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- Title
- DESIGNING FOR MULTICULTURAL AND INTERNATIONAL AUDIENCES: CREATING CULTURALLY-INTELLIGENT VISUAL RHETORIC AND OVERCOMING ETHNOCENTRISM.
- Creator
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Moore, Bridget, Jones, Dan, University of Central Florida
- Abstract / Description
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Various cultures interpret visual rhetoric differently; therefore, technical communicators must adjust their rhetoric accordingly by creating effective visual rhetoric for their international and multicultural audiences. Although there is a great deal of research in the field regarding how to create effective visual rhetorical rhetoric, this research often fails to take into international and multicultural audiences into consideration. Many visual rhetoric solutions proposed in technical...
Show moreVarious cultures interpret visual rhetoric differently; therefore, technical communicators must adjust their rhetoric accordingly by creating effective visual rhetoric for their international and multicultural audiences. Although there is a great deal of research in the field regarding how to create effective visual rhetorical rhetoric, this research often fails to take into international and multicultural audiences into consideration. Many visual rhetoric solutions proposed in technical communication involve ÃÂ"catch allÃÂ" approaches that do little to communicate to people of non-Western cultures and can even serve to offend or confuse international and multicultural audiences. These solutions are generated by a globalization mindset, but are not realistic when we acknowledge how varied technical communication audiences are with regard to culture. The globalization approach also fails unless technical communicators intend to limit the reach of their communication to certain types of Western audiences. To create the most useful visual rhetoric, technical communicators must learn to use color, graphics, icons/symbols, and layouts (web and print) appropriately for audiences. They must learn more about different types of cultures (individualistic or collectivistic, universalist or particularist, high-context or low-context, high uncertainty avoidance or low uncertainty avoidance, monochronic or polychronic, linear thinking or systemic thinking, masculine or feminine), and they must address these different cultural expectations accordingly.
Show less - Date Issued
- 2010
- Identifier
- CFE0003036, ucf:48333
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0003036
- Title
- DESIGNING FOR A JAPANESE HIGH-CONTEXT CULTURE: CULTURE'S INFLUENCE ON THE TECHNICAL WRITER'S VISUAL RHETORIC.
- Creator
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Carpenter, Russell, Flammia, Madelyn, University of Central Florida
- Abstract / Description
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This thesis analyzes the challenges technical writers face when designing documents for high-context cultures, such as the Japanese. When developing documents intended to cross cultural gulfs, technical writers must take into consideration cultural expectations, preferences, and practices in document design and communication. High-context cultures, such as Japan, design documents using drastically different design strategies than those used in the United States. Japanese communication habits...
Show moreThis thesis analyzes the challenges technical writers face when designing documents for high-context cultures, such as the Japanese. When developing documents intended to cross cultural gulfs, technical writers must take into consideration cultural expectations, preferences, and practices in document design and communication. High-context cultures, such as Japan, design documents using drastically different design strategies than those used in the United States. Japanese communication habits are more ambiguous than communication in the United States. Thus, the Japanese often use visuals for their aesthetic appeal, not for their ability to complement the text that surrounds the visual. The ambiguous nature of high-context culture communication habits often pose problems when Americans try to communicate--whether through written or oral communication--with a high-context audience. Without careful analysis and research into these cultural implications, the technical writer risks developing unsuccessful documents that do not accomplish the goals of the communication. It takes years of research to understand cultural differences, especially in the case of Japanese communication habits. With the research presented in this thesis, technical writers will understand better how to address document design issues when designing for high-context cultures in general and the Japanese culture specifically. In order to effectively analyze document design strategies across cultures, I have collected documents from two cultures--from the United States and from Japan. These two cultures represent a low-context culture, the United States, and a high-context culture, Japan. The United States and Japan are opposite each other on Edward T. Hall's cultural continuum, providing ideal subjects for a cross-cultural document design analysis. Using previous research in document design and cultural studies, I have established a grid for analyzing visual elements in the documents I have collected--full color automobile sales booklets. I analyze both high- and low-context documents against this grid. The various document design grids allow for visual representation of document design decisions in both cultures. American international technical communicators can use these grids as a starting point for addressing the cultural implications of document design for high-context audiences. The research presented in this thesis shows that high- and low-context cultures use visuals much differently. Readers, in both cultures, are persuaded differently by visual elements. By exploring and analyzing the use of visuals such as photos, diagrams, line drawings, and the way both cultures use visuals to approach their audiences, this thesis attempts to present an explanation of visuals in high-context cultures that will aid American technical writers who design documents for international audiences. This thesis uses Japanese cultural analysis and Japanese design theories to explain high-context design decisions applied to Japanese documents.
Show less - Date Issued
- 2005
- Identifier
- CFE0000372, ucf:46336
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000372
- Title
- Bio-Inspired Visual Servo Control of a Picking Mechanism in an Agricultural Ground Robot.
- Creator
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Defterli, Sinem, Xu, Yunjun, Kauffman, Jeffrey L., Lin, Kuo-Chi, Song, Sang-Eun, Zheng, Qipeng, University of Central Florida
- Abstract / Description
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For a recently constructed disease detection agricultural ground robot, the segregation of unhealthy leaves fromstrawberry plants is a major task of the robot's manipulation subsystem in field operations. In this dissertation, the motion planning of a custom-designedpicking mechanism in the ground robot's subsystem is studied in two sections. First, a set of analytical, suboptimal semi-analyticaland numerical algorithms are studied to solve the inverse kinematics problem of the handling...
Show moreFor a recently constructed disease detection agricultural ground robot, the segregation of unhealthy leaves fromstrawberry plants is a major task of the robot's manipulation subsystem in field operations. In this dissertation, the motion planning of a custom-designedpicking mechanism in the ground robot's subsystem is studied in two sections. First, a set of analytical, suboptimal semi-analyticaland numerical algorithms are studied to solve the inverse kinematics problem of the handling mechanism in firmcircumstances. These premeditated approaches are built on the computation of the joint variables by an identified 3Dposition data of the target leaf only. The outcomes of the three solution algorithms are evaluated in terms of the performanceindexes of energy change and the CPU time cost. The resultant postures of the mechanism for different target pointlocations are observed both in simulations and the hardware experiments with each IK solution. Secondly, after the manipulation task of the mechanism via the proposed inverse kinematicalgorithms is performed, some compensation may be needed due to the sudden and unpredicted deviation of the targetposition under field conditions.For the purpose of finding optimal joint values under certain constraints, a trajectory optimization problem in image-based visual servoing method via the camera-in-handconfiguration is initiated when the end-effector is in the close proximity of the target leaf. In this part of the study, a bio-inspired trajectory optimization problem in image-basedvisual servoing method is constructed based on the mathematical model derived from the prey-predatorrelationships in nature. In this biological phenomenon, the predator constructs its path in a certain subspace whilecatching the prey. When this motion strategy is applied to trajectory optimization problems, it causes a significantreduce in the computation cost since it finds the optimum solution in a certain manifold. The performance of the introducedbio-inspired trajectory optimization in visual servoing is validated with the hardware experiments both in laboratory settings and in fieldconditions.
Show less - Date Issued
- 2018
- Identifier
- CFE0007170, ucf:52247
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007170
- Title
- Multi-Modal Interfaces for Sensemaking of Graph-Connected Datasets.
- Creator
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Wehrer, Anthony, Hughes, Charles, Wisniewski, Pamela, Pattanaik, Sumanta, Specht, Chelsea, Lisle, Curtis, University of Central Florida
- Abstract / Description
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The visualization of hypothesized evolutionary processes is often shown through phylogenetic trees. Given evolutionary data presented in one of several widely accepted formats, software exists to render these data into a tree diagram. However, software packages commonly in use by biologists today often do not provide means to dynamically adjust and customize these diagrams for studying new hypothetical relationships, and for illustration and publication purposes. Even where these options are...
Show moreThe visualization of hypothesized evolutionary processes is often shown through phylogenetic trees. Given evolutionary data presented in one of several widely accepted formats, software exists to render these data into a tree diagram. However, software packages commonly in use by biologists today often do not provide means to dynamically adjust and customize these diagrams for studying new hypothetical relationships, and for illustration and publication purposes. Even where these options are available, there can be a lack of intuitiveness and ease-of-use. The goal of our research is, thus, to investigate more natural and effective means of sensemaking of the data with different user input modalities. To this end, we experimented with different input modalities, designing and running a series of prototype studies, ultimately focusing our attention on pen-and-touch. Through several iterations of feedback and revision provided with the help of biology experts and students, we developed a pen-and-touch phylogenetic tree browsing and editing application called PhyloPen. This application expands on the capabilities of existing software with visualization techniques such as overview+detail, linked data views, and new interaction and manipulation techniques using pen-and-touch. To determine its impact on phylogenetic tree sensemaking, we conducted a within-subject comparative summative study against the most comparable and commonly used state-of-the-art mouse-based software system, Mesquite. Conducted with biology majors at the University of Central Florida, each used both software systems on a set number of exercise tasks of the same type. Determining effectiveness by several dependent measures, the results show PhyloPen was significantly better in terms of usefulness, satisfaction, ease-of-learning, ease-of-use, and cognitive load and relatively the same in variation of completion time. These results support an interaction paradigm that is superior to classic mouse-based interaction, which could have the potential to be applied to other communities that employ graph-based representations of their problem domains.
Show less - Date Issued
- 2019
- Identifier
- CFE0007872, ucf:52788
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007872
- Title
- CONNECTING VISUAL DESING AND HOFSTEDE'S CULTURAL DIMENSIONS: THE UNITED STATES, LATIN AMERICA AND SPAIN.
- Creator
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McDonough, Suzanne, Flammia, Madelyn, University of Central Florida
- Abstract / Description
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My thesis discusses whether culture can be used to predict visual design preferences in documentation and whether cultures with similar attributes demonstrate similar visual design preferences. The visual design of a document is an important element in effective communication to an audience. If the audience is outside the United States, it is important to understand the attributes of that culture to create documents that are most effective for the audience. Cultural theorist Geert Hofstede...
Show moreMy thesis discusses whether culture can be used to predict visual design preferences in documentation and whether cultures with similar attributes demonstrate similar visual design preferences. The visual design of a document is an important element in effective communication to an audience. If the audience is outside the United States, it is important to understand the attributes of that culture to create documents that are most effective for the audience. Cultural theorist Geert Hofstede describes cultural attributes in terms of six cultural dimensions: individualism versus collectivism, high versus low power distance, high versus low uncertainty avoidance, masculinity versus femininity, long-term versus short-term orientation, and indulgence versus restraint. This thesis explores whether we can identify visual design preferences in high uncertainty avoidance cultures and high power distance cultures, such as Spain and Latin American countries. To explore this topic, a study was done on sample report documents from a single company which operates in the United States, Latin America and Spain. Choosing only one company to collect samples from provided a way of discounting different corporate cultures as an influence on standards, tools and how documents are developed. As a framework for comparison of the documents, Kostelnick's visual design matrix was used to analyze the documents for graphics, data displays, document unifiers, decoding devices, and cuing devices. The results show that some elements of visual design can be predicted by cultural attribute, and there is a correlation between different cultures and their preference for similar design elements. For U.S. technical communicators working on documents for Latin American and Spanish audiences, documents need to be shorter in length with simple data displays and need to use more cuing devices to be effective for audiences in these cultures. This study also shows that for technical communicators designing documents for audiences in other cultures, studying the audience and the specific attributes of that culture will provide direction on how to design an effective technical document for that audience.
Show less - Date Issued
- 2011
- Identifier
- CFE0003734, ucf:48766
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0003734
- Title
- GAYME: The development, design and testing of an auto-ethnographic, documentary game about quarely wandering urban/suburban spaces in Central Florida.
- Creator
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Moran, David, Moshell, Jack, Santana, Maria, Kim, Si Jung, McDaniel, Thomas, Vie, Stephanie, Pugh, William, University of Central Florida
- Abstract / Description
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GAYME is a transmedia story-telling world that I have created to conceptually explore the dynamics of queering game design through the development of varying game prototypes. The final iteration of GAYME is @deadquarewalking*. It is a documentary game and a performance art installation that documents a carless, gay/queer/quare man's journey on Halloween to get to and from one of Orlando's most well-known gay clubs - the Parliament House Resort. "The art of cruising" city streets to seek out...
Show moreGAYME is a transmedia story-telling world that I have created to conceptually explore the dynamics of queering game design through the development of varying game prototypes. The final iteration of GAYME is @deadquarewalking*. It is a documentary game and a performance art installation that documents a carless, gay/queer/quare man's journey on Halloween to get to and from one of Orlando's most well-known gay clubs - the Parliament House Resort. "The art of cruising" city streets to seek out queer/quare companionship particularly amongst gay, male culture(s) is well-documented in densely, populated cities like New York, San Francisco and London, but not so much in car-centric, urban environments like Orlando that are less oriented towards pedestrians. Cruising has been and continues to be risky even in pedestrian-friendly cities but in Orlando cruising takes on a whole other dimension of danger. In 2011-2012, The Advocate magazine named Orlando one of the gayest cities in America (Breen, 2012). Transportation for America (2011) also named the Orlando metropolitan region the most dangerous city in the country for pedestrians. Living in Orlando without a car can be deadly as well as a significant barrier to connecting with other people, especially queer/quare people, because of Orlando's car-centric design. In Orlando, cars are sexy. At the same time, the increasing prevalence in gay, male culture(s) of geo-social, mobile phone applications using Global Positioning Systems (GPS) and location aware services, such as Grindr (Grindr, LLC., 2009) and even FourSquare (Crowley and Selvadurai, 2009) and Instagram (Systrom and Krieger, 2010), is shifting the way gay/queer/quare Orlandoans co-create social and sexual networks both online and offline. Urban and sub-urban landscapes have transformed into hybrid "techno-scapes" overlaying "the electronic, the emotional and the social with the geographic and the physical" (Hjorth, 2011). With or without a car, gay men can still geo-socially cruise Orlando's car-centric, street life with mobile devices. As such emerging media has become more pervasive, it has created new opportunities to quarely visualize Orlando's "technoscape" through phone photography and hashtag metadata while also blurring lines between the artist and the curator, the player and the game designer.This project particularly has evolved to employ game design as an exhibition tool for the visualization of geo-social photography through hashtag play. Using hashtags as a game mechanic generates metadata that potentially identifies patterns of play and "ways of seeing" across player experiences as they attempt to make meaning of the images they encounter in the game. @deadquarewalking also demonstrates the potential of game design and geo-social, photo-sharing applications to illuminate new ways of documenting and witnessing the urban landscapes that we both collectively and uniquely inhabit.*In Irish culture, (")quare(") can mean (")very(") or (")extremely(") or it can be a spelling of the rural or Southern pronunciation of the word (")queer.(") Living in the American Southeast, I personally relate more to the term (")quare(") versus (")queer.(") Cultural theorist E. Patrick Johnson (2001) also argues for (")quareness(") as a way to question the subjective bias of whiteness in queer studies that risks discounting the lived experiences and material realities of people of color. Though I do not identify as a person of color and would be categorized as white or European American, (")quareness(") has an important critical application for considering how Orlando's urban design is intersectionally racialized, gendered and classed.
Show less - Date Issued
- 2014
- Identifier
- CFE0005214, ucf:50641
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005214