Spelling suggestions: "subject:"logo"" "subject:"jogo""
21 |
To Buy or Not to Buy: Consumer Purchase Behavior Based on Lifestyle Brand Logo ColorsCrockett, Chelsi 01 May 2020 (has links)
This research aims to examine the logos of lifestyle brands and explore whether certain logo colors elicit a purchase response in consumers. Color Theory and Impression Management Theory are examined alongside the idea of this study. Two-hundred-nine United States residents 18 years of age and older who are not color blind or color deficient participated in a voluntary online survey where they were presented with several differently colored lifestyle brand logos and then prompted to choose which color of lifestyle brand logo would prompt them to purchase a product from the brand in question. The variables of gender, age and, favorite color were also examined in the survey. Results from Qualtrics Survey Software and SPSS showed that even though an individual chose a certain color as their favorite color, that favorite color was not always the color they chose when choosing the preferred color of a lifestyle brand logo.
|
22 |
Konsumenters preferenser till enkla kontra komplexa logotyper / The preferences of consumers for simple versus complex logosLillieström, Hugo January 2023 (has links)
Bakgrund: Logotypförändringar har blivit alltmer vanliga och logotyperna blir allt enklare. Hur ser konsumenterna på denna förändring? Syfte: Syftet med denna studie är att undersöka hur logotypers komplexitet samt igenkänning kan påverka konsumenters preferenser. Metod: Datainsamlingen gjordes med hjälp av en webbenkät som spreds via Facebook med en svarsfrekvens på 134 respondenter. Enkäten bestod av ett valexperiment där, av två svarsalternativ, det föredragna alternativet valdes. I del två svarade respondenterna också på om de kände igen logotyperna eller inte. Resultat: Resultatet samanställdes i frekvenstabeller och bearbetades med hjälp av en logistisk binominal regressionsanalys. Inget statiskt signifikant resultat uppnåddes. Slutsatser: Studien visar ingen statistisk evidens för i vilken utsträckning logotypers komplexitet, samt konsumenters igenkänning av en logotyp, påverkar konsumenters preferenser. I specifika fall påvisas dock belägg för att individer som känner igen en logotyp föredrar den komplexa (gamla) och individer som inte känner igen en logotyp föredrar den enkla (nya). / Background: Logo changes have become increasingly common, and the logos themselves are becoming simpler. How do consumers perceive this transformation? Aim: The purpose of this study is to examine how the complexity and recognizability of logos can influence consumer preferences. Method: The collection of data was conducted using a web survey distributed via Facebook, resulting in a response rate of 134 participants. The survey employed a choice experiment, where respondents were presented with two response options and asked to select their preferred alternative. In the second part, participants also indicated whether they recognized the logos or not. Results: The results were compiled into frequency tables and analyzed using logistic binomial regression analysis. However, no statistically significant results were obtained. Conclusions: The study does not provide statistical evidence regarding the extent to which the complexity of logos and consumers' recognition of a logo influence consumer preferences. However, in specific cases, there is evidence that individuals who recognizea logo prefer the complex (old) one, while individuals who do not recognize a logo prefer the simple (new) one.
|
23 |
Exploring a LOGO microworld : the first minutesNg, Kevin 14 October 2014 (has links)
In his 1980 book, Mindstorms, Seymour Papert proposes using microworlds to help children learn mathematics like mathematicians. In a microworld like LOGO that is culturally rich in math, Papert claims that learning math can be as natural as learning French in France. Although the technology at the time was adequate, LOGO faltered due to improper implementation in the classroom. A newfound political interest in inquiry and computer literacy could breathe new life into Papert's vision. In contrast with the routinized approaches to introducing aspects of programming that, arguably, limited the trajectory for the implementation of programming in schools (Papert, 1980), this report explores what can and does happen in the first few minutes using a more open, student directed, approach to programming with high school physics students. A grounded theory approach led to connections with Vygotsky's Zone of Proximal Development. / text
|
24 |
O processo de criação de um logo de jogo digital: estudo de caso da marca PenskiRichene, Gabrielly Del Carlo 15 September 2016 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2016-11-01T17:05:36Z
No. of bitstreams: 1
Gabrielly Del Carlo Richene.pdf: 30781587 bytes, checksum: ccf7613eeb6fa94d049265e206710099 (MD5) / Made available in DSpace on 2016-11-01T17:05:36Z (GMT). No. of bitstreams: 1
Gabrielly Del Carlo Richene.pdf: 30781587 bytes, checksum: ccf7613eeb6fa94d049265e206710099 (MD5)
Previous issue date: 2016-09-15 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / A new game developer has born and needs a visual identity to represent your brand. This
work covers the path used to create this identity, which seeks to analyze terms and materials
in graphic design, offering solutions and ways to develop a logo properly. These paths lead us
to study methods for analyzing the competition market, ranking terminologies of their visual
identities and create briefings on how to develop study methodology of shapes, colors,
sketches and uses to formulate a logo for that particular company / Uma nova empresa produtora de jogos eletrônicos nasce e necessita de uma identidade visual
para representar sua marca. Com esta pesquisa, pretende-se problematizar sobre as questões
que envolvem a criação da identidade visual de uma determinada marca. De fato, busca-se
analisar os aspectos que envolvem as características do design gráfico para a apresentação de
soluções e percursos para o desenvolvimento de um logo para uma desenvolvedora de jogos
eletrônicos. Os caminhos que serão apresentados nos levam a refletir sobre métodos para
desenvolvimento de uma identidade: elaboração de diagnóstico, análise da concorrência,
elaboração de um posicionamento para a marca a partir da imagem de seu logo, definindo
terminologias para essa identidade visual à partir de briefings que irão definir formas, cores,
características sintáticas e semânticas. Estas serão utilizadas para formulação da identidade
visual de uma empresa de jogos eletrônicos
|
25 |
Corporate design fakult VŠEHasić, Benjamin January 2007 (has links)
Cílem této práce je analýza a návrh zlepšení vizuálního stylu fakult Vysoké školy ekonomické v Praze. Vizuální styl fakult VŠE vychází ze základního kamene, kterým je nové logo vysoké školy. Je důleţité zmínit, že nové logo Vysoké školy ekonomické v Praze a jeho aplikace, jsou popsány v přidružené diplomové práci, která s touto tvoří nedělitelný celek. Pouze s přihlédnutím k oběma pracím, je možné získat celý obraz o zvažované změně corporate identity VŠE a jejich fakult. Odvozeným cílem je vypracování corporate design manuálu. Byly uvaţovány nároky, které jsou v současné době kladeny na komunikaci firem, především pak na tu vizuální. Tyto nároky jsou popsány v teoretické části, ve které je také definováno postavení corporate designu v rámci obecného komunikačního mixu. V praktické části práce je vypracován corporate design manuál, který obsahuje aplikace nového vizuálního stylu. Ke změně vizuálního stylu fakult VŠE bylo přistupováno jako ke změně vizuálního stylu komerční organizace. Tato diplomová práce obsahuje řadu rozšíření, která v současném grafickém manuálu fakult VŠE chybí. Zahrnuje například tvorbu jednotného orientačního systému nebo doporučení pro webové stránky.
|
26 |
Právní ochrana loga z hlediska autorského zákona a zákona o ochranných známkách / Legal protection of logo in a view of Copyright Act and Trade Mark ActKrbová, Lucie January 2012 (has links)
In this thesis I explain the problematic situation presented by the legal protection of logos in the Czech Republic. I chose this topic because logos are a daily part of everyones' lives helping us make important every day decisions. Yet logo is not a legal term and sometimes it can be difficult to define what logo actually is. This doesn't mean to say that logos do not have legal protection. It always depends on the definition of logo. Usually a logo enjoys the same rights as the brand it represents giving it equal protecton under the law. In many cases logos are a registered trademark giving it full protection under the trademark act. Even unregistered logos enjoy some of the same protections afforded to registered logos and it may be additionally protected by unfair competition laws. Often logos are the work of a single artist and therefore covered by the copyright act. In the opening of the thesis I wrote about the legal protection of logos in view of the copyright act and explained the requirements a logo must meet to qualify for protection under this act. Thustly explaining the rights possessed by the author of the logo, the process of transfering those rights to another person, and finally what measures the author can take to defend his rights. Next, I desribed logo in the terms of a...
|
27 |
VISUAL COMMUNICATION ACROSS CULTURES A Semiotic Study of the Interpretation of Western Brand Images in ChinaFu, Linda, n/a January 2000 (has links)
This thesis seeks to shed some light on the study and practice of visual communication
across cultural boundaries, Using a semiotic approach, it examines how a selected
range of Western brand images that are promoted in the People's Republic of China are
'read' and interpreted by the local urban population. The case studies include symbolic
images, such as logomarks and logotypes, as well as iconic images such as
photographic material in advertisements. The political, economic and social context,
and cultural aspects, such as attitudes, values and various cultural codes, are
considered as influencing factors tha t affect the decoding of the meaning of visual
unages.
The research indicates that the intended and perceived meanings of a branding image
rarely match when there is a significant difference between the cultures in which the
image is encoded and decoded. While in a few instances the local population interprets
the Western brand images in the manner intended by the Western communicator, most
are interpreted differently. Some images are interpreted with a positive, albeit
different, connotation, others are seen as rather negative. In the worst-case scenario,
the messages are severely misunderstood and totally rejected by the readers due to
cultural incompatibility.
Rather unexpectedly, symbolic images, acknowledged as arbitrary and culture-specific
in nature, are more readily interpreted in a positive way and close to the intended
meaning than are the iconic images. The latter tend to be interpreted almost exclusively
in the reader's (rather than the author's) cultural context and thus may be prone to
misunderstanding or even rejection.
The thesis concludes that the challenge in communicating visually across cultural
boundaries is to recognise cultural differences, and draw on cultural compatibility to
generate shared meaning and avoid cultural clashes that cause negative interpretation
|
28 |
Lego TC logo as a learning environment in problem-solving in advanced supplementary level design & technology with pupils aged 16-19Lo, Ting-kau. January 1992 (has links)
Thesis (M.Ed.)--University of Hong Kong, 1992. / Includes bibliographical references (leaf 154-160). Also available in print.
|
29 |
Dyadic interaction in an elementary school computer lab classroom, and the learning of Logo geometry conceptsZack, Vicki January 1988 (has links)
This qualitative naturalistic research study investigated peer interaction and its relationship to the learning of Logo geometry concepts within an elementary school computer lab classroom environment. The work of four focal children (10-11 years old) and their partners was analyzed. The study looked at (1) the kind of working relationships which existed between the partners, (2) the verbal strategies used by the partners during their mathematics disagreement, and (3) the ways in which the talk between the partners and the strategies they used both contributed to their learning, and reflected their learning, of the geometry concepts (with an emphasis upon the aspect of angular rotation). / The findings revealed that all but one of the dyadic (and triadic) partnerships were collaborative and symmetrical: the children took turns giving information and explanation. At times the information was incorrect. The number of explanations given was very small. A range of peer teaching skills was in evidence. There was no correspondence found between the rate of use of higher level strategies (which included talk supported by reasons), and the child's general Logo achievement. However, the verbal strategies used during disagreements did reveal the children's modes of working and thinking. Seven of the ten children worked in an algorithmic way; the other three seemed to understand what they were doing when they worked with angular rotations. The study was able to report on aspects concerning the children's understanding of angular rotation in the early stages of Logo learning, as well as on the sociocognitive aspect concerning the effects that children working together can have upon their learning of Logo geometry concepts.
|
30 |
L'Organisation de l'espace proche en section des grands de l'école maternelle, enfants de cinq à six ans, à partir du pilotage des déplacements d'un robot en langage LOGO /Daubet, Michel, January 1987 (has links)
Th. 3e cycle--Didactique des mathématiques--Université de Bordeaux I, 1986. / Bibliogr. p. 250-257.
|
Page generated in 0.0431 seconds