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Ganezza’s Visual Identity: A Dynamic Branding Journey

Ganezza’s Visual Identity: A Dynamic Branding Journey

abduzeedo

Explore Ganezza’s vibrant branding and visual identity, designed by Turan Ramazanli, that captures energy and warmth.

Ganezza, a home furnishings retailer based in the Netherlands with locations in Schiedam and Amsterdam, has recently unveiled a striking new visual identity designed by Turan Ramazanli. This rebrand perfectly encapsulates Ganezza’s modern, inviting essence while enhancing its presence in the competitive home decor market.

Color Palette: Warmth and Creativity in Every Shade

A key element of Ganezza’s new identity is the vibrant color palette. Orange dominates, chosen for its warmth and ability to evoke feelings of happiness. This friendly, playful hue transforms spaces, making them feel full of energy and life. It’s a strategic choice, as the color not only conveys optimism but also aligns with Ganezza’s commitment to creating lively environments through their furnishings.

Balancing the bright orange are complementary tones that maintain the brand’s sophistication while allowing for moments of visual excitement. The palette is designed to be memorable, setting Ganezza apart in the home furnishings sector.

Typography and Iconography: Cohesion in Every Detail

Typography in Ganezza’s branding strikes a harmonious balance between modernity and accessibility. The typeface selection reflects a dynamic personality, making every written element clear and engaging. Icons, custom-designed to pair seamlessly with the typeface, enhance the brand’s visual language, emphasizing simplicity and cohesiveness.

This thoughtful integration of type and iconography ensures that Ganezza’s messaging is as visually appealing as it is easy to digest. Every design decision contributes to a brand identity that feels both unified and versatile, adaptable to various marketing materials and store environments.

Design Philosophy: More Than Just Looks

Turan Ramazanli’s approach goes beyond aesthetics. The visual identity was created with Ganezza’s core values in mind: quality, creativity, and exceptional customer service. By combining visual elements that evoke emotion with a functional, user-friendly design, the rebrand speaks to Ganezza’s mission of transforming spaces through high-quality, stylish furnishings.

The branding is both bold and welcoming, capturing the attention of a design-savvy audience while remaining approachable to everyday shoppers. It’s a reminder that effective visual identities don’t just look good—they communicate a brand’s story and values effortlessly.

For designers, Ganezza’s visual identity offers a masterclass in creating a cohesive brand experience. To explore more of Turan Ramazanli’s work, visit behance.net/X_Turan_X.

Branding and visual identity artifacts




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OSCE Office in Tajikistan donates audio-visual material to enhance interactive teaching at Police Academy

DUSHANBE, 29 July 2016 – The OSCE Office in Tajikistan today donated audio-visual equipment to the Police Academy of Tajikistan’s Ministry of Internal Affairs with the aim of supporting the Academy’s lecturers to use interactive teaching techniques on the investigation of crimes related to the trafficking of human beings.

The equipment includes a computer, a projector, a screen, speakers, a printer, and an Uninterruptible Power Supply device (UPS). An external hard disk drive was also donated to allow for the storing of an electronic library of thematic video films and other informational resources in this field.

“This equipment will improve the teaching of the Course on Combating Trafficking in Human Beings, and will therefore enable the police to more effectively address this serious social problem,” said Fabio Piana, Deputy Head of the OSCE Office in Tajikistan.

Karim Soliev, the first Deputy Director of the Police Academy, thanked the OSCE for its continued support in building the capacity of future law enforcement staff and Police Academy cadets in combating human trafficking and domestic violence in Tajikistan. “This equipment is of great help to lecturers who will now be able to apply more interactive teaching techniques,” he said.

In previous years, the OSCE has provided expert support to the Police Academy, including the development of the Lecturer’s Guidelines on teaching this specialized and compulsory 20-hour course. The OSCE has also trained the team of lecturers on modern interactive teaching techniques and has recently updated the Course on Combating Trafficking in Human Beings with regard to new legislation in this field.

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Behavioral and Neural Mechanisms of Face-Specific Attention during Goal-Directed Visual Search

Goal-directed visual attention is a fundamental cognitive process that enables animals to selectively focus on specific regions of the visual field while filtering out irrelevant information. However, given the domain specificity of social behaviors, it remains unclear whether attention to faces versus nonfaces recruits different neurocognitive processes. In this study, we simultaneously recorded activity from temporal and frontal nodes of the attention network while macaques performed a goal-directed visual search task. V4 and inferotemporal (IT) visual category-selective units, selected during cue presentation, discriminated fixations on targets and distractors during the search but were differentially engaged by face and house targets. V4 and IT category-selective units also encoded fixation transitions and search dynamics. Compared with distractors, fixations on targets reduced spike–LFP coherence within the temporal cortex. Importantly, target-induced desynchronization between the temporal and prefrontal cortices was only evident for face targets, suggesting that attention to faces differentially engaged the prefrontal cortex. We further revealed bidirectional theta influence between the temporal and prefrontal cortices using Granger causality, which was again disproportionate for faces. Finally, we showed that the search became more efficient with increasing target-induced desynchronization. Together, our results suggest domain specificity for attending to faces and an intricate interplay between visual attention and social processing neural networks.




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Google’s AI-powered ‘Learn About’ feature fuses educational facts with visuals

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Using Visual Media Effectively

Interesting visuals can make a huge impact on your website and online marketing efforts, whether they be photos, videos or other forms of media. Social platforms like Instagram, Pinterest and even Meerkat have made these visual forms of media even more prominent.

Members of our small business community have some tips for using each of these visual platforms and for including visual elements on business websites. Read on for the full list of tips in this week’s Small Business Trends community roundup.

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Integrated Visual Augmentation System Market Size, Trends, Growth Forecast 2029

(EMAILWIRE.COM, October 30, 2024 ) The Integrated Visual Augmentation System market is valued at USD 1.0 billion in 2024 and is projected to reach USD 1.7 billion by 2029, at a CAGR of 11.1% from 2024 to 2029. Integrated Visual Augmentation Systems (IVAS) are advanced solutions enhancing military...




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Tulsa school Audio Visual guy, 1967

As part of a general discussion with veteran Tulsa projectionist Scott Linder about Tulsa theaters and equipment, we see a photo of the webmaster as Audio Visual guy in 1967 or 8 at Lewis and Clark jr. high in GroupBlog 325.




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QJ SRC 500: A visual treat with a retro feel

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Buy Microsoft Visual Studio Pro for $28 - the lowest price yet

Code faster and work smarter with a Microsoft Visual Studio Professional 2022 license, now on sale for 94% off.




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Visually Impaired Persons

Frederica interviews Tim Mehok of Saints Peter & Paul OCA Church in Lorain, Ohio. Tim is a catechumen and is blind. He talks with Frederica about what Orthodox churches could do to make their worship, parish life, and websites more accessible to the visually impaired.




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A Visual IVR Can Do This One Thing That Regular IVR Can’t

Visual IVRs (Interactive Voice Response) combine traditional IVR technology with visual elements such as images, videos, and menus that make for a fast, user-friendly experience. In call centers where there’s a large volume of incoming calls and customer inquiries to handle, visual IVRs can help customers get their answers more […]

The post A Visual IVR Can Do This One Thing That Regular IVR Can’t appeared first on .




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States trial to help visually impaired islanders

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Curso de traducción audiovisual en Santa Fe

El Colegio de Traductores de la Provincia de Santa Fe, 1ra. Circunscripción, ha organizado el curso TRADUCCIÓN AUDIOVISUAL, a cargo del Traductor Público Daniel Yagolkowsky destinado a traductores y estudiantes de traductorado de todos los idiomas.

DÍAS: 09 y 10 de marzo de 2012.

HORARIOS: viernes 09 de marzo de 18:30 a 21:30 h.
sábado 10 de marzo de 10.00 a 13:00 y de 14:00 a 17:00 h.

LUGAR: San Martín 2819, 2do. Piso, Santa Fe.

ARANCEL: Matriculados y estudiantes $ 190

Público en general: $ 230


INFORMES E INSCRIPCIÓN: San Martín 2819, 2do Piso, Oficina 6.

HORARIOS DE ATENCIÓN: Lunes, miércoles y viernes de 08:30 a 12:30 h; martes y jueves de 15:00 a 19:00 h.

Esperamos su participación y los saludamos cordialmente.

Comisión de Perfeccionamiento
CTPSF, 1.ª Circ.


PROGRAMA DEL CURSO DE TRADUCCIÓN AUDIOVISUAL (TAV)
(Versión abreviada para el Colegio de Traductores de Santa Fe, 1 Circunscripción, los días 9 y 10 de marzo de 2012).

Primera clase

La TAV como forma de traducción literaria. Formas de arte audiovisual: teatro y cine. Características de la TAV: forma de trabajo. Problemas de la traducción audiovisual: principio de simetría y principio de lógica interna: papel del traductor; sobretraducción y subtraducción. Las palabras soeces y escatológicas. Traducción del teatro: traducción de libretos; esfuerzo de imaginar los personajes. La traducción teatral como trabajo preproducción.

Traducción para cine: trabajo con guión técnico, lista de parlamentos, transcripción; importancia de conservar la relación imagen-sonido. Observación de los personajes: importancia para el registro. Nociones de lenguaje cinematográfico; nociones de terminología cinematográfica.Teoría del escopo. “Los primeros diez minutos”.

Traducción del humor: algunas propuestas básicas para encararla; gag visual, gag verbal; gag verbal –visual. Traducción de canciones: música incidental (extradiegética) y música dietética. Traducción de dibujos animados.

Ejemplos con material visual e impreso aportado por la cátedra.

Segunda clase

Doblaje: características generales. Indicaciones que el traductor debe dar para el caso del doblaje. El TCR (Time Code Register): su empleo para señalar cuándo se han de emitir los parlamentos.

Determinación aproximada de la longitud correcta del parlamento traducido.

Sincronización labial: cómo se hace.

Subtitulado: características generales. La gran pérdida de información: tensión entre qué traducir y qué desechar. Subtitulado para sordos.

Orototipografía de subtítulos: cómo dividir un texto completo en subtítulos, siguiendo las pautas de esa ortotipografía. Signos de puntuación: su importancia

Cálculo de subtítulos para películas que se ha de proyectar en sala y en TV. 
Nociones de operación de un programa para subtitulado.

Daniel Ricardo Yagolkowski




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Visualizing and Analyzing the Quality of XML Documents

In this paper we introduce eXVisXML, a visual tool to explore documents annotated with the mark-up language XML, in order to easily perform over them tasks as knowledge extraction or document engineering.

eXVisXML was designed mainly for two kind of users. Those who want to analyze an annotated document to explore the information contained-for them a visual inspection tool can be of great help, and a slicing functionality can be an effective complement.

The other target group is composed by document engineers who might be interested in assessing the quality of the annotation created. This can be achieved through the measurements of some parameters that will allow to compare the elements and attributes of the DTD/Schema against those effectively used in the document instances.

Both functionalities and the way they were delineated and implemented will be discussed along the paper.




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Rubric for Measuring and Visualizing the Effects of Learning Computer Programming for Elementary School Students

Aim/Purpose: Although many computer science measures have been proposed, visualizing individual students’ capabilities is difficult, as those measures often rely on specific tools and methods or are not graded. To solve these problems, we propose a rubric for measuring and visualizing the effects of learning computer programming for elementary school students enrolled in computer science education (CSE), which is independent of the programming language being used. Background: In this research, we proposed a rubric based on existing CSE standards and criteria having a programming education-learning goal. We then applied this rubric to actual lessons to visualize the educational effects. Methodology: The proposed new rubric for teaching computer programming, based on existing standards and criteria, was applied to fourth- and sixth-grade students in Japan. We assessed which skills were cultivated through quizzes before and after the teaching. Contribution: This paper contributes on how to make and utilize a rubric for programming education in computer science. We evaluated and visualized the proposed rubric’s learning effects on children and found that our proposed rubrics are independent of any particular method or tool. Findings: The results of this survey are twofold: (1) we proposed a rubric of programming education in computer science, independent of the programming tools used and (2) we succeeded in visualizing students’ learning stages by applying the proposed rubric to programming education conducted in a Japanese elementary school. Recommendations for Practitioners: Evaluating educational effects in CSE is important. In particular, graded assessments of learner abilities can reveal individual characteristics. This research is useful for assessing CSE because it focuses specifically on programming education. Recommendation for Researchers: The rubric’s suggestions and quality improvements in CSE help learners assess their learning progress and will clarify the cultivated computer science skills. Impact on Society: This research evaluates CSE based on a rubric in the programming education field. Future Research: Future work is needed to improve the proposed rubric’s quality and relevance. Also, this rubric should be applied to many classes to increase the number of evaluations and analyses.




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Visualizing Research Data Records for their Better Management

As academia in general, and research funders in particular, place ever greater importance on data as an output of research, so the value of good research data management practices becomes ever more apparent. In response to this, the Innovative Design and Manufacturing Research Centre (IdMRC) at the University of Bath, UK, with funding from the JISC, ran a project to draw up a data management planning regime. In carrying out this task, the ERIM (Engineering Research Information Management) Project devised a visual method of mapping out the data records produced in the course of research, along with the associations between them. This method, called Research Activity Information Development (RAID) Modelling, is based on the Unified Modelling Language (UML) for portability. It is offered to the wider research community as an intuitive way for researchers both to keep track of their own data and to communicate this understanding to others who may wish to validate the findings or re-use the data.




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Preserving and delivering audiovisual content integrating Fedora Commons and MediaMosa

The article describes the integrated adoption of Fedora Commons and MediaMosa for managing a digital repository. The integration was experimented along with the development of a cooperative project, Sapienza Digital Library (SDL). The functionalities of the two applications were exploited to built a weaving factory, useful for archiving, preserving and disseminating of multi-format and multi-protocol audio video contents, in different fruition contexts. The integration was unleashed by means of both repository-to-repository interaction, and mapping of video Content Model's disseminators to MediaMosa's Restful services. The outcomes of this integration will lead to a more flexible management of the dissemination services, as well as to economize the overproduction of different dissemination formats.




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Mobile wallet payments - a systematic literature review with bibliometric and network visualisation analysis over two decades

The study aims to review the literature on mobile wallet payment and align research trends using a systematic literature review with bibliometric and network visualisation analysis over two decades. It uses bibliometric analysis of the literature research retrieved from the Web of Science database. The study period was from 2001 to 2021, with 1,134 research papers. It also provides the indicators like citation trends, cited reference patterns, authorship patterns, subject areas published on the mobile wallet, top contributing authors, and highly cited research articles using the database. Furthermore, network visualisation analysis, like the co-occurrence of author keywords and keywords plus terms, has also been examined using VOSviewer software. The bibliometric analysis shows that the Republic of China dominates mobile wallet payment, and India is a significant contributor. Furthermore, the constructions of the network map using a co-citation analysis and bibliographic coupling shows an interesting pattern of mobile wallet payment.




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Formative Assessment Visual Feedback in Computer Graded Essays




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A Novel Visual Cryptography Coding System for Jam Resistant Communications




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The Effect of Static Visual Instruction on Students’ Online Learning: A Pilot Study




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Data Visualization in Support of Executive Decision Making

Aim/Purpose: This journal paper seeks to understand historical aspects of data management, leading to the current data issues faced by organizational executives in relation to big data and how best to present the information to circumvent big data challenges for executive strategic decision making. Background: This journal paper seeks to understand what executives value in data visualization, based on the literature published from prior data studies. Methodology: The qualitative methodology was used to understand the sentiments of executives and data analysts using semi-structured interview techniques. Contribution: The preliminary findings can provide practical knowledge for data visualization designers, but can also provide academics with knowledge to reflect on and use, specifically in relation to information systems (IS) that integrate human experience with technology in more valuable and productive ways. Findings: Preliminary results from interviews with executives and data analysts point to the relevance of understanding and effectively presenting the data source and the data journey, using the right data visualization technology to fit the nature of the data, creating an intuitive platform which enables collaboration and newness, the data presenter’s ability to convey the data message and the alignment of the visualization to core the objectives as key criteria to be applied for successful data visualizations Recommendations for Practitioners: Practitioners, specifically data analysts, should consider the results highlighted in the findings and adopt such recommendations when presenting data visualizations. These include data and premise understanding, ensuring alignment to the executive’s objective, possessing the ability to convey messages succinctly and clearly to the audience, having knowledge of the domain to answer questions effectively, and using the right technology to convey the message. Recommendation for Researchers: The importance of human cognitive and sensory processes and its impact in IS development is paramount. More focus can be placed on the psychological factors of technology acceptance. The current TAM model, used to describe use, identifies perceived usefulness and perceived ease-of-use as the primary considerations in technology adoption. However, factors that have been identified that impact on use do not express the importance of cognitive processes in technology adoption. Future Research: Future research requires further focus on intangible and psychological factors that could affect technology adoption and use, as well as understanding data visualization effectiveness in corporate environments, not only predominantly within the Health sector. Lessons from Health sector studies in data visualization should be used as a platform.




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The Effect of Visual Appeal, Social Interaction, Enjoyment, and Competition on Mobile Esports Acceptance by Urban Citizens

Aim/Purpose: This study investigated a model of mobile esports acceptance among urban citizens based on an extended Technology Acceptance Model (TAM). Background: Currently, esports are increasingly popular and in demand by the public. Supported by the widespread development of mobile devices, it has become an interactive market trend to play games in a new model, mobile esports. Methodology: This study collected data from 400 respondents and analyzed it using partial least squares-structural equation modeling (PLS-SEM). Contribution: This study addresses two research gaps. The first gap is limited esports information systems studies, particularly in mobile esports acceptance studies. The second gap is limited exploration of external variables in online gaming acceptance studies. Thus, this study proposed a TAM extended model by integrating the TAM native variables with other external variables such as visual appeal, enjoyment, social interaction, and competition to explore mobile esports acceptance by urban citizens. Findings: Nine hypotheses were accepted, and four were rejected. The visual appeal did not affect the acceptance. Meanwhile, social interaction and enjoyment significantly affected both perceived ease of use and usefulness. However, perceived ease of use surprisingly had an insignificant effect on attitude toward using mobile esports. Moreover, competition significantly affected the acceptance, particularly on perceived usefulness. Recommendations for Practitioners: Fresh and innovative features, such as new game items or themes, should be frequently introduced to enhance players’ continued enjoyment. Moreover, mobile esports providers should offer a solid platform to excite players’ interactions to increase the likelihood that users feel content. On the other hand, the national sports ministry/agency or responsible authorities should organize many esports competitions, big or small, to search for new talents. Recommendation for Researchers: Visual appeal in this study did not influence the perceived ease of use or usefulness. However, it could affect enjoyment. Thus, it would be worth revisiting the relationship between visual appeal and enjoyment. At the same time, perceived ease of use is a strong driver for the continued use of most online games, but not in this study. It could indicate significant differences between mobile esports and typical online games, one of which is the different purposes. Users might play online games for recreational intention, but players would use mobile esports to compete, win, or even get monetary rewards. Therefore, although users might find mobile esports challenging and hard to use, they tend to keep playing it. Thus, monetary rewards could be considered a determinant of the continuation of use. Impact on Society: Nowadays, users are being paid for playing games. It also would be an excel-lent job if they become professional esports athletes. This study investigated factors that could affect the continued use of mobile esports. Like other jobs, playing games professionally in the long term could make the players tedious and tired. Therefore, responsible parties, like mobile esports providers or governments, could use the recommendations of this study to promote positive behavior among the players. They will not feel like working and still con-sider playing mobile esports a hobby if they happily do the job. In the long run, the players could also make a nation’s society proud if they can be a champion in prestigious competitions. Future Research: A larger sample size will be needed to generalize the results, such as for a nation. It is also preferable if the sample is randomized systematically. Future works should also investigate whether the same results are acquired in other mobile esports. Furthermore, to extend our knowledge and deepen our understanding of the variables that influence mobile esports adoption, the subsequent research could look at other mobile esports acceptability based on characteristics of system functionality and moderator effects. Finally, longitudinal data-collecting approaches are suggested for future studies since behavior can change over time.




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ICC launches 'new visual identity' for Champions Trophy

An undated picture of ICC Champions Trophy. — ICC

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Job Alert: PhD Position in Visualization of Biodiversity Data

The Heinz-Nixdorf-Chair for Distributed Information Systems at the Friedrich Schiller University of Jena (Germany) invites applications for a fully funded PhD student position in Biodiversity Data Visualization for the data management project of the Biodiversity Exploratories (BE) Priority Program.

Deadline for application: 2nd, May 2014

Start date: June 2014 or later

What this is about

The data management project provides the platform for data storage and information exchange for the projects of the DFG Priority Program "Biodiversity Exploratories". Examples of the thematic focus of the projects include botany, forestry, soil, animal, fluxes, modeling, and remote sensing. This diversity is reflected in the format, structure, and semantics of their data which we manage.

Tasks in this project will be centered on the investigation and development of novel visualization methods and user-friendly tools for exploration, search and discovery, quality assurance and integration of the heterogeneous, large volume biodiversity data.  Overall, the study should contribute to the science of visualization for big-data-driven biodiversity research.

More information on the requirements, conditions and how to apply find in the official job offer attached below.

 





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New life for old data: Integrating and visualizing primary biodiversity data from prospective and legacy taxonomic literature

XML markup of taxonomic research and specimen data is a valuable tool for structuring the incessantly accumulating biodiversity knowledge. It allows for the opportunity to collectively use the currently fragmented information for more detailed analysis.

A new research paper, published in theBiodiversity Data Journal, demonstrates how XML markup using GoldenGATE can address the challenges presented by unstructured legacy data, like those presented in the widely used PDF format. The paper demonstrates how structured primary biodiversity data can be extracted from such legacy sources and aggregated with and jointly queried with data from other Darwin Core-compatible sources, to present a visualization of these data that can communicate key information contained in biodiversity literature.

Specimen data in taxonomic literature are among the highest quality primary biodiversity data. Innovative cybertaxonomic journals such as the Biodiversity Data Journal are using workflows that preserve the data's structure and semantic specificity and disseminate electronic content to aggregators and other users that makes these data reusable.

Such structure however is lost in traditional taxonomic publishing and currently, access to that resource is cumbersome, especially for non-specialist data consumers.

The question is: how do you manage this vast distributed repository of knowledge about biodiversity to make it easily available reusable for future research?

To answer this challenge this project queried XML structured articles published in Biodiversity Data Journal along with historical taxonomic literature marked up using GoldenGATE, and represents the results as a series of standard charts. XML structured documents are maintained by the Swiss NGO Plazi and are freely available online.

In such form, data associated with specimens becomes much more valuable as it can reveal key information about a particular species, and even about the scientists who investigate them. Charts indicate at a glance, for example, what time of year and elevation range a species is likely to be found at, useful information if you want to search for it in the field.

Our accumulated biodiversity knowledge includes an estimated 2-3 billion specimens in natural history collections and 500 million pages of printed text. These are the data we need to answer questions that are relevant to our world today, like setting conservation priorities and anticipating the effects of climate change on biodiversity and ecosystem functions that affect the lives of people.

"In short, we have half a billion pages worth of biodiversity knowledge and are just learning how to query it. The real power comes when data from many articles are combined, queried, and reused for new purposes. Potential applications span the scientific, policy, and public spheres. When we all have better access to the information that already exists in the global corpus of biodiversity literature, this helps us do a better job of exploring what we don't know and wisely applying what we do." explains the lead author Dr Jeremy Miller, Naturalis Biodiversity Center.

###

This project was supported by pro-iBiosphere and EU BON, two FP-7 (European Union Seventh Framework Programme, 2007-2013) grants (No 312848 and 308454).

Original source:

Miller J, Agosti D, Penev L, Sautter G, Georgiev T, Catapano T, Patterson D, King D, Pereira S, Vos R, Sierra S (2015) Integrating and visualizing primary data from prospective and legacy taxonomic literature. Biodiversity Data Journal 3: e5063. doi: 10.3897/BDJ.3.e5063

 





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Integrating and visualizing primary data from prospective and legacy taxonomic literature





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