GraphicsGraphics () are visual s or designs on some surface, such as a wall, canvas, screen, paper, or stone, to inform, illustrate, or entertain. In contemporary usage, it includes a pictorial representation of data, as in design and manufacture, in typesetting and the graphic arts, and in educational and recreational software. Images that are generated by a computer are called computer graphics. Examples are photographs, drawings, line art, mathematical graphs, line graphs, charts, diagrams, typography, numbers, symbols, geometric designs, maps, engineering drawings, or other s.
AccessibilityAccessibility is the design of products, devices, services, vehicles, or environments so as to be usable by people with disabilities. The concept of accessible design and practice of accessible development ensures both "direct access" (i.e. unassisted) and "indirect access" meaning compatibility with a person's assistive technology (for example, computer screen readers). Accessibility can be viewed as the "ability to access" and benefit from some system or entity.
Interactive fictionInteractive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of interactive narratives or interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game.
UsabilityUsability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use. The object of use can be a software application, website, book, tool, machine, process, vehicle, or anything a human interacts with.
Brain–computer interfaceA brain–computer interface (BCI), sometimes called a brain–machine interface (BMI) or smartbrain, is a direct communication pathway between the brain's electrical activity and an external device, most commonly a computer or robotic limb. BCIs are often directed at researching, mapping, assisting, augmenting, or repairing human cognitive or sensory-motor functions. They are often conceptualized as a human–machine interface that skips the intermediary component of the physical movement of body parts, although they also raise the possibility of the erasure of the discreteness of brain and machine.
Augmented realityAugmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.
Empirical evidenceEmpirical evidence for a proposition is evidence, i.e. what supports or counters this proposition, that is constituted by or accessible to sense experience or experimental procedure. Empirical evidence is of central importance to the sciences and plays a role in various other fields, like epistemology and law. There is no general agreement on how the terms evidence and empirical are to be defined. Often different fields work with quite different conceptions.
Comics studiesComics studies (also comic art studies, sequential art studies or graphic narrative studies) is an academic field that focuses on comics and sequential art. Although comics and graphic novels have been generally dismissed as less relevant pop culture texts, scholars in fields such as semiotics, aesthetics, sociology, composition studies and cultural studies are now re-considering comics and graphic novels as complex texts deserving of serious scholarly study.
MuseologyMuseology or museum studies is the study of museums. It explores the history of museums and their role in society, as well as the activities they engage in, including curating, preservation, public programming, and education. The words that are used to describe the study of museums vary depending on language and geography. For example, while “museology” is becoming more prevalent in English, it is most commonly used to refer to the study of museums in French (muséologie), Spanish (museología), German (Museologie), Italian (museologia), and Portuguese (museologia) – while English speakers more often use the term “museum studies” to refer to that same field of study.
Art museumAn art museum or art gallery is a building or space for the display of art, usually from the museum's own collection. It might be in public or private ownership, be accessible to all, or have restrictions in place. Although primarily concerned with visual art, art museums are often used as a venue for other cultural exchanges and artistic activities, such as lectures, jewelry, performance arts, music concerts, or poetry readings. Art museums also frequently host themed temporary exhibitions, which often include items on loan from other collections.
SemanticsSemantics () is the study of reference, meaning, or truth. The term can be used to refer to subfields of several distinct disciplines, including philosophy, linguistics and computer science. In English, the study of meaning in language has been known by many names that involve the Ancient Greek word σῆμα (sema, "sign, mark, token"). In 1690, a Greek rendering of the term semiotics, the interpretation of signs and symbols, finds an early allusion in John Locke's An Essay Concerning Human Understanding: The third Branch may be called σημειωτική [simeiotikí, "semiotics"], or the Doctrine of Signs, the most usual whereof being words, it is aptly enough termed also λογικὴ, Logick.
Cultural heritageCultural heritage is the heritage of tangible and intangible heritage assets of a group or society that is inherited from past generations. Not all heritages of past generations are "heritage"; rather, heritage is a product of selection by society. Cultural heritage includes tangible culture (such as buildings, monuments, landscapes, archive materials, books, works of art, and artifacts), intangible culture (such as folklore, traditions, language, and knowledge), and natural heritage (including culturally significant landscapes, and biodiversity).