14.08.2015), https://www.youtube.com/watch?v=zz3Snlq1ADw (01.03.2021)

Wille, Antonia (06.08.2018): “Die Zukunft hat Hochformat“. LEAD digital. https://www.lead-digital.de/die-zukunft-hat-hochformat/ (10.10.2019).

Pibert, Johann (2021): Vertikale Musikvideos. Filmpsychologische Analyse der Wirkung des Hochformats in Lena Meyer-Landruts DON’T LIE TO ME. In: ffk Journal (2021), Nr. 6, s. 216-228. DOI: https://doi.org/10.25969/mediarep/15859.

Yuan, Le (2020): Research on Advertising Communication of Vertical Screen Short Video under Mobile Media. Probe – Media and Communication Studies. 2. 75. DOI:10.18686/mcs.v2i4.1361

Was macht gutes Verpackungsdesign aus?

Auch wenn die Verpackung nach dem Verbrauch des Produktes weggeworfen wird, spielt sie keine unbedeutende Rolle. Der Designer/Die Designerin muss sich nicht nur über die äußere Aufmachung Gedanken machen, sondern auch welche Message mit der Verpackung vermittelt werden soll. Die Betrachtungszeit der Verpackung ist im Durchschnitt zwei Sekunden. Daher muss sie den Kunden/die Kundin auf Anhieb überzeugen. 

Ein Faktor, was gutes Verpackungsdesign ausmacht ist, dass es nie aus nie aus der Mode kommt, egal wie viel Zeit vergeht. Es muss dem Produkt entsprechen und benutzerfreundlich sein. Verpackung und Design müssen im Gleichgewicht sein und ein ausgewogenes ganzes bilden. Somit sollte das Produkt nicht nur ästhetisch aussehen, sondern auch auch für den Verbraucher/ die Verbraucherin passend sein. Ebenfalls muss es den Konsument/die Konsumentin ansprechen und zu einem Kauf bewegen. 

Verpackungen lösen nicht nur Emotionen aus, sondern reaktivieren auch Gedächtnisbilder. Beispielsweise identifiziert man mit einer Form, die wie ein Herz aussieht, Dinge, die einem am Herzen liegen z.B. Liebe Familie.

Des Weiteren müssen sich durch die Verpackung Vorteile für den Kunden/die Kundin ergeben, damit er/sie das Produkt kaufen möchte. Damit Informationen auch dann aufgenommen werden bzw. wahrgenommen werden, wenn man peripher das Produkt wahrnimmt, müssen die Information nach Relevant geordnet werden. Schlüsselinformationen sollte sofort wahrnehmbar sein und präzise auf den Kunden/die Kundin wirken. Dazu gehören Elemente wie Logo, Name der Marke und die Nutzungseigenschaft des Verkaufsgegenstandes. 

„Gutes Verpackungsdesign sorgt für Aktivierungs-, Wahrnehmungs-, Klima-, Verständnis- und Gedächtniswirkung. Wichtiger Erfolgsfaktor dabei ist, dass die Verpackung in die Kommunikationsmaßnahmen integriert wird und dass alle Kommunikationsmittel durch eine integrierte Kommunikation aufeinander abgestimmt sind.“ (Osswald, 2001, S.28)

Quelle: 

Kaßmann, M. (2014): Grundlagen der Verpackung

Seeger, H. (2013): Packaging

Fuchs, M. (2004): Verpackungsgestaltung bei Markenerweiterung

Osswald, G. (2001): Die Bedeutung der Verpackung für ein erfolgreiches Branding