Graphical representation in the context of Graphic


Graphical representation in the context of Graphic

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⭐ Core Definition: Graphical representation

Graphic communication is communication using graphic and visual elements. These elements include symbols such as glyphs and icons, images such as drawings and photographs, and can include the passive contributions of substrate, colour and surroundings. It is the process of creating, producing, and distributing material incorporating words and images to convey data, concepts, and emotions.

The field of graphics communications encompasses all phases of the graphic communications processes from origination of the idea (design, layout, and typography) through reproduction, finishing and distribution of two- or three-dimensional products or electronic transmission.

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Graphical representation in the context of Production possibility frontier

In microeconomics, a production–possibility frontier (PPF), production-possibility curve (PPC), or production-possibility boundary (PPB) is a graphical representation showing all the possible quantities of outputs that can be produced using all factors of production, where the given resources are fully and efficiently utilized per unit time. A PPF illustrates several economic concepts, such as allocative efficiency, economies of scale, opportunity cost (or marginal rate of transformation), productive efficiency, and scarcity of resources (the fundamental economic problem that all societies face).

This tradeoff is usually considered for an economy, but also applies to each individual, household, and economic organization. One good can only be produced by diverting resources from other goods, and so by producing less of them.

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Graphical representation in the context of Avatar (computing)

In computing, an avatar is a graphical representation of a user, the user's character, or persona. Avatars can be two-dimensional icons in Internet forums and other online communities, where they are also known as profile pictures (pfp), userpics, or formerly picons (personal icons, or possibly "picture icons"). Alternatively, an avatar can take the form of a three-dimensional model, as used in online worlds and video games, or an imaginary character with no graphical appearance, as in text-based games or worlds such as MUDs.

The term avatāra (/ˈævətɑːr, ˌævəˈtɑːr/) originates from Sanskrit, and was adopted by early computer games and science fiction novelists. Richard Garriott extended the term to an on-screen user representation in 1985, and the term gained wider adoption in Internet forums and MUDs. Nowadays, avatars are used in a variety of online settings including social media, virtual assistants, instant messaging platforms, and digital worlds such as World of Warcraft and Second Life. They can take the form of an image of one's real-life self, as often seen on platforms like Facebook and LinkedIn, or a virtual character that diverges from the real world. Often, these are customised to show support for different causes, or to create a unique online representation.

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