Visual in the context of "Oral storytelling"

⭐ In the context of oral storytelling, visual elements are sometimes introduced to enhance the experience. What is the primary reason storytellers might choose to incorporate these elements?

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⭐ Core Definition: Visual

The visual system is the physiological basis of visual perception (the ability to detect and process light). The system detects, transduces and interprets information concerning light within the visible range to construct an image and build a mental model of the surrounding environment. The visual system is associated with the eye and functionally divided into the optical system (including cornea and lens) and the neural system (including the retina and visual cortex).

The visual system performs a number of complex tasks based on the image forming functionality of the eye, including the formation of monocular images, the neural mechanisms underlying stereopsis and assessment of distances to (depth perception) and between objects, motion perception, pattern recognition, accurate motor coordination under visual guidance, and colour vision. Together, these facilitate higher order tasks, such as object identification. The neuropsychological side of visual information processing is known as visual perception, an abnormality of which is called visual impairment, and a complete absence of which is called blindness. The visual system also has several non-image forming visual functions, independent of visual perception, including the pupillary light reflex and circadian photoentrainment.

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👉 Visual in the context of Oral storytelling

Oral storytelling is the human activity and tradition of intimate storytelling, dating back before ancient times, in which a speaker verbally relates a story to an audience in physically close proximity. Often, the participants are seated together in a circular fashion. The intimacy and connection are deepened by the flexibility of oral storytelling which allows the tale to be molded according to the needs of the audience and the location or environment of the telling. Listeners also experience the urgency of a creative process taking place in their presence and they experience the empowerment of being a part of that creative process. Storytelling creates a personal bond with the teller and the audience.

The flexibility of oral storytelling extends to the teller as well. Each teller will incorporate their personality and may choose to add characters to the story. As a result, there will be numerous variations of a single story. Some tellers consider anything outside the narrative as extraneous, while other storytellers choose to enhance their telling of the tale with the addition of visual and audio tools, specific actions, and creative strategies and devices.

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Visual in the context of Video game

A video game, computer game, or simply game, is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations). Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming.

Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer games (which includes LAN games, online games, and browser games). More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience.

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Visual in the context of Display device

A display device is an output device for presentation of information in visual or tactile form (the latter used for example in tactile electronic displays for blind people). When the input information that is supplied has an electrical signal the display is called an electronic display.

Common applications for electronic visual displays are television sets or computer monitors.

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Visual in the context of Augmented virtuality

Augmented reality (AR), also known as mixed reality (MR), is a technology that overlays real-time 3D-rendered computer graphics onto a portion of the real world through a display, such as a handheld device or head-mounted display. This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, compared to virtual reality, which aims to completely replace the user's real-world environment with a simulated one. Augmented reality is typically visual, but can span multiple sensory modalities, including auditory, haptic, and somatosensory.

The primary value of augmented reality is the manner in which components of a digital world blend into a person's perception of the real world, through the integration of immersive sensations, which are perceived as real in the user's environment. The earliest functional AR systems that provided immersive mixed reality experiences for users were invented in the early 1990s, starting with the Virtual Fixtures system developed at the U.S. Air Force's Armstrong Laboratory in 1992. Commercial augmented reality experiences were first introduced in entertainment and gaming businesses. Subsequently, augmented reality applications have spanned industries such as education, communications, medicine, and entertainment.

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Visual in the context of Study (art)

In art, a study is a drawing, sketch or painting done in preparation for a finished piece, as visual notes, or as practice. Studies are often used to understand the problems involved in rendering subjects and to plan the elements to be used in finished works, such as light, color, form, perspective and composition. Studies can have more impact than more-elaborately planned work, due to the fresh insights the artist gains while exploring the subject. The excitement of discovery can give a study vitality. When layers of the work show changes the artist made as more was understood, the viewer shares more of the artist's sense of discovery. Written notes alongside visual images add to the import of the piece as they allow the viewer to share the artist's process of getting to know the subject.

Studies inspired some of the first 20th century conceptual art, where the creative process itself becomes the subject of the piece. Since the process is what is all-important in studies and conceptual art, the viewer may be left with no material object of art.

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Visual in the context of Digital imaging

Digital imaging or digital image acquisition is the creation of a digital representation of the visual characteristics of an object, such as a physical scene or the interior structure of an object. The term is often assumed to imply or include the processing, compression, storage, printing and display of such images. A key advantage of a digital image, versus an analog image such as a film photograph, is the ability to digitally propagate copies of the original subject indefinitely without any loss of image quality.

Digital imaging can be classified by the type of electromagnetic radiation or other waves whose variable attenuation, as they pass through or reflect off objects, conveys the information that constitutes the image. In all classes of digital imaging, the information is converted by image sensors into digital signals that are processed by a computer and made output as a visible-light image. For example, the medium of visible light allows digital photography (including digital videography) with various kinds of digital cameras (including digital video cameras). X-rays allow digital X-ray imaging (digital radiography, fluoroscopy, and CT), and gamma rays allow digital gamma ray imaging (digital scintigraphy, SPECT, and PET). Sound allows ultrasonography (such as medical ultrasonography) and sonar, and radio waves allow radar. Digital imaging lends itself well to image analysis by software, as well as to image editing (including image manipulation).

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Visual in the context of Audiovisual

Audiovisual (AV) is electronic media possessing both a sound and a visual component, such as slide-tape presentations, films, television programs, corporate conferencing, church services, and live theater productions.

Audiovisual service providers frequently offer web streaming, video conferencing, and live broadcast services. The professional audio visual industry has companies that provide hardware, software and services. These organizations are commonly referred to as systems integrators and perform both the installation and integration of different types of AV equipment from multiple manufacturers into spaces to create the AV experience for the user or audience.

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Visual in the context of Perceptual learning

Perceptual learning is the learning of perception skills, such as differentiating two musical tones from one another or categorizations of spatial and temporal patterns relevant to real-world expertise. Examples of this may include reading, seeing relations among chess pieces, and knowing whether or not an X-ray image shows a tumor.

Sensory modalities may include visual, auditory, tactile, olfactory, and taste. Perceptual learning forms important foundations of complex cognitive processes (i.e., language) and interacts with other kinds of learning to produce perceptual expertise. Underlying perceptual learning are changes in the neural circuitry. The ability for perceptual learning is retained throughout life.

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